Computerized Interactive Gaming via Supporting Vector Machines
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 p...
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| Main Authors: | , , |
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| Format: | Article |
| Language: | English |
| Published: |
Wiley
2008-01-01
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| Series: | International Journal of Computer Games Technology |
| Online Access: | http://dx.doi.org/10.1155/2008/186941 |
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| _version_ | 1849692370415648768 |
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| author | Y. Jiang J. Jiang I. J. Palmer |
| author_facet | Y. Jiang J. Jiang I. J. Palmer |
| author_sort | Y. Jiang |
| collection | DOAJ |
| description | 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. |
| format | Article |
| id | doaj-art-ee886ea135c04a33b1f5c53173fa96da |
| institution | DOAJ |
| issn | 1687-7047 1687-7055 |
| language | English |
| publishDate | 2008-01-01 |
| publisher | Wiley |
| record_format | Article |
| series | International Journal of Computer Games Technology |
| spelling | doaj-art-ee886ea135c04a33b1f5c53173fa96da2025-08-20T03:20:43ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552008-01-01200810.1155/2008/186941186941Computerized Interactive Gaming via Supporting Vector MachinesY. Jiang0J. Jiang1I. J. Palmer2Department of Electronic Imaging and Media Communications, University of Bradford, West Yorkshire BD7 1DP, UKDepartment of Electronic Imaging and Media Communications, University of Bradford, West Yorkshire BD7 1DP, UKDepartment of Electronic Imaging and Media Communications, University of Bradford, West Yorkshire BD7 1DP, UKComputerized 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.http://dx.doi.org/10.1155/2008/186941 |
| spellingShingle | Y. Jiang J. Jiang I. J. Palmer Computerized Interactive Gaming via Supporting Vector Machines International Journal of Computer Games Technology |
| title | Computerized Interactive Gaming via Supporting Vector Machines |
| title_full | Computerized Interactive Gaming via Supporting Vector Machines |
| title_fullStr | Computerized Interactive Gaming via Supporting Vector Machines |
| title_full_unstemmed | Computerized Interactive Gaming via Supporting Vector Machines |
| title_short | Computerized Interactive Gaming via Supporting Vector Machines |
| title_sort | computerized interactive gaming via supporting vector machines |
| url | http://dx.doi.org/10.1155/2008/186941 |
| work_keys_str_mv | AT yjiang computerizedinteractivegamingviasupportingvectormachines AT jjiang computerizedinteractivegamingviasupportingvectormachines AT ijpalmer computerizedinteractivegamingviasupportingvectormachines |