CN106512400A - Football game simulation method based on process - Google Patents
Football game simulation method based on process Download PDFInfo
- 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
- Authority
- CN
- China
- Prior art keywords
- attacker
- attacking
- defending
- line
- value
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8011—Ball
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
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:
X1=M1* 85%+S1* 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:
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.
Priority Applications (2)
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 |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201611124454.5A CN106512400A (en) | 2016-12-08 | 2016-12-08 | Football game simulation method based on process |
Publications (1)
Publication Number | Publication Date |
---|---|
CN106512400A true CN106512400A (en) | 2017-03-22 |
Family
ID=58342398
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN201611124454.5A Pending CN106512400A (en) | 2016-12-08 | 2016-12-08 | Football game simulation method based on process |
Country Status (2)
Country | Link |
---|---|
CN (1) | CN106512400A (en) |
AR (1) | AR110505A1 (en) |
Cited By (3)
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 |
-
2016
- 2016-12-08 CN CN201611124454.5A patent/CN106512400A/en active Pending
-
2017
- 2017-12-07 AR ARP170103451A patent/AR110505A1/en unknown
Cited By (4)
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 |
Also Published As
Publication number | Publication date |
---|---|
AR110505A1 (en) | 2019-04-03 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Dufour | Computer-assisted scouting in soccer | |
Dearing | Volleyball fundamentals, 2E | |
WO2011090254A1 (en) | Method, apparatus, and system for providing a soccer-playing ability evaluation service | |
Altavilla et al. | The educational value of rules in basketball | |
CN106512400A (en) | Football game simulation method based on process | |
Schmidt | Volleyball: steps to success | |
Muminov | THE ANALYSIS OF THE DYNAMICS OF THE VOLUME AND QUALITY OF TECHNICAL AND TACTICAL ACTIONS OF YOUNG PLAYERS'PERFORMANCE | |
Martin | The best of soccer journal: an NSCAA guide to soccer coaching excellence | |
Wen | Analysis of the Offensive Performance of the Top 16 Teams in the Champions League in 2017-2018 Season | |
Daniel | The complete guide to coaching soccer systems and tactics | |
Mumford | The aesthetics in football: the beautiful game? | |
Elomo et al. | Analyzing reasons behind the goals in ice-hockey | |
Matsuoka et al. | Factor and Causal Structures of Counter Attack Skill in Soccer | |
Smith | Goalkeeping for soccer | |
Argudoiturriaga et al. | Effect of rules changes on water polo shooting performance according to the final classification: high, medium, and worst level | |
Wakefield et al. | Basketball Club | |
Hao et al. | Analysis of The Attractiveness of Soccer: A Game Refinement Model and The Significance of “Antagonistic Rate” | |
Mizawa et al. | Temporal and Spatial Structure of Collective Pass-Chaining Action Performed by Japanese Top-Level Field Hockey Players | |
Perić et al. | The weighted expert system for the evaluation of actual quality of top-level soccer players | |
Brown et al. | Hockey drills for scoring | |
Basavaraj Ambiger et al. | Analysis of offensive skills factors predominant towards the success of teams in pro Kabaddi season-seven | |
Hoffmeister et al. | Sport Strategy Optimization in Beach Volleyball–How to bound direct point probabilities dependent on individual skills | |
Ghani et al. | Squash Backhand Stroke Analyses for Three Different Playing Levels in Malaysia | |
Gwozdecky et al. | Hockey drills for passing & receiving | |
de Oliveira Jaime et al. | The influence of the opponent's quality on team offensive efficacy in youth football: an observational stud an observational study with sequential analysis |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
C06 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
REG | Reference to a national code |
Ref country code: HK Ref legal event code: DE Ref document number: 1233207 Country of ref document: HK |
|
RJ01 | Rejection of invention patent application after publication |
Application publication date: 20170322 |
|
RJ01 | Rejection of invention patent application after publication |