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研究生:邱志明
研究生(外文):Chiu Chih-Ming
論文名稱:針對自然互動多人線上遊戲之智慧型遊戲引擎框架設計與實作
論文名稱(外文):Design and Implementation of an Intelligent Game Engine Framework for Natural Interaction Enabled Multiplayer Games
指導教授:蔡志忠蔡志忠引用關係
口試委員:范國光周遵儒羅習五蔡源斌蔡志忠
口試日期:2014-06-12
學位類別:博士
校院名稱:國立中正大學
系所名稱:資訊工程研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2014
畢業學年度:102
語文別:英文
論文頁數:104
中文關鍵詞:遊戲引擎自然互動
外文關鍵詞:Natural InteractionGame Engine
相關次數:
  • 被引用被引用:0
  • 點閱點閱:481
  • 評分評分:
  • 下載下載:52
  • 收藏至我的研究室書目清單書目收藏:0
In this paper, an intelligent game engine framework called GENI is proposed to recognize, analyze, and predict player actions on-line. First, the martial art styles are recorded using the Kinect device, then we utilize the Dynamic Time Wrapping (DTW) algorithm to analysis and recognize real-time user input style. Second, after learning the model, we collect the logs of the on-line recognized behaviors data, extract interesting patterns, and obtain reliable probabilities from the mining step. Two efficient approaches namely MSSBE and MSSMB are proposed for mining the behavior data and finding the interesting style patterns. In addition, a suffix matching algorithm is proposed to discover the proper style sequences of an avatar for predicting future responses of opponents. The N-Gram predictor algorithm is also presented for evaluating the efficiency of our methods. Finally, to demonstrate how those algorithms apply to real game scenarios, we implement the framework using a scene graph based approach with rich graphical user interfaces to fulfill the game experiment environment.

Moreover, we also apply GENI in walkthrough research and propose several new approaches based on a behavioral oriented system that uses traversal patterns to model relationships between users and exploits semantic-based clustering techniques, such as association, intra-relationships, and inter-relationships, to explore additional links throughout the walkthrough system.

I. INTRODUCTION 1
II. RELATED WORK 6
2.1 Game Engine Framework and Technology 6
2.2 Motion Recognition and Analysis 9
2.3 Opponent Modeling and Action Prediction 19
2.4 Walkthrough 26
III. GENI ARCHITECTURE 39
3.1 Main Conceptual Model 39
3.2 System and Functional Diagrams 40
3.3 Scene Graph based Game Engine Framework 41
IV. MOTION RECOGNITION AND ANALYSIS 48
V. ACTION PREDICTION 56
5.1 Data Stream Mining based Algorithms 56
5.2 N-Gram based Algorithms 68
5.2.1 N-Gram Predictor 68
5.2.2 Suffix Matching Predictor 71
VI. APPLICATION IN WALKTHROUGH 79
6.1 Utilizing Traveral Sequence Order for Storage Layout 79
VII. SUMMARY AND CONCLUSIONS 86
REFERENCES 88

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