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2009 VIII Brazilian Symposium on Games and Digital Entertainment最新文献

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gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games gRmobile:面向手机游戏的触摸和加速计手势识别框架
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.24
M. Joselli, E. Clua
Mobile phone games are usually design to be able to play using the traditional number pads of the handsets. This is stressfully difficult for the user interaction and consequently for the game design. Because of that, one of the most desired features of a mobile games is the usage of few buttons as possible. Nowadays, with the evolution of the mobile phones, more types of user interaction are appearing, like touch and accelerometer input. With these features, game developers have new forms of exploring the user input, being necessary to adapt or create new kinds of game play. With mobile phones equipped with 3D accelerometers, developers can use the simple motion of the device to control the game or use complex accelerated gestures. And with mobile phones equipped with the touch feature, they can use a simple touch or a complex touch gesture recognitions. For the gesture to be recognized one can use different methods like simple brute force gestures, that only works well on simple gestures, or more complex pattern recognition techniques like hidden Markov fields, fuzzy logic and neural networks. This work presents a novel framework for touch/accelerometer gesture recognition that uses hidden Markov model for recognition of the gestures. This framework can also be used for the development of mobile application with the use of gestures.
手机游戏通常被设计成能够使用手机的传统数字键盘来玩。这对于用户交互和游戏设计来说都是非常困难的。正因为如此,手机游戏最令人期待的功能之一便是尽可能少使用按键。如今,随着手机的发展,出现了更多类型的用户交互,如触摸和加速度计输入。有了这些功能,游戏开发者就有了探索用户输入的新形式,这是适应或创造新玩法的必要条件。有了配备3D加速计的手机,开发者可以使用设备的简单动作来控制游戏,或者使用复杂的加速手势。有了配备触摸功能的手机,他们可以使用简单的触摸或复杂的触摸手势识别。要识别手势,可以使用不同的方法,如简单的蛮力手势,这只适用于简单的手势,或更复杂的模式识别技术,如隐藏马尔可夫场,模糊逻辑和神经网络。这项工作提出了一种新的触摸/加速度计手势识别框架,该框架使用隐马尔可夫模型来识别手势。这个框架也可以用于使用手势的移动应用程序的开发。
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引用次数: 50
Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling 分层PNF网络——用于叙事表现和戏剧化的事件时间模型
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.28
E. Passos, A. Montenegro, E. Clua, C. Pozzer, F. S. C. D. Silva
Storytelling is an important feature in games and also other types of (semi) automated entertainment systems such as machinima and digital-TV. The majority of the current research in storytelling use precedence-based directed acyclic graphs, or even linear sequences, to model the ordering of events in a story. This approach makes it easier to plan, recognize and perform these events in real-time, but it is also too simple to represent complex human actions, which form the basis of the most interesting stories in this niche. PNF-Networks and Interval Scripting are frameworks to represent, recognize and perform human action that was proposed in the context of computer-aided theatre. In this paper we describe two extensions to this framework that were designed and developed to enable its use in larger scale storytelling systems: Hierarchical PNF-Networks and a template-based definition. Hierarchical PNF-Networks present lower complexity propagation heuristic while the definition language enables high-level and abstract description of the temporal structure of the actions and events that compose an interactive story or game.
讲故事是游戏和其他类型(半)自动化娱乐系统(如machinima和数字电视)的重要功能。目前大多数关于故事叙述的研究都使用基于先验的有向无环图,甚至线性序列来模拟故事中事件的顺序。这种方法使计划、识别和实时执行这些事件变得更容易,但它也过于简单,无法表示复杂的人类行为,而这些行为构成了这个细分市场中最有趣故事的基础。pnf网络和间隔脚本是表示、识别和执行在计算机辅助戏剧背景下提出的人类行为的框架。在本文中,我们描述了该框架的两个扩展,这两个扩展是为了使其能够在更大规模的故事叙述系统中使用而设计和开发的:分层PNF-Networks和基于模板的定义。分层pnf网络呈现较低复杂性的传播启发式,而定义语言能够对构成交互式故事或游戏的行动和事件的时间结构进行高级和抽象的描述。
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引用次数: 0
A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space 使用kd树对空间进行分区的MMOG服务器的细粒度负载平衡技术
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.11
Carlos Eduardo Benevides Bezerra, J. Comba, C. Geyer
MMOGs (massively multiplayer online games) are applications that require high bandwidth connections to work properly. This demand for bandwidth is specially critical on the servers that host the game. This happens because the typical number of simultaneous participants in this kind of game varies from a few hundreds to several tens of thousands, and the server is the one responsible for mediating the interaction between every pair of players connected to it. To deal with this problem, decentralized architectures with multiple servers have been proposed, where each server manages a region of the virtual environment of the game. Each player, then, connects only to the server that manages the region where he is playing. However, to distribute the load among the servers, it is necessary to devise an algorithm for partitioning the virtual environment. In order to readjust the load distribution during the game, this algorithm must be dynamic. Some work has already been made in this direction, but with a geometric algorithm, more appropriate than those found in the literature, it should be possible to reduce the distribution granularity without compromising the rebalancing time, or even reducing it. In this work, we propose the use of a kd-tree for dividing the virtual environment of the game into regions, each of which being designated to one of the servers. The split coordinates of the regions are adjusted dynamically according to the distribution of avatars in the virtual environment. We compared our algorithm to some approaches found in the literature and the simulation results show that our algorithm performed better in most aspects we analyzed.
mmog(大型多人在线游戏)是需要高带宽连接才能正常工作的应用程序。这种对带宽的需求在托管游戏的服务器上尤为重要。之所以会出现这种情况,是因为在这类游戏中,同时参与的典型人数从几百人到几万人不等,而服务器负责协调连接到它的每对玩家之间的互动。为了解决这个问题,已经提出了带有多个服务器的分散架构,其中每个服务器管理游戏虚拟环境的一个区域。然后,每个玩家只能连接到管理他正在玩的区域的服务器。然而,为了在服务器之间分配负载,有必要设计一种算法来对虚拟环境进行分区。为了在游戏过程中重新调整负载分配,该算法必须是动态的。在这个方向上已经做了一些工作,但是使用比文献中发现的更合适的几何算法,应该可以在不影响再平衡时间的情况下减少分布粒度,甚至减少它。在这项工作中,我们建议使用kd树将游戏的虚拟环境划分为多个区域,每个区域被指定为一个服务器。根据虚拟环境中虚拟人物的分布动态调整区域的分割坐标。我们将我们的算法与文献中发现的一些方法进行了比较,仿真结果表明我们的算法在我们分析的大多数方面都表现得更好。
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引用次数: 9
trAIns: An Artificial Inteligence for OpenTTD 列车:面向opentd的人工智能
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.15
L. Rios, L. Chaimowicz
Simulation games present several challenges for computer controlled players. As a result of this, most of the artificial intelligence algorithms developed so far, especially for construction and management simulation games, do not give satisfactory results when compared to human performance. In this paper we develop an AI to control an agent of OpenTTD, a open-source clone of Transport Tycoon Deluxe, one of the premier construction and management simulation games. To do this, we create and adapt artificial intelligence techniques to allow their use in a dynamic, multi-agent strategic environment. Named trAIns, the developed AI constructs and manages railroad routes, the most challenging transport type in the game. Several qualitative and quantitative experiments comparing trAIns with another AI are performed, bringing very good results.
模拟游戏对计算机控制的玩家提出了几个挑战。因此,迄今为止开发的大多数人工智能算法,特别是建筑和管理模拟游戏,与人类的表现相比,并没有给出令人满意的结果。在本文中,我们开发了一个人工智能来控制OpenTTD的代理,OpenTTD是一款开源克隆的Transport Tycoon Deluxe,这是一款首屈一指的建筑和管理模拟游戏。为此,我们创建并调整了人工智能技术,使其能够在动态的多智能体战略环境中使用。被命名为火车,开发的人工智能建设和管理铁路路线,在游戏中最具挑战性的运输类型。进行了几次定性和定量实验,将trAIns与另一种人工智能进行了比较,取得了很好的结果。
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引用次数: 2
A Novel Algorithm to Verify the Solution of Geometric Puzzle Games 一种验证几何谜题解的新算法
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.10
Manoel Siqueira, Rafael Machado Alves, E. Clua, E. Passos, C. Silva, A. Montenegro, Júlio Cesar Oliveira
In this paper, we present a novel algorithm to solve the problem of correctly verifying the solution for geometric puzzles. When compared with others, this approach covers a satisfactory amount of cases. The method comprises the use of sixteen possible relations between polygon edges, which are classified to eliminate those that are not necessarily part of the final figure. This method provides for a precise verification of an arranged set of polygons that must form the same image as the desired solution, without the need of extra meta-data. Only the vertexes themselves (also the edge concavity and center position, when circumference arcs are present) are used the algorithm.
在本文中,我们提出了一种新的算法来解决几何谜题解的正确验证问题。与其他方法相比,这种方法涵盖的案例数量令人满意。该方法包括使用多边形边缘之间的16种可能的关系,这些关系被分类以消除那些不一定是最终图形一部分的关系。该方法提供了一组排列好的多边形的精确验证,这些多边形必须形成与所需解决方案相同的图像,而不需要额外的元数据。算法只使用顶点本身(当存在圆周弧时,也使用边缘凹度和中心位置)。
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引用次数: 0
A Model for Interactive TV Storytelling 互动电视故事叙述模式
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.31
M. Camanho, A. Ciarlini, A. Furtado, B. Feijó, C. Pozzer
Interactive storytelling systems are applications to generate and dramatize interactive stories. The main challenge to such systems is the generation of coherent stories while users are watching and interfering with what is happening. In an interactive TV environment, quality and diversity of narratives are crucially important objectives. In addition, new requirements related to comfort in user interaction, responsiveness and scalability have to be taken into account. In this paper, we present a model for interactive TV storytelling to cope with these requirements. The model was implemented in a new version of the planning-based interactive storytelling system Logtell.
交互式故事叙述系统是生成和戏剧化交互式故事的应用程序。这类系统面临的主要挑战是,在用户观看和干预正在发生的事情的同时,生成连贯的故事。在互动电视环境中,叙事的质量和多样性是至关重要的目标。此外,还必须考虑到与用户交互的舒适性、响应性和可伸缩性有关的新要求。在本文中,我们提出了一个互动电视叙事模型来应对这些需求。该模型在基于计划的交互式故事叙述系统Logtell的新版本中实现。
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引用次数: 12
Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games Charack:用于3D游戏的伪无限虚拟世界实时生成工具
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.21
Fernando Bevilacqua, C. Pozzer, M. C. d'Ornellas
In MMO games the player’s experience is mainly influenced by the size and details of the virtual world. Technically the bigger the world is, the bigger is the time the player takes to explore all the places. This work presents a tool (named Charack) able to generate pseudo-infinite virtual worlds with different types of terrains. Using a combination of algorithms and content management methods, Charack is able to create beaches, islands, bays and coastlines that imitates real world landscapes. The tool clearly distinguish the generation of each type of content. The contribution of the tool is the ability to generate arbitrarily large pieces of land (or landscape) focusing on detailed coastline generation, by means of using procedural algorithms.
在MMO游戏中,玩家的体验主要受到虚拟世界的大小和细节的影响。从技术上讲,世界越大,玩家探索所有地方的时间就越长。这项工作提出了一个工具(名为Charack),能够生成具有不同类型地形的伪无限虚拟世界。通过结合算法和内容管理方法,Charack能够创建模仿现实世界景观的海滩、岛屿、海湾和海岸线。该工具清楚地区分了每种类型内容的生成。该工具的贡献是能够生成任意大块的土地(或景观),重点是详细的海岸线生成,通过使用程序算法。
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引用次数: 10
A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU 基于GPU的大规模三维人群模拟邻域网格数据结构
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.22
M. Joselli, E. Passos, M. Zamith, E. Clua, A. Montenegro, B. Feijó
Simulation and visualization of emergent crowd in real-time is a computationally intensive task. This intensity mostly comes from the $O(n^2)$ complexity of the traversal algorithm, necessary for the proximity queries of all pair of entities in order to compute the relevant mutual interactions. Previous works reduced this complexity by considerably factors, using adequate data structures for spatial subdivision and parallel computing on modern graphic hardware, achieving interactive frame rates in real-time simulations. However, the performance of existent proposals are heavily affected by the maximum density of the spatial subdivision cells, which is usually high, yet leading to algorithms that are not optimal. In this paper we extend previous neighborhood data structure, which is called neighborhood grid, and a simulation architecture that provides for extremely low parallel complexity. Also, we implement a representative flocking boids case-study from which we run benchmarks with simulation and rendering of up to 1 million boids at interactive frame-rates. We remark that this work can achive a minimum spee up of 2.94 when compared to traditional spatial subdivision methods with a similar visual experience and with lesser use of memory.
紧急人群的实时仿真和可视化是一项计算密集型的任务。这种强度主要来自遍历算法的$O(n^2)$复杂度,这对于所有实体对的接近查询是必要的,以便计算相关的相互交互。以前的工作大大降低了这种复杂性,在现代图形硬件上使用适当的数据结构进行空间细分和并行计算,在实时模拟中实现交互帧率。然而,现有算法的性能受到空间细分单元最大密度的严重影响,该密度通常很高,导致算法不是最优的。在本文中,我们扩展了以前的邻域数据结构,称为邻域网格,并提供了一个模拟体系结构,提供了极低的并行复杂度。此外,我们还实现了一个具有代表性的群集boids案例研究,从该案例研究中,我们以交互帧率运行模拟和渲染多达100万个boids的基准测试。我们注意到,与传统的空间细分方法相比,这项工作可以实现2.94的最小速度提升,具有相似的视觉体验,并且使用较少的内存。
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引用次数: 34
VhCVE: A Collaborative Virtual Environment Including Facial Animation and Computer Vision VhCVE:包括面部动画和计算机视觉的协同虚拟环境
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.32
Henry Braun, Rafael Hocevar, R. Queiroz, Marcelo Cohen, J. L. Moreira, Julio C. S. Jacques Junior, Adriana Braun, S. Musse, R. Samadani
In this paper we present a platform called VhCVE, in which relevant issues related to Collaborative Virtual Environments applications are integrated. The main goal is to provide a framework where participants can interact with others by voice and chat. Also, manipulation tools such as a mouse using Computer Vision and Physics are included, as well as rendering techniques (e.g. light sources, shadows and weather effects). In addition, avatar animation in terms of face and body motion are provided. Results indicate that our platform can be used as a interactive virtual world to help communication among people.
在本文中,我们提出了一个名为VhCVE的平台,在该平台中集成了与协作虚拟环境应用相关的相关问题。主要目标是提供一个框架,参与者可以通过语音和聊天与他人互动。此外,还包括使用计算机视觉和物理的鼠标等操作工具,以及渲染技术(例如光源,阴影和天气效果)。此外,还提供了脸部和身体运动方面的化身动画。结果表明,我们的平台可以作为一个交互式的虚拟世界来帮助人们之间的交流。
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引用次数: 5
A novel multithreaded rendering system based on a deferred approach 一种基于延迟方法的新型多线程呈现系统
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.27
J. Lorenzon, E. Clua
This paper presents the architecture of a rendering system designed for multithreaded rendering. The implementation of the architecture following a deferred rendering approach shows gains of 65% on a dual core machine.
本文介绍了一个面向多线程渲染的渲染系统的体系结构。采用延迟呈现方法的架构的实现在双核机器上显示了65%的增益。
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引用次数: 3
期刊
2009 VIII Brazilian Symposium on Games and Digital Entertainment
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