CN106512400A - Football game simulation method based on process - Google Patents

Football game simulation method based on process Download PDF

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Publication number
CN106512400A
CN106512400A CN201611124454.5A CN201611124454A CN106512400A CN 106512400 A CN106512400 A CN 106512400A CN 201611124454 A CN201611124454 A CN 201611124454A CN 106512400 A CN106512400 A CN 106512400A
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China
Prior art keywords
attacker
attacking
defending
line
value
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CN201611124454.5A
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Chinese (zh)
Inventor
刘斌
周嘉龙
尹华伟
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Shanghai Shinian Information Technology Co Ltd
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Shanghai Shinian Information Technology Co Ltd
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Priority to CN201611124454.5A priority Critical patent/CN106512400A/en
Publication of CN106512400A publication Critical patent/CN106512400A/en
Priority to ARP170103451A priority patent/AR110505A1/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Abstract

The invention relates to a football game simulation method based on process. The method applies the simulation of multiple rounds of attach and defense to acquire a real game result which is consistent with the normal football game rules. The method comprises the steps of (1) pre-game preparation stage, (2) game beginning stage, and (3) the generation of final simulation game result after the ending of the last round of attack and defense. In the step (1), the formation and tactics of both teams are set, the parameters of the standing positions, active areas and personal attributes of all the player of both teams are acquired based on the formation and tactics. In the step (2), the whole game is divided into multiple continuous rounds of attack and defense, and in each round of attack and defense, the team tactic and the concrete parameter values of all the laning player are all set to judge whether the movement of the laning players are successfully implemented, and based on movement result of the laning players, judging whether the round of attack and defense is finished. Compared with the prior art, the method has the advantages of being complete in consideration, and being reasonable in simulation.

Description

A kind of football match analogy method of Kernel-based methods
Technical field
The present invention relates to game technical field, more particularly, to a kind of football match analogy method of Kernel-based methods.
Background technology
In existing football match analogy method, usually result of the match is calculated according to both sides' strength value is stiff, such as in match In, both sides have 11 sportsmen, simply the ability value of each sportsman is added up and draws team's strength, the erect-position of sportsman and match Used in formation and tactics also simply by simply used as sportsman's additional capabilities value, the tacit degree, sportsman between sportsman is physical Change be even more and do not account for, a result of the match is calculated according to the total strength of 11 sportsmen then.
Also a class method calculates result of the match according to the strength of both sides, some static game mistakes for presetting of applying arbitrarily Journey, such as in play, both sides have 11 sportsmen, calculate a result of the match according to the strength of each sportsman, are showing When coming, it is the process on applying arbitrarily, due to there was only some default set patterns, can increasingly seem dull in actual displaying, the station of sportsman Position, positioning show and give people stiff sensation, football strategy etc. and be difficult in play to feel, in the frame of numerical value determination result The sensation that tactics, formation, sportsman adjust brought enjoyment and true commander team is hardly resulted under frame, some even do not meet Normal football laws of the game.
The content of the invention
The purpose of the present invention is exactly to provide a kind of consideration comprehensively, rationally to overcome the defect of above-mentioned prior art presence The football match analogy method of the Kernel-based methods of simulation.
The purpose of the present invention can be achieved through the following technical solutions:
A kind of football match analogy method of Kernel-based methods, obtains true to the simulation by multiple attacking and defending bouts and accords with The result of the match of normal football laws of the game is closed, is comprised the following steps:
1) the siro spun yarn stage:The formation and tactics of setting both sides team, and formation and corresponding pair of tactics are obtained accordingly The numerical value of erect-position, scope of activities and personal specific object on the line of each sportsman of side;
2) compete the incipient stage, the whole match is divided into into multiple continuous attacking and defending bouts, and in each attacking and defending bout, if Determine team's tactics and the match concrete numerical value to thread ball person judges whether successful to thread ball person's action, and according to dynamic to thread ball person Judge whether to terminate the attacking and defending bout as result;
3) at the end of last attacking and defending bout, produce final simulated race result.
Described step 1) in, the personal specific object of each sportsman include attack attribute, defence attribute, goalkeeper's attribute and Hiding attribute, described attack attribute include shooting, pass and excessively humanized, and described defence attribute includes grabbing attribute, institute The goalkeeper's attribute stated includes attribute of putting out a fire to save life and property, and described hiding attribute includes strength, skill and reactive nature.
The numerical value Z of the personal specific object of i-th of each described sportsmaniCalculating formula be:
Zi=[(Jc+lvl*alvl)*(α+β)+equipment+coach]*(club+tactic)
Wherein, Jc be sportsman's primary attribute value, lvl be sportsman's present level, alvlIt is corresponding per grade for current sportsman's star Into long value, α is sportsman's relation addition percentage, and β is court addition percentage, and equipment is that sportsman equips property value, Coach is trainer attributes value, and club is same club's addition percentage, and tactic is tactics addition percentage.
On the line of described sportsman, erect-position includes goalkeeper, back court, low back, Attacking Midfielder and front court, and whole court is divided into one Goalkeeper region, five backfield regions, five back waist regions, five front waist areas and five front courts regions, and determined according to formation The number and scope of activities of erect-position on line.
Described step 2) specifically include following steps:
21) attacks the line of this attack is set at the preparatory stage of each attacking and defending bout according to team's tactics:
22) contraposition defender's situation of erect-position team member on each line is obtained according to the attacks the line of current attacking and defending bout, And judge the defender for whether occurring with attacker team member's contraposition on attacks the line accordingly successively, if so, then carry out step 23), if it is not, then attacker team member directly carries out next action, and continue to judge whether occur on attacks the line and attacker team The defender of member's contraposition, on attacks the line center line, the probability of contraposition defender appearance is:
P=Pb+E*n
Wherein, PbBased on occurrence rate, E is extra occurrence rate, and n is sportsman's number of whole defenders on line;
23) whether successfully judge whether current attacking and defending bout terminates according to the action of attacker team member, if so, then return step It is rapid 21), start new attacking and defending bout, if it is not, then continuing current attacking and defending bout.
Described step 21) in, described attacks the line includes standard attacks the line and emphasis tendency line of attack, described Standard attacks the line be the described emphasis tendency attack until opponents' goal attack successively from rear guard, low back, Attacking Midfielder, forward Route includes wing tendency, Road tendency, long pass tendency, short pass tendency, long drive tendency and oppresses tendency.
Described step 23) in, the action of the attacker team member includes kicking off, passes, remarkable and/or shooting, attacker Team member kick off unsuccessfully, pass failure grabbed, unusually fail or shooting goal score be judged to that current attacking and defending bout terminates, enter Offense team member kick off successfully, pass successfully, remarkable success, shooting failure be judged to that current attacking and defending bout does not terminate.
Described attacker team member kicks off, and whether successful decision condition is:
If back court or low back team member occurs in attacker when kicking off, kick off successfully, if it is not, then kicking off unsuccessfully.
Described attacker team member's pass or unusually whether successfully judge calculating formula as:
X1=M1* 85%+S1* 15%
Wherein, ScFor successfully decision content of passing, X1For pass or remarkable median,To grab median, r is into offensive team Member's technical ability addition value, q1For the mobilization factor of attacker, g is defender's technical ability addition value, q2For the performance system of defender Number, M1Pass or remarkable property value for main attacker, S1Pass or remarkable property value for assistance attacker,For Defender's grabs property value,To assist defender's to grab property value, E1For the strength property value of attacker, Q1 For the skill property value of attacker, Z2For the reactive nature value of defender, a1、a2、a3For Attribute tuning coefficient..
When successfully decision content is more than or equal to 0 when passing, then judges pass or remarkable success, continue current attacking and defending bout, when When passing that successfully decision content is less than 0, then judge that pass or remarkable failure are grabbed, terminate current attacking and defending bout.
Described attacker team member's shooting whether successfully judge calculating formula as:
Wherein,For attacker team member's shooting success rate, V1For median of shooting, Y1For remarkable median,For defence Square goalkeeper puts out a fire to save life and property property value, and r is attacker's technical ability addition value, q1For the mobilization factor of attacker, q2Sending out for defender Coefficient is waved, g is defender's technical ability addition value,For the shooting property value of main attacker,To assist attacker's Shooting property value,For the remarkable property value of main attacker,To assist the remarkable property value of attacker, E1To enter The strength property value of offensive team person, Q1For the skill property value of attacker, Z2For the reactive nature value of defender, a1、a2、a3For Attribute tuning coefficient.
Compared with prior art, the present invention has advantages below:
First, sportsman's attribute considers comprehensive:The situation of sportsman's various aspects has it is considered that when simulation important sports events is continuously compared Games-time, the present invention take into account the impact that sportsman's physical efficiency, state are necessarily produced to match, in addition to the attribute that can be cultivated, sportsman Also there are oneself individual character, talent tendency, that is, the attribute such as strength, technology, reaction, it is this kind of to be cultured, but can also contrast Match causes certain impact.
2nd, feasible simulation:The displaying of heat more conforms to the technique and tactics of football, and sportsman's behavior is more reasonable, Qiu Yuanshi Pass or oneself shooting, whom passes to reference to more contents, the battle array of tactics tendency, sportsman is set with before match attacking and defending bout Type erect-position, itself pass property value, previous bar line attacker's number etc. each side consider, wing, Road, long pass, The tactics option such as short pass, compressing, long drive is also play the role of actual performance, the more than addition on attribute;Attack attribute with it is anti- Keep that attribute correspondence, the goal mode that derives of attack attribute are corresponding with goalkeeper's attribute, each attribute has actual individual value, not It is simply to be superimposed to become total attack value and total defence value and carry out making difference comparing generation result, uses up in computation model May more than real games situation, the consideration of various technique and tactics, sort out and segment, simulated the sensation of real football, and and It is that football reality is offensive and defensive with RPG identical to pursue attribute, appearance in non-existing analogy method simply and seem, power institute of the present invention Can and the abundantization of pursuits tactics, sense of planning strategies for when participating in the cintest, the sense of reality competed reach maximum.
Description of the drawings
Fig. 1 is the antagonism flow chart of an attacking and defending bout.
Fig. 2 is erect-position segmentation figure on the line of each sportsman.
Fig. 3 is that attacks the line advances schematic diagram.
Specific embodiment
The present invention is described in detail with specific embodiment below in conjunction with the accompanying drawings.
Embodiment:
The present invention provides a kind of football match analogy method of Kernel-based methods, to be obtained by the simulation of multiple attacking and defending bouts Result of the match that is true and meeting normal football laws of the game is taken, as shown in figure 1, figure is the antagonism flow process of an attacking and defending bout, The present invention is comprised the following steps:
1) the siro spun yarn stage:The formation and tactics of setting both sides team, and formation and corresponding pair of tactics are obtained accordingly The numerical value of erect-position, scope of activities and personal specific object on the line of each sportsman of side, on the line of sportsman erect-position include goalkeeper (GK), Whole court is divided into a goalkeeper region, five back areas by back court (DF), low back (MF1), Attacking Midfielder (MF2) and front court (FW) Domain, five back waist regions, five front waist areas and five front courts regions, and the number of erect-position and activity on line are determined according to formation Scope, as shown in Fig. 2
The personal specific object of each sportsman includes attack attribute, defence attribute, goalkeeper's attribute and hiding attribute, attack category Property include shoot V, pass and excessively humanized X, defence attribute include grabbing attribute W, goalkeeper's attribute includes the attribute P that puts out a fire to save life and property, hide Attribute includes strength E, skill Q and reactive nature Z,
The numerical value Z of the personal specific object of i-th of each sportsmaniCalculating formula be:
Zi=[(Jc+lvl*alvl)*(α+β)+equipment+coach]*(club+tactic)
Wherein, Jc be sportsman's primary attribute value, lvl be sportsman's present level, alvlIt is corresponding per grade for current sportsman's star Into long value, α is sportsman's relation addition percentage, and β is court addition percentage, and equipment is that sportsman equips property value, Coach is trainer attributes value, and club is same club's addition percentage, and tactic is tactics addition percentage;
2) compete the incipient stage, the whole match is divided into into multiple continuous attacking and defending bouts, and in each attacking and defending bout, if Determine team's tactics and the match concrete numerical value to thread ball person judges whether successful to thread ball person's action, and according to dynamic to thread ball person Judge whether to terminate the attacking and defending bout as result;
Specifically include following steps:
21) attacks the line of this attack, attack are set at the preparatory stage of each attacking and defending bout according to team's tactics Circuit includes standard attacks the line and emphasis tendency line of attack, and standard attacks the line is from rear guard, low back, Attacking Midfielder, Qian Fengzhi To opponents' goal successively attack, emphasis tendency line of attack includes that wing tendency, Road tendency, long pass tendency, short pass are inclined to, far Penetrate tendency and oppress tendency, as shown in figure 3, plugging in figure as parameter, in fact it could happen that surprise attack sportsman;
Wing tendency can allow in match, and ball is more set up a play by the sportsman of the right and left;
Road tendency can allow in match, and ball is more by being set up a play in middle sportsman;
Long pass tendency can allow in match, and ball more can skip certain thread ball person more by remote transmission propulsion, but by In passing far, pass success rate also accordingly can be reduced;
Short pass tendency can allow in match, and ball more by closely transmission propulsion, is done things steadily and surely little by little forward;
Long drive tendency can allow in match, and ball more begins to attempt long drive from midfield;
Compressing tendency can allow in match, and the more forward impellings of ball threaten goal from forbidden zone;
22) contraposition defender's situation of erect-position team member on each line is obtained according to the attacks the line of current attacking and defending bout, And judge the defender for whether occurring with attacker team member's contraposition on attacks the line accordingly successively, if so, then carry out step 23), if it is not, then attacker team member directly carries out next action, and continue to judge whether occur on attacks the line and attacker team The defender of member's contraposition, on attacks the line center line, the probability of contraposition defender appearance is:
P=Pb+E*n
Wherein, PbBased on occurrence rate, E is extra occurrence rate, and n is sportsman's number of whole defenders on line;
23) whether successfully judge whether current attacking and defending bout terminates according to the action of attacker team member, if so, then return step It is rapid 21), start new attacking and defending bout, if it is not, then continuing current attacking and defending bout;
The action of the attacker team member includes kicking off, passes, remarkable and/or shooting, attacker team member kick off unsuccessfully, pass Failure grabbed, unusually fail or shooting goal score be judged to that current attacking and defending bout terminates, attacker team member kick off successfully, Passing successfully, unusually, success, shooting failure are judged to that current attacking and defending bout does not terminate.
Attacker team member kicks off, and whether successful decision condition is:
If back court or low back team member occurs in attacker when kicking off, kick off successfully, if it is not, then kicking off unsuccessfully.
Attacker team member pass or unusually whether successfully judge calculating formula as:
X1=M1* 85%+S1* 15%
Wherein, ScFor successfully decision content of passing, X1For pass or remarkable median,To grab median, r is into offensive team Member's technical ability addition value, q1For the mobilization factor of attacker, g is defender's technical ability addition value, q2For the performance system of defender Number, M1Pass or remarkable property value for main attacker, S1Pass or remarkable property value for assistance attacker,For Defender's grabs property value,To assist defender's to grab property value, E1For the strength property value of attacker, Q1 For the skill property value of attacker, Z2For the reactive nature value of defender, a1、a2、a3For Attribute tuning coefficient,
When successfully decision content is more than or equal to 0 when passing, then judges pass or remarkable success, continue current attacking and defending bout, when When passing that successfully decision content is less than 0, then judge that pass or remarkable failure are grabbed, terminate current attacking and defending bout.
Attacker team member shooting whether successfully judge calculating formula as:
Wherein,For attacker team member's shooting success rate, V1For median of shooting, Y1For remarkable median,For defence Square goalkeeper puts out a fire to save life and property property value, and r is attacker's technical ability addition value, q1For the mobilization factor of attacker, q2Sending out for defender Coefficient is waved, g is defender's technical ability addition value,For the shooting property value of main attacker,To assist attacker's Shooting property value,For the remarkable property value of main attacker,To assist the remarkable property value of attacker, E1To enter The strength property value of offensive team person, Q1For the skill property value of attacker, Z2For the reactive nature value of defender, a1、a2、a3For Attribute tuning coefficient.
3) at the end of last attacking and defending bout, produce final simulated race result.

Claims (10)

1. a kind of football match analogy method of Kernel-based methods, obtains true to the simulation by multiple attacking and defending bouts and meets The result of the match of normal football laws of the game, it is characterised in that comprise the following steps:
1) the siro spun yarn stage:The formation and tactics of setting both sides team, and acquisition formation and the corresponding both sides of tactics are every accordingly The numerical value of erect-position, scope of activities and personal specific object on the line of individual sportsman;
2) compete the incipient stage, the whole match is divided into into multiple continuous attacking and defending bouts, and in each attacking and defending bout, set ball Team's tactics and the match concrete numerical value to thread ball person judge whether successful to thread ball person's action, and according to thread ball person's action knot Fruit judges whether to terminate the attacking and defending bout;
3) at the end of last attacking and defending bout, produce final simulated race result.
2. a kind of football match analogy method of Kernel-based methods according to claim 1, it is characterised in that described step 1), in, the personal specific object of each sportsman includes attack attribute, defence attribute, goalkeeper's attribute and hiding attribute, and described enters Attacking attribute includes shooting, passes and excessively humanized, and described defence attribute includes grabbing attribute, and described goalkeeper's attribute includes flutterring Attribute is rescued, described hiding attribute includes strength, skill and reactive nature.
3. a kind of football match analogy method of Kernel-based methods according to claim 2, it is characterised in that each described The numerical value Z of the personal specific object of i-th of sportsmaniCalculating formula be:
Zi=[(Jc+lvl*alvl)*(α+β)+equipment+coach]*(club+tactic)
Wherein, Jc be sportsman's primary attribute value, lvl be sportsman's present level, alvlFor corresponding per grade of growth of current sportsman's star Value, α are sportsman's relation addition percentage, and β is court addition percentage, and equipment is that sportsman equips property value, and coach is Trainer attributes value, club are same club's addition percentage, and tactic is tactics addition percentage.
4. a kind of football match analogy method of Kernel-based methods according to claim 1, it is characterised in that described sportsman Line on erect-position include goalkeeper, back court, low back, Attacking Midfielder and front court, whole court is divided into into a goalkeeper region, five back areas Domain, five back waist regions, five front waist areas and five front courts regions, and the number of erect-position and activity on line are determined according to formation Scope.
5. a kind of football match analogy method of Kernel-based methods according to claim 1, it is characterised in that described step 2) following steps are specifically included:
21) attacks the line of this attack is set at the preparatory stage of each attacking and defending bout according to team's tactics:
22) obtain contraposition defender's situation of erect-position team member on each line according to the attacks the line of current attacking and defending bout, and according to This judges the defender for whether occurring with attacker team member's contraposition on attacks the line successively, if so, then carries out step 23), If it is not, then attacker team member directly carries out next action, and continue to judge whether occur and attacker team member couple on attacks the line The defender of position, on attacks the line center line, the probability of contraposition defender appearance is:
P=Pb+E*n
Wherein, PbBased on occurrence rate, E is extra occurrence rate, and n is sportsman's number of whole defenders on line;
23) whether successfully judge whether current attacking and defending bout terminates according to the action of attacker team member, if so, then return to step 21), start new attacking and defending bout, if it is not, then continuing current attacking and defending bout.
6. a kind of football match analogy method of Kernel-based methods according to claim 5, it is characterised in that described step 21) in, described attacks the line include standard attacks the line and emphasis tendency line of attack, described standard attacks the line be from Rear guard, low back, Attacking Midfielder, forward until opponents' goal attack successively, described emphasis tendency line of attack include wing tendency, in Road tendency, long pass tendency, short pass tendency, long drive tendency and compressing tendency.
7. a kind of football match analogy method of Kernel-based methods according to claim 5, it is characterised in that described step 23) in, the action of the attacker team member includes kicking off, passes, remarkable and/or shooting, attacker team member kick off unsuccessfully, pass loses Lose grabbed, unusually fail or shooting goal score be judged to that current attacking and defending bout terminates, attacker team member kick off successfully, pass Ball success, remarkable success, shooting failure are judged to that current attacking and defending bout does not terminate.
8. a kind of football match analogy method of Kernel-based methods according to claim 7, it is characterised in that described attack Square team member kicks off, and whether successful decision condition is:
If back court or low back team member occurs in attacker when kicking off, kick off successfully, if it is not, then kicking off unsuccessfully.
9. a kind of football match analogy method of Kernel-based methods according to claim 7, it is characterised in that described attack Square team member pass or unusually whether successfully judge calculating formula as:
S = [ X 1 * ( 1 + a 1 E 1 ) ( 1 - a 2 Q 1 ) * ( 1 + r % ) * q 1 % ] - [ W q 2 ( 1 - a 3 Z 2 ) * ( 1 + g % ) * q 2 % ]
X1=M1* 85%+S1* 15%
W q 2 = M q 2 * 85 % + S q 2 * 15 %
Wherein, ScFor successfully decision content of passing, X1For pass or remarkable median,To grab median, r is attacker's skill Energy addition value, q1For the mobilization factor of attacker, g is defender's technical ability addition value, q2For the mobilization factor of defender, M1Pass or remarkable property value for main attacker, S1Pass or remarkable property value for assistance attacker,It is anti- That keeps team member grabs property value,To assist defender's to grab property value, E1For the strength property value of attacker, Q1For The skill property value of attacker, Z2For the reactive nature value of defender, a1、a2、a3For Attribute tuning coefficient..
When successfully decision content is more than or equal to 0 when passing, then judges pass or remarkable success, continue current attacking and defending bout, work as pass When successful decision content is less than 0, then judges that pass or remarkable failure are grabbed, terminate current attacking and defending bout.
10. the football match analogy method of a kind of Kernel-based methods according to claim 7, it is characterised in that described enters Offense team member shooting whether successfully judge calculating formula as:
S s 1 = [ ( V 1 + Y 1 ) 2 * ( 1 + a 1 E 1 ) ( 1 - a 2 Q 1 ) * ( 1 + r % ) * q 1 % ] - [ P p 2 ( 1 - a 3 Z 2 ) * ( 1 + g % ) * q 2 % ]
V 1 = M s 1 * 85 % + S s 1 * 15 %
Y 1 = M g 1 * 85 % + S g 1 * 15 %
Wherein,For attacker team member's shooting success rate, V1For median of shooting, Y1For remarkable median,For goalkeeper defender Put out a fire to save life and property property value, r is attacker's technical ability addition value, q1For the mobilization factor of attacker, q2For the performance system of defender Number, g are defender's technical ability addition value,For the shooting property value of main attacker,To assist the shooting of attacker Property value,For the remarkable property value of main attacker,To assist the remarkable property value of attacker, E1To enter offensive team The strength property value of member, Q1For the skill property value of attacker, Z2For the reactive nature value of defender, a1、a2、a3For attribute Regulation coefficient.
CN201611124454.5A 2016-12-08 2016-12-08 Football game simulation method based on process Pending CN106512400A (en)

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Application Number Priority Date Filing Date Title
CN201611124454.5A CN106512400A (en) 2016-12-08 2016-12-08 Football game simulation method based on process
ARP170103451A AR110505A1 (en) 2016-12-08 2017-12-07 A METHOD OF SIMULATION OF FOOTBALL MATCH BASED ON PROCESSES

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Application Number Priority Date Filing Date Title
CN201611124454.5A CN106512400A (en) 2016-12-08 2016-12-08 Football game simulation method based on process

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109101911A (en) * 2018-07-31 2018-12-28 浙江大学 A kind of visual analysis method of pair of football match formation variation and flow of personnel
CN110124323A (en) * 2019-05-17 2019-08-16 罗圣博 A kind of method and apparatus executing ball skills in football application
CN112272581A (en) * 2018-01-21 2021-01-26 斯塔特斯公司 Method and system for interactive, exposable and improved game and player performance prediction in team sports

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112272581A (en) * 2018-01-21 2021-01-26 斯塔特斯公司 Method and system for interactive, exposable and improved game and player performance prediction in team sports
CN109101911A (en) * 2018-07-31 2018-12-28 浙江大学 A kind of visual analysis method of pair of football match formation variation and flow of personnel
CN109101911B (en) * 2018-07-31 2021-03-05 浙江大学 Visual analysis method for football match formation change and personnel flow
CN110124323A (en) * 2019-05-17 2019-08-16 罗圣博 A kind of method and apparatus executing ball skills in football application

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