A finite state machine based on topology coordinates for wrestling games
Edmond S. L. Ho, Taku Komura
In Computer Animation and Virtual Worlds, 22(5), 2011.
Abstract: This paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players-one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods.
Keyword(s): character animation, motion capture, interactive games
Article URL: http://dx.doi.org/10.1002/cav.376
BibTeX format:
@article{Ho:2011:AFS,
  author = {Edmond S. L. Ho and Taku Komura},
  title = {A finite state machine based on topology coordinates for wrestling games},
  journal = {Computer Animation and Virtual Worlds},
  volume = {22},
  number = {5},
  pages = {435--443},
  year = {2011},
}
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