Jiang, Yang, Jiang, Jianmin and Palmer, Ian (2008) Computerized Interactive Gaming via Supporting Vector Machines. International Journal of Computer Games Technology, 2008. ISSN 1687-7047
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Abstract
Computerized interactive gaming requires automatic processing of large volume of random data produced by players on spot, such as shooting, football kicking, and boxing. This paper describes a supporting vector machine-based artificial intelligence algorithm as one of the possible solutions to the problem of random data processing and the provision of interactive indication for further actions. In comparison with existing techniques, such as rule-based and neural networks, and so forth, our SVM-based interactive gaming algorithm has the features of (i) high-speed processing, providing instant response to the players, (ii) winner selection and control by one parameter, which can be predesigned and adjusted according to the needs of interaction and game design or specific level of difficulties, and (iii) detection of interaction points is adaptive to the input changes, and no labelled training data is required. Experiments on numerical simulation support that the proposed algorithm is robust to random noise, accurate in picking up winning data, and convenient for all interactive gaming designs.
Item Type: | Article |
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Additional Information: | Article ID 186941 |
Subjects: | G900 Others in Mathematical and Computing Sciences |
Department: | Faculties > Engineering and Environment > Computer and Information Sciences |
Depositing User: | Ay Okpokam |
Date Deposited: | 24 Jan 2012 11:29 |
Last Modified: | 17 Dec 2023 14:04 |
URI: | https://nrl.northumbria.ac.uk/id/eprint/5100 |
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