JP3943079B2 - コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 - Google Patents
コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 Download PDFInfo
- Publication number
- JP3943079B2 JP3943079B2 JP2003539803A JP2003539803A JP3943079B2 JP 3943079 B2 JP3943079 B2 JP 3943079B2 JP 2003539803 A JP2003539803 A JP 2003539803A JP 2003539803 A JP2003539803 A JP 2003539803A JP 3943079 B2 JP3943079 B2 JP 3943079B2
- Authority
- JP
- Japan
- Prior art keywords
- game
- game element
- voronoi
- voronoi cells
- determining
- 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.)
- Expired - Fee Related
Links
Images
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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving 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
-
- 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
- A63F13/822—Strategy games; Role-playing games
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving 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
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- 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
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- 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
-
- 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
- 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
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/20—Finite element generation, e.g. wire-frame surface description, tesselation
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/20—Analysis of motion
-
- 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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
-
- 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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving 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
- 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
- A63F2300/60—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
- A63F2300/646—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 for calculating the trajectory of an object
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6623—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
-
- 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
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2207/00—Indexing scheme for image analysis or image enhancement
- G06T2207/30—Subject of image; Context of image processing
- G06T2207/30221—Sports video; Sports image
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- General Physics & Mathematics (AREA)
- Human Computer Interaction (AREA)
- Computer Vision & Pattern Recognition (AREA)
- Computer Graphics (AREA)
- Geometry (AREA)
- Software Systems (AREA)
- Optics & Photonics (AREA)
- Processing Or Creating Images (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Image Generation (AREA)
- Image Analysis (AREA)
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US10/046,645 US6558258B1 (en) | 2001-10-26 | 2001-10-26 | Use in computer games of voronoi diagrams for partitioning a gamespace for analysis |
| PCT/US2002/033969 WO2003037464A1 (en) | 2001-10-26 | 2002-10-22 | Use in computer games of voronoi diagrams for partitioning a gamespace for analysis |
Related Child Applications (2)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP2006064889A Division JP2006172510A (ja) | 2001-10-26 | 2006-03-09 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
| JP2006314906A Division JP2007044557A (ja) | 2001-10-26 | 2006-11-21 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
Publications (3)
| Publication Number | Publication Date |
|---|---|
| JP2005507722A JP2005507722A (ja) | 2005-03-24 |
| JP2005507722A5 JP2005507722A5 (enExample) | 2005-12-22 |
| JP3943079B2 true JP3943079B2 (ja) | 2007-07-11 |
Family
ID=21944593
Family Applications (3)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP2003539803A Expired - Fee Related JP3943079B2 (ja) | 2001-10-26 | 2002-10-22 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
| JP2006064889A Pending JP2006172510A (ja) | 2001-10-26 | 2006-03-09 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
| JP2006314906A Pending JP2007044557A (ja) | 2001-10-26 | 2006-11-21 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
Family Applications After (2)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP2006064889A Pending JP2006172510A (ja) | 2001-10-26 | 2006-03-09 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
| JP2006314906A Pending JP2007044557A (ja) | 2001-10-26 | 2006-11-21 | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 |
Country Status (6)
| Country | Link |
|---|---|
| US (2) | US6558258B1 (enExample) |
| EP (1) | EP1441820A1 (enExample) |
| JP (3) | JP3943079B2 (enExample) |
| KR (1) | KR100708494B1 (enExample) |
| CN (1) | CN100368042C (enExample) |
| WO (1) | WO2003037464A1 (enExample) |
Families Citing this family (38)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP3927821B2 (ja) * | 2002-01-25 | 2007-06-13 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及びゲーム装置 |
| KR100716320B1 (ko) * | 2002-08-02 | 2007-05-11 | 야자키 소교 가부시키가이샤 | 와이어 포장을 계산하는 방법, 이를 위한 장치, 및 이의프로그램 |
| US7136617B2 (en) * | 2003-02-07 | 2006-11-14 | Agilemath, Inc. | Computer assisted game for teaching cooperative resource allocation and multi-party negotiation skills |
| JP4057945B2 (ja) * | 2003-04-25 | 2008-03-05 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及びゲーム装置 |
| JP3499863B1 (ja) * | 2003-04-25 | 2004-02-23 | 株式会社ナムコ | プログラム、情報記憶媒体及びゲーム装置 |
| JP4316334B2 (ja) * | 2003-09-25 | 2009-08-19 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及びゲーム装置 |
| US8187094B2 (en) * | 2004-09-22 | 2012-05-29 | Sega Corporation | Game program |
| JP3880008B2 (ja) * | 2004-12-21 | 2007-02-14 | 株式会社光栄 | キャラクタ集団移動制御プログラム、記憶媒体及びゲーム装置 |
| US7680038B1 (en) | 2005-04-25 | 2010-03-16 | Electronic Arts, Inc. | Dynamic bandwidth detection and response for online games |
| WO2006137710A1 (en) * | 2005-06-22 | 2006-12-28 | Iucf-Hyu (Industry-University Cooperation Foundation Hanyang University) | Beta-shape: compact structure for topology among spheres defining blending surface of sphere set and method of constructing same |
| JP4918982B2 (ja) * | 2005-11-04 | 2012-04-18 | 株式会社セガ | プログラム、プログラムが記録された記憶媒体およびゲーム装置 |
| US20080183520A1 (en) * | 2006-11-17 | 2008-07-31 | Norwich University | Methods and apparatus for evaluating an organization |
| JP4929061B2 (ja) * | 2007-06-04 | 2012-05-09 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
| US8328637B2 (en) * | 2007-06-21 | 2012-12-11 | Microsoft Corporation | Combat action selection using situational awareness |
| JP5214215B2 (ja) * | 2007-11-02 | 2013-06-19 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
| JP4838223B2 (ja) * | 2007-11-02 | 2011-12-14 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
| US20110010245A1 (en) * | 2009-02-19 | 2011-01-13 | Scvngr, Inc. | Location-based advertising method and system |
| US20100331089A1 (en) * | 2009-02-27 | 2010-12-30 | Scvngr, Inc. | Computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games |
| US20120208611A1 (en) * | 2009-10-12 | 2012-08-16 | K-Sport Di Marcolini Mirko | Method for game analysis |
| CA2918778C (en) * | 2010-01-05 | 2017-04-25 | Isolynx, Llc | Systems and methods for analyzing event data |
| JP5009405B2 (ja) * | 2010-09-02 | 2012-08-22 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
| CN102136025A (zh) * | 2010-12-31 | 2011-07-27 | 北京像素软件科技股份有限公司 | 非玩家控制角色的智能控制方法 |
| KR101374347B1 (ko) * | 2011-12-09 | 2014-03-26 | (주)네오위즈게임즈 | 전술 단축키 서비스를 제공하는 방법, 단말기, 서버 및 기록매체 |
| KR101297741B1 (ko) | 2011-12-29 | 2013-08-20 | (주)네오위즈게임즈 | 온라인 게임의 팀 기록 제공 방법 및 장치 |
| US20140018167A1 (en) * | 2012-07-11 | 2014-01-16 | Ales Golli | User manipulation of voronoi diagram game mechanics |
| US10576372B2 (en) | 2013-10-11 | 2020-03-03 | Supercell Oy | Electronic device for facilitating user interactions with graphical user interface |
| CN104778373B (zh) * | 2015-04-27 | 2017-12-29 | 百度在线网络技术(北京)有限公司 | 体育运动的战术识别方法和装置 |
| US20160358406A1 (en) * | 2015-06-03 | 2016-12-08 | Ian Michael Daly | Method and program product for sports betting |
| WO2017154700A1 (ja) * | 2016-03-08 | 2017-09-14 | 株式会社コロプラ | ゲーム制御方法、および、ゲームプログラム |
| CN107362535B (zh) * | 2017-07-19 | 2019-04-26 | 腾讯科技(深圳)有限公司 | 游戏场景中的目标对象锁定方法、装置及电子设备 |
| JP2019118461A (ja) * | 2017-12-28 | 2019-07-22 | 株式会社 ディー・エヌ・エー | 情報処理装置及び情報処理プログラム |
| CN108970124A (zh) * | 2018-07-05 | 2018-12-11 | 腾讯科技(深圳)有限公司 | 组队匹配方法、装置、系统及可读介质 |
| FR3093006B1 (fr) | 2019-02-21 | 2021-09-10 | Ecole Polytech | Procédé d’analyse d’une occupation dynamique d’un terrain par deux équipes adversaires d’un jeu et système associé |
| EP4070288A4 (en) * | 2019-12-06 | 2024-01-03 | The Texas A&M University System | SYSTEMS AND METHODS FOR CREATING SPACE-FILLING SOLID MODELS |
| CN112807680A (zh) * | 2021-02-09 | 2021-05-18 | 腾讯科技(深圳)有限公司 | 虚拟场景中虚拟对象的控制方法、装置、设备及存储介质 |
| US12236681B2 (en) * | 2021-10-29 | 2025-02-25 | Fitogether Inc. | Method for providing tactical information related to team sports |
| CN116510297A (zh) * | 2022-01-24 | 2023-08-01 | 网易(杭州)网络有限公司 | 游戏资源的处理方法及装置、电子设备、存储介质 |
| CN114768255B (zh) * | 2022-03-31 | 2025-09-19 | 网易(杭州)网络有限公司 | 体育游戏中的移动控制方法及装置、存储介质、电子设备 |
Family Cites Families (8)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4933889A (en) * | 1988-04-29 | 1990-06-12 | International Business Machines Corporation | Method for fine decomposition in finite element mesh generation |
| US5886702A (en) * | 1996-10-16 | 1999-03-23 | Real-Time Geometry Corporation | System and method for computer modeling of 3D objects or surfaces by mesh constructions having optimal quality characteristics and dynamic resolution capabilities |
| US6054997A (en) * | 1997-08-29 | 2000-04-25 | Mitsubishi Electric Information Technology Center America, Inc. | System and method for determining distances between polyhedrons by clipping polyhedron edge features against voronoi regions |
| JP2904775B1 (ja) * | 1998-06-03 | 1999-06-14 | コナミ株式会社 | 画像表示ゲーム装置、ゲーム装置の画像表示方法、ゲーム装置の画像表示プログラムを記録した媒体 |
| US6384826B1 (en) * | 1998-08-14 | 2002-05-07 | Xerox Corporation | Method, apparatus and computer medium for surface reconstruction by Voronoi filtering |
| EP1431922A3 (en) * | 1999-02-16 | 2006-05-24 | Sega Enterprises, Ltd. | Image displaying device, image processing device and image displaying system |
| JP2001327758A (ja) * | 2000-05-19 | 2001-11-27 | Square Co Ltd | 球技系ゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体およびプログラム、ならびに、球技系ゲーム処理装置およびその方法 |
| JP3499863B1 (ja) * | 2003-04-25 | 2004-02-23 | 株式会社ナムコ | プログラム、情報記憶媒体及びゲーム装置 |
-
2001
- 2001-10-26 US US10/046,645 patent/US6558258B1/en not_active Expired - Lifetime
-
2002
- 2002-10-22 JP JP2003539803A patent/JP3943079B2/ja not_active Expired - Fee Related
- 2002-10-22 KR KR1020047006207A patent/KR100708494B1/ko not_active Expired - Fee Related
- 2002-10-22 WO PCT/US2002/033969 patent/WO2003037464A1/en not_active Ceased
- 2002-10-22 EP EP02773880A patent/EP1441820A1/en not_active Withdrawn
- 2002-10-22 CN CNB028247809A patent/CN100368042C/zh not_active Expired - Fee Related
- 2002-10-22 US US10/491,585 patent/US7588493B2/en active Active
-
2006
- 2006-03-09 JP JP2006064889A patent/JP2006172510A/ja active Pending
- 2006-11-21 JP JP2006314906A patent/JP2007044557A/ja active Pending
Also Published As
| Publication number | Publication date |
|---|---|
| JP2005507722A (ja) | 2005-03-24 |
| JP2006172510A (ja) | 2006-06-29 |
| KR20040058241A (ko) | 2004-07-03 |
| KR100708494B1 (ko) | 2007-04-16 |
| US6558258B1 (en) | 2003-05-06 |
| CN100368042C (zh) | 2008-02-13 |
| WO2003037464A1 (en) | 2003-05-08 |
| JP2007044557A (ja) | 2007-02-22 |
| US20050037826A1 (en) | 2005-02-17 |
| CN1602220A (zh) | 2005-03-30 |
| US7588493B2 (en) | 2009-09-15 |
| US20030083117A1 (en) | 2003-05-01 |
| EP1441820A1 (en) | 2004-08-04 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| JP3943079B2 (ja) | コンピュータゲームにおける、解析のためにゲームスペースを分割するボロノイ図の使用 | |
| Hoobler et al. | Visualizing competitive behaviors in multi-user virtual environments | |
| Nielsen et al. | General video game evaluation using relative algorithm performance profiles | |
| US20190354759A1 (en) | Artificial intelligence for emulating human playstyles | |
| EP1470844A1 (en) | Game executing method, information recording medium, game device, data signal and program | |
| JP2004321598A (ja) | プログラム、情報記憶媒体及びゲーム装置 | |
| do Nascimento Silva et al. | On the development of intelligent agents for moba games | |
| Lazaridis et al. | Hitboxes: A survey about collision detection in video games | |
| Huang et al. | A self-play policy optimization approach to battling pokémon | |
| Almeida et al. | An automatic approach to extract goal plans from soccer simulated matches | |
| Oliveira et al. | A framework for metroidvania games | |
| CN112354182B (zh) | 三维场景的生成方法和装置、存储介质和电子装置 | |
| Tremblay et al. | An algorithmic approach to analyzing combat and stealth games | |
| Adhikari et al. | Co-evolving real-time strategy game micro | |
| JP2006271473A (ja) | ゲームシステム及びサーバ | |
| Ayas et al. | Artificial Intelligence (AI)-Based Self-Deciding Character Development Application in Two-Dimensional Video Games | |
| Polceanu et al. | The Believability Gene in Virtual Bots. | |
| Temsiririrkkul et al. | Production of Emotion-based Behaviors for a Human-like Computer Player | |
| Nguyen et al. | Potential flows for controlling scout units in starcraft | |
| Zhan et al. | [Retracted] Cooperation Mode of Soccer Robot Game Based on Improved SARSA Algorithm | |
| Oakes | Practical and theoretical issues of evolving behaviour trees for a turn-based game | |
| Abd El-Sattar | A novel interactive computer-based game framework: From design to implementation | |
| Nämerforslund | Machine Learning Adversaries in Video Games: Using reinforcement learning in the Unity Engine to create compelling enemy characters | |
| Kowalski et al. | Mapping chess aesthetics onto procedurally generated chess-like games | |
| JP7764613B2 (ja) | 仮想オブジェクトの表示方法、仮想オブジェクトの表示装置、端末機器、及びコンピュータプログラム |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| A131 | Notification of reasons for refusal |
Free format text: JAPANESE INTERMEDIATE CODE: A131 Effective date: 20050909 |
|
| A601 | Written request for extension of time |
Free format text: JAPANESE INTERMEDIATE CODE: A601 Effective date: 20051208 |
|
| A602 | Written permission of extension of time |
Free format text: JAPANESE INTERMEDIATE CODE: A602 Effective date: 20051215 |
|
| A521 | Request for written amendment filed |
Free format text: JAPANESE INTERMEDIATE CODE: A523 Effective date: 20060309 |
|
| A131 | Notification of reasons for refusal |
Free format text: JAPANESE INTERMEDIATE CODE: A131 Effective date: 20060721 |
|
| A601 | Written request for extension of time |
Free format text: JAPANESE INTERMEDIATE CODE: A601 Effective date: 20061023 |
|
| A602 | Written permission of extension of time |
Free format text: JAPANESE INTERMEDIATE CODE: A602 Effective date: 20061030 |
|
| A521 | Request for written amendment filed |
Free format text: JAPANESE INTERMEDIATE CODE: A523 Effective date: 20061121 |
|
| TRDD | Decision of grant or rejection written | ||
| A01 | Written decision to grant a patent or to grant a registration (utility model) |
Free format text: JAPANESE INTERMEDIATE CODE: A01 Effective date: 20070307 |
|
| A61 | First payment of annual fees (during grant procedure) |
Free format text: JAPANESE INTERMEDIATE CODE: A61 Effective date: 20070404 |
|
| R150 | Certificate of patent or registration of utility model |
Free format text: JAPANESE INTERMEDIATE CODE: R150 |
|
| FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20100413 Year of fee payment: 3 |
|
| FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20110413 Year of fee payment: 4 |
|
| FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20120413 Year of fee payment: 5 |
|
| LAPS | Cancellation because of no payment of annual fees |