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: Y. Jiang, J. Jiang, I. J. Palmer
Format: Article
Language:English
Published: Wiley 2008-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2008/186941
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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.
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issn 1687-7047
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publishDate 2008-01-01
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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
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AT ijpalmer computerizedinteractivegamingviasupportingvectormachines