Technical Note: Generating Realistic Fighting Scenes by Game Tree
Hubert P. H. Shum, Taku Komura

TL;DR
This paper introduces a novel approach for generating realistic multi-avatar fighting scenes by transforming continuous actions into a discrete causality space, enabling strategic planning with algorithms like Minimax.
Contribution
It presents the temporal expansion approach and an offense/defense table to incorporate tactical decision-making into simulated fighting scenes.
Findings
Successfully generated realistic multi-avatar fighting scenes
Enabled strategic planning using game tree algorithms
Applicable to other continuous strategic activities like sports
Abstract
Recently, there have been a lot of researches to synthesize / edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating continuous interactions of multiple avatars such as fighting. In this paper, we propose a new method to generate a realistic fighting scene based on motion capture data. We propose a new algorithm called the temporal expansion approach which maps the continuous time action plan to a discrete causality space such that turn-based evaluation methods can be used. As a result, it is possible to use many mature algorithms available in strategy games such as the Minimax algorithm and pruning. We also propose a method to generate and use an offense/defense table, which illustrates the spatial-temporal relationship of attacks and dodges, to incorporate tactical maneuvers of defense into the scene. Using…
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Taxonomy
TopicsHuman Motion and Animation · Artificial Intelligence in Games · Video Analysis and Summarization
