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Major commercial (AAA) games increasingly transit to a semi-persistent or persistent format in order to extend the value of the game to the player, and to add new sources of revenue beyond basic retail sales. Given this shift in the design of AAA titles, game analytics needs to address new types of problems, notably the problem of forecasting future player behavior. This is because player retention...
Predicting the trajectory of a wide receiver in the game of American football requires prior knowledge about the game (e.g., route trees, defensive formations) and an accurate model of how the environment will change over time (e.g., opponent reaction strategies, motion attributes of players). Our aim is to build a computational model of the wide receiver, which takes into account prior knowledge...
Appraisal theory is the most influential theory within affective computing, and serves as the basis for several computational models of emotion. The theory makes strong claims of domain-independence: seemingly different situations, both within and across domains are claimed to produce the identical emotional responses if and only if they are appraised the same way. This article tests this claim, and...
In this paper, we have considered the development of predictive collision avoidance as an individual driver behavior modeling. First, our investigation focuses on developing a subjective collision risk estimation model. Through the game theoretic estimation of the counterpart's behaviors and the corresponding time-evolution of the unsafe collision areas, we compute an objective collision model. In...
In this paper, a multiple Neural Network (NN) compensator is designed for a billiard robot to finish a task, in which the trained robot is commanded to control the cue ball to a specific target point along a trajectory with multiple cushion rebounds. A novel pyramid classification has been established to sort out the pattern of trajectory and its segments. For each trajectory pattern, a corresponding...
Tennis Real Play (TRP) is an interactive tennis game system constructed with models extracted from videos of real matches. The key techniques proposed for TRP include player modeling and video-based player/court rendering. For player model creation, we propose the process for database normalization and the behavioral transition model of tennis players, which might be a good alternative for motion...
Scalability of multiplayer games can be improved by client-side processing of game actions. Consistency becomes a concern, however, in the case of unpredictable but important events such as object interactions. We propose here a new motion-lock protocol for distributed collision detection and resolution. The motion-lock protocol improves performance of motion prediction by giving stations time to...
This paper is about the requirements and architectural considerations that provide a SORT system with processes for observing, modeling, simulating, predicting, deciding, and acting in an external environment. For our purposes, "real time'' (RT) means coordinated with an external source of time or with sequences of events over which the system has no direct control. It is this unpredictability...
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