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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attack
defense
value
team member
player
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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
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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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

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

Football match simulation method based on process
Technical Field
The invention relates to the technical field of games, in particular to a football match simulation method based on a process.
Background
In the existing football match simulation method, match results are calculated according to the real force values of two parties, if in a match, the two parties have 11 players, the capability values of the players are simply added to obtain the real force of a team, the station positions of the players and the formation and tactics used in the match are simply used as the additional capability values of the players, the default degree between the players and the variation of the physical force of the players are not considered, and then a match result is calculated according to the total real force of the 11 players.
The other method is to calculate the match result according to the strength of both sides, and a fixed match process preset by a hard sleeve is adopted, for example, in the match, both sides have 11 players, one match result is calculated according to the strength of each player, when the match result is displayed, the match result is the process on the hard sleeve, in the actual display, only some preset ways are displayed, the players can be more and more monotonous, the stations and running positions of the players are displayed to give a crude feeling, football tactics and the like are difficult to feel in the match, and fun brought by tactics, formation and player adjustment and the feeling of truly commanding a team are difficult to obtain under the frame of numerical determination of the result, and some fixed match processes even do not accord with the normal football match rules.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provide a process-based football match simulation method considering comprehensive and reasonable simulation.
The purpose of the invention can be realized by the following technical scheme:
a football match simulation method based on process is used for obtaining a real match result which accords with the normal football match rule through the simulation of a plurality of attack and defense rounds, and comprises the following steps:
1) preparation stage before competition: setting the formation and tactics of the teams of the two parties, and acquiring the on-line station position, the activity range and the personal specific attribute values of each player of the two parties corresponding to the formation and tactics;
2) in the starting stage of the match, dividing the whole match into a plurality of continuous attack and defense rounds, setting the tactics of a team and the match specific numerical values of the paired players in each attack and defense round to judge whether the action of the paired players is successful, and judging whether the attack and defense round is finished according to the action result of the paired players;
3) and when the last attack and defense round is finished, generating a final simulated match result.
In the step 1), the personal specific attributes of each player comprise an attack attribute, a defense attribute, a gate keeper attribute and a hidden attribute, wherein the attack attribute comprises a shooting attribute, a passing attribute and a passing attribute, the defense attribute comprises a breaking attribute, the gate keeper attribute comprises a saving attribute, and the hidden attribute comprises a strength attribute, a skill attribute and a reaction attribute.
The value Z of the ith personal specific attribute of each playeriThe calculation formula of (A) is as follows:
Zi=[(Jc+lvl*alvl)*(α+β)+equipment+coach]*(club+tactic)
wherein Jc is the base attribute value of the player, lvl is the current level of the player, alvlFor each level growth value corresponding to the current player star level, α is the player relationship addition percentage, β is the court addition percentage, the equipment attribute value for the players, coach is the coach attribute value, club is the club addition percentage, and tact is the tactical addition percentage.
The online stations of the players comprise a goalkeeper, a back court, a back waist, a front waist and a front court, the whole court is divided into a goalkeeper area, five back court areas, five back waist areas, five front waist areas and five front court areas, and the number and the activity range of the online stations are determined according to the formation.
The step 2) specifically comprises the following steps:
21) and in the preparation stage of each attack and defense round, setting the attack route of the attack according to the tactics of the team:
22) the circuit of attacking according to the current round of attacking and defending acquires each online station position team member's the counterpoint defense team member condition to judge whether appear on the circuit of attacking with the defense team member of attacking counterpoint in proper order in view of the above, if, then carry out step 23), if not, then attack the team member and directly carry out next action, and whether continue to judge the circuit of attacking appear with the defense team member of attacking counterpoint, the probability of attacking the online counterpoint defense team member appearance of circuit is:
P=Pb+E*n
wherein, PbAs a basic occurrence rate, E is an additional occurrence rate, and n is the number of players of all on-line defensive players;
23) and judging whether the current attack-defense round is finished or not according to whether the action of the attacking party team member is successful or not, if so, returning to the step 21), starting a new attack-defense round, and if not, continuing the current attack-defense round.
In the step 21), the attack routes include a standard attack route and a key tendency attack route, the standard attack route is from a rear guard, a rear waist, a front and an opponent goal, and the key tendency attack route includes a side route tendency, a middle route tendency, a long distance transmission tendency, a short distance transmission tendency, a long distance transmission tendency and a compression tendency.
In the step 23), the actions of the attacking party player include opening, passing and/or shooting, the attacking party player fails to open, the passing fails to be taken, the passing fails or the shooting and goal scoring are all judged to be finished in the current attack and defense round, and the attacking party player succeeds in opening, passing and shooting and is judged to be not finished in the current attack and defense round.
The judgment condition of whether the ball is successfully played by the attacking team member is as follows:
if the player on the back field or the back waist appears in the approach party during the tee-off, the tee-off is successful, and if not, the tee-off fails.
The judgment calculation formula for whether the attacking team member passes the ball or the passer-by succeeds is as follows:
X1=M1*85%+S1*15%
wherein S iscFor successful determination of value of pass, X1For passing a ball or passing a man-in-the-middle value,to break the intermediate value, r is the attacker skill added value, q1The coefficient of play of an offensive team member, g is the sum of the skills of a defensive team member, and q is the sum of the skills of the defensive team member2Coefficient of play for a defender, M1Passing or passing attribute values, S, for the main offensive players1To assist in passing or passing the value of the attributes of an offensive player,for the attribute value of the emergency cut-off of the defender,to assist the preemptive attribute value of a defender, E1Force attribute value, Q, for an offensive team member1For the skill attribute value of the offensive team member, Z2Response attribute value for defenders, a1、a2、a3The coefficients are adjusted for the attributes. .
When the pass success judgment value is larger than or equal to 0, the pass or the passing is judged to be successful, the current attack and defense round is continued, and when the pass success judgment value is smaller than 0, the pass or the passing is judged to be failed and is robbed, and the current attack and defense round is ended.
The judgment calculation formula for whether the goal shooting of the attacking team member is successful is as follows:
wherein,for the goal-shooting success rate of the attacking team member, V1Is the middle value of shooting, Y1In order to pass the intermediate value, the user can select the intermediate value,the attribute value of the rescue is added for the defending gate, r is the skill addition value of the offensive team member, q1Coefficient of play for an offensive team member, q2The coefficient of performance of the defender, g is the skill addition value of the defender,for the shot attribute values of the primary aggressor,to assist in the goal attribute values of an offensive player,the value of the passer attribute for the primary attacker,to assist the offensive team member's passing attribute value, E1Force attribute value, Q, for an offensive team member1For the skill attribute value of the offensive team member, Z2Response attribute value for defenders, a1、a2、a3The coefficients are adjusted for the attributes.
Compared with the prior art, the invention has the following advantages:
firstly, the player attributes are considered comprehensively: the conditions of all aspects of the players are considered, when a continuous match of a major event is simulated, the invention considers the influence of the physical ability and the state of the players on the match, and the players have the individuality and the natural tendency of the players, namely the attributes of strength, technology, reaction and the like besides the culturable attributes, but the characteristics can also influence the match to a certain extent.
Secondly, reasonably simulating: the display in the competition process is more consistent with the technical and tactics of the football, the behavior of the players is more reasonable, whether the players pass the ball or shoot themselves, and who the players refer to more contents, the tactical tendency, the formation station of the players, the passing property value of the players, the number of people attacking the players in the previous line and the like are comprehensively considered before the attack and defense rounds of the competition, and the tactical options such as frontier, middle, long, short, oppression, long shot and the like also have actual action performance and are not only added on the properties; the attack attribute corresponds to the defense attribute, the goal mode derived from the attack attribute corresponds to the door attribute, each attribute has actual individual value, the attributes are not simply superposed together to become a result produced by comparing the total attack value with the total defense value, the calculation model considers the real match situation and various skills and tactics as much as possible, classifies and subdivides, and simulates the real football feeling, but the attributes are pursued once and the appearance seems to be the same as the real football and RPG attack defense in the existing simulation method, and the richness of pursuing the tactics, the realistic operational feeling and the realistic feeling of the match which can be achieved by the invention reach the maximum.
Drawings
FIG. 1 is a flow chart of the countermeasure round.
Fig. 2 is a cut-away view of the on-line station for each player.
FIG. 3 is a schematic view of the advancement of an attack line.
Detailed Description
The invention is described in detail below with reference to the figures and specific embodiments.
Example (b):
the invention provides a football match simulation method based on a process, which is used for obtaining a real match result conforming to the normal football match rules through the simulation of a plurality of attack and defense rounds, as shown in figure 1, the figure is a confrontation process of the attack and defense rounds, and the invention comprises the following steps:
1) preparation stage before competition: setting the formation and tactics of both teams, and obtaining the numerical values of the on-line station, the activity range and the individual specific attributes of each player of both parties corresponding to the formation and tactics, wherein the on-line station of each player comprises a Gate (GK), a back field (DF), a back waist (MF1), a front waist (MF2) and a front Field (FW), the whole court is divided into a gate area, five back field areas, five back waist areas, five front waist areas and five front field areas, and the number and the activity range of the on-line station are determined according to the formation, as shown in figure 2,
the personal specific attributes of each player comprise an attack attribute, a defense attribute, a gate holder attribute and a hidden attribute, wherein the attack attribute comprises a shoot V, a pass and a passer attribute X, the defense attribute comprises a break attribute W, the gate holder attribute comprises a rescue attribute P, the hidden attribute comprises a strength E, a skill Q and a reaction attribute Z,
numerical value Z of i-th personal specific attribute of each playeriThe calculation formula of (A) is as follows:
Zi=[(Jc+lvl*alvl)*(α+β)+equipment+coach]*(club+tactic)
wherein Jc is the base attribute value of the player, lvl is the current level of the player, alvlFor each grade growth value corresponding to the star grade of the current player, α is the relationship addition percentage of the players, β is the court addition percentage, the equipment attribute value of the player, coach is the coach attribute value, club is the club addition percentage, and tact is the tactical addition hundredDividing;
2) in the starting stage of the match, dividing the whole match into a plurality of continuous attack and defense rounds, setting the tactics of a team and the match specific numerical values of the paired players in each attack and defense round to judge whether the action of the paired players is successful, and judging whether the attack and defense round is finished according to the action result of the paired players;
the method specifically comprises the following steps:
21) setting an attack route of the attack according to the team tactics at the preparation stage of each attack and defense turn, wherein the attack route comprises a standard attack route and a key tendency attack route, the standard attack route is from rear defense, rear waist, front to an opponent goal, the key tendency attack route comprises a side route tendency, a middle route tendency, a long transmission tendency, a short transmission tendency, a long transmission tendency and a compression tendency, and as shown in figure 3, a variable is inserted in the figure, and a strange player is likely to appear;
the side course tendency can lead more balls to be organized and attacked by players at the left side and the right side in the game;
the mid-way tendency enables the ball to be more organized by players in the middle of the game;
the long-distance transmission tendency can lead more balls to be transmitted and propelled through a long distance in a match, more ball players can jump over a certain player, but the success rate of the ball transmission is correspondingly reduced due to the long distance transmission;
the short-distance transmission tendency can lead more balls to be stably and stably driven forward by short-distance transmission in a competition;
the tendency to shoot away is such that more of the ball will be trying to shoot away from the midrange during play;
the oppression tendency can make the ball more advance in the match, threaten the goal from the forbidden area;
22) the circuit of attacking according to the current round of attacking and defending acquires each online station position team member's the counterpoint defense team member condition to judge whether appear on the circuit of attacking with the defense team member of attacking counterpoint in proper order in view of the above, if, then carry out step 23), if not, then attack the team member and directly carry out next action, and whether continue to judge the circuit of attacking appear with the defense team member of attacking counterpoint, the probability of attacking the online counterpoint defense team member appearance of circuit is:
P=Pb+E*n
wherein, PbAs a basic occurrence rate, E is an additional occurrence rate, and n is the number of players of all on-line defensive players;
23) whether the current attack-defense round is finished or not is judged according to whether the action of the attacking party team member is successful or not, if yes, the step 21 is returned, a new attack-defense round is started, and if not, the current attack-defense round is continued;
the actions of the attacking party team member comprise a ball opening, a ball passing, a person passing and/or a shooting, the ball opening failure, the ball passing failure, the person passing failure or the shooting goal scoring of the attacking party team member are judged to be finished in the current attack and defense round, and the ball opening success, the ball passing success, the person passing success and the shooting failure of the attacking party team member are judged to be not finished in the current attack and defense round.
The judgment condition of whether the ball is successfully played by the attacking team member is as follows:
if the player on the back field or the back waist appears in the approach party during the tee-off, the tee-off is successful, and if not, the tee-off fails.
The judgment calculation formula for whether the attacking team member passes the ball or the passer-by succeeds is as follows:
X1=M1*85%+S1*15%
wherein S iscFor successful determination of value of pass, X1For passing a ball or passing a man-in-the-middle value,to break the intermediate value, r is the attacker skill added value, q1The coefficient of play of an offensive team member, g is the sum of the skills of a defensive team member, and q is the sum of the skills of the defensive team member2Coefficient of play for a defender, M1Passing or passing attribute values, S, for the main offensive players1To assist in passing or passing the value of the attributes of an offensive player,for the attribute value of the emergency cut-off of the defender,to assist the preemptive attribute value of a defender, E1Force attribute value, Q, for an offensive team member1For the skill attribute value of the offensive team member, Z2Response attribute value for defenders, a1、a2、a3In order to adjust the coefficient for the attribute,
when the pass success judgment value is larger than or equal to 0, the pass or the passing is judged to be successful, the current attack and defense round is continued, and when the pass success judgment value is smaller than 0, the pass or the passing is judged to be failed and is robbed, and the current attack and defense round is ended.
The judgment calculation formula for whether the goal shooting of the attacking team member is successful is as follows:
wherein,for the goal-shooting success rate of the attacking team member, V1Is the middle value of shooting, Y1In order to pass the intermediate value, the user can select the intermediate value,the attribute value of the rescue is added for the defending gate, r is the skill addition value of the offensive team member, q1Coefficient of play for an offensive team member, q2The coefficient of performance of the defender, g is the skill addition value of the defender,for the shot attribute values of the primary aggressor,to assist in the goal attribute values of an offensive player,the value of the passer attribute for the primary attacker,to assist the offensive team member's passing attribute value, E1Force attribute value, Q, for an offensive team member1For the skill attribute value of the offensive team member, Z2Response attribute value for defenders, a1、a2、a3The coefficients are adjusted for the attributes.
3) And when the last attack and defense round is finished, generating a final simulated match result.

Claims (10)

1. A football match simulation method based on process is used for obtaining a real match result which accords with the normal football match rule through the simulation of a plurality of attack and defense rounds, and is characterized by comprising the following steps:
1) preparation stage before competition: setting the formation and tactics of the teams of the two parties, and acquiring the on-line station position, the activity range and the personal specific attribute values of each player of the two parties corresponding to the formation and tactics;
2) in the starting stage of the match, dividing the whole match into a plurality of continuous attack and defense rounds, setting the tactics of a team and the match specific numerical values of the paired players in each attack and defense round to judge whether the action of the paired players is successful, and judging whether the attack and defense round is finished according to the action result of the paired players;
3) and when the last attack and defense round is finished, generating a final simulated match result.
2. A process-based simulation method of a soccer game according to claim 1, wherein in said step 1), the personal specific attributes of each player include attack attributes including shooting, passing and passing, defense attributes including breaking, gate-in attributes including putting, and hidden attributes including strength, skill and reaction attributes.
3. A process-based football match simulation method as claimed in claim 2, wherein the numerical value Z of the i-th personal specific attribute of each playeriThe calculation formula of (A) is as follows:
Zi=[(Jc+lvl*alvl)*(α+β)+equipment+coach]*(club+tactic)
wherein Jc is the base attribute value of the player, lvl is the current level of the player, alvlFor each level growth value corresponding to the current player star level, α is the player relationship addition percentage, β is the court addition percentage, the equipment attribute value for the players, coach is the coach attribute value, club is the club addition percentage, and tact is the tactical addition percentage.
4. A process-based simulation method of a soccer match according to claim 1, wherein said players' on-line stations include goalkeeper, back court, back waist, front waist and front court, the entire court is divided into a goalkeeper area, five back court areas, five back waist areas, five front waist areas and five front court areas, and the number of players and the range of activities of the on-line stations are determined according to the formation.
5. A process-based football match simulation method according to claim 1, wherein said step 2) comprises the following steps:
21) and in the preparation stage of each attack and defense round, setting the attack route of the attack according to the tactics of the team:
22) the circuit of attacking according to the current round of attacking and defending acquires each online station position team member's the counterpoint defense team member condition to judge whether appear on the circuit of attacking with the defense team member of attacking counterpoint in proper order in view of the above, if, then carry out step 23), if not, then attack the team member and directly carry out next action, and whether continue to judge the circuit of attacking appear with the defense team member of attacking counterpoint, the probability of attacking the online counterpoint defense team member appearance of circuit is:
P=Pb+E*n
wherein, PbAs a basic occurrence rate, E is an additional occurrence rate, and n is the number of players of all on-line defensive players;
23) and judging whether the current attack-defense round is finished or not according to whether the action of the attacking party team member is successful or not, if so, returning to the step 21), starting a new attack-defense round, and if not, continuing the current attack-defense round.
6. The process-based soccer game simulation method according to claim 5, wherein said attack routes in step 21) include a standard attack route and a strong tendency attack route, said standard attack route is from a rear guard, a rear waist, a front to an opponent goal, said strong tendency attack route includes a side tendency, a middle tendency, a long pass tendency, a short pass tendency, a long pass tendency and a compression tendency.
7. The process-based football match simulation method according to claim 5, wherein in the step 23), the actions of the attacking player include opening, passing and/or shooting, the goal scores of the attacking player are all judged to be the end of the current attack and defense round, and the goal scores of the attacking player are all judged to be the end of the current attack and defense round.
8. A process-based football match simulation method according to claim 7, wherein the determination of whether the goal player is successful or not is made on the following conditions:
if the player on the back field or the back waist appears in the approach party during the tee-off, the tee-off is successful, and if not, the tee-off fails.
9. A process-based football match simulation method according to claim 7, wherein the calculation formula for determining whether the goal team member passes or passes the game is:
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 S iscFor successful determination of value of pass, X1For passing a ball or passing a man-in-the-middle value,to break the intermediate value, r is the attacker skill added value, q1The coefficient of play of an offensive team member, g is the sum of the skills of a defensive team member, and q is the sum of the skills of the defensive team member2Coefficient of play for a defender, M1Passing or passing attribute values, S, for the main offensive players1To assist in passing or passing the value of the attributes of an offensive player,for the attribute value of the emergency cut-off of the defender,to assist the preemptive attribute value of a defender, E1Force attribute value, Q, for an offensive team member1For the skill attribute value of the offensive team member, Z2Response attribute value for defenders, a1、a2、a3The coefficients are adjusted for the attributes. .
When the pass success judgment value is larger than or equal to 0, the pass or the passing is judged to be successful, the current attack and defense round is continued, and when the pass success judgment value is smaller than 0, the pass or the passing is judged to be failed and is robbed, and the current attack and defense round is ended.
10. A process-based football match simulation method according to claim 7, wherein the calculation formula for determining whether the goal of the attacking player was successful is:
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 the goal-shooting success rate of the attacking team member, V1Is the middle value of shooting, Y1In order to pass the intermediate value, the user can select the intermediate value,the attribute value of the rescue is added for the defending gate, r is the skill addition value of the offensive team member, q1Coefficient of play for an offensive team member, q2For defending teamThe exertion coefficient of the member, g is the skill addition value of the defender,for the shot attribute values of the primary aggressor,to assist in the goal attribute values of an offensive player,the value of the passer attribute for the primary attacker,to assist the offensive team member's passing attribute value, E1Force attribute value, Q, for an offensive team member1For the skill attribute value of the offensive team member, Z2Response attribute value for defenders, a1、a2、a3The coefficients are adjusted for the attributes.
CN201611124454.5A 2016-12-08 2016-12-08 Football game simulation method based on process Pending CN106512400A (en)

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ARP170103451A AR110505A1 (en) 2016-12-08 2017-12-07 A METHOD OF SIMULATION OF FOOTBALL MATCH BASED ON PROCESSES

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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

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