一种电子竞技图像处理玩家获取与跟踪系统

Joaquim Vieira, N. Luwes
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引用次数: 1

摘要

几个世纪以来,研究敌人一直是赢得战争的关键。这可以从中国、希腊和蒙古帝国的历史成功中看到。多年来,这些在战斗前研究敌人的教条现在也进入了我们的现代生活,不仅在真实的战斗中,而且在电子战场上。在电子竞技中,团队通常会相互研究对方的优势和劣势,以便在接下来的比赛中加以利用和避免。这种方法是通过观察之前的比赛来确定他们操作、发挥和反应的方式。这个过程非常耗时,因为一场比赛至少要持续一个小时。为了简化和自动化这一过程,本文演示了一个能够在整个比赛中获取和跟踪球员位置的程序。这些跟踪数据可以与机器学习和/或神经网络一起使用,作为专业电子竞技预测模型的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Image processing Player Acquisition and Tracking System for E-sports
Studying one’s enemy has been the key to winning a war for centuries. This can be seen in the success of the historical success of the Chinese, Greek, and Mongolian empires. Over the years, these dogmas of studying one’s enemy before the battle have now made its way into our modern lives as well, not only in real battle but also on the electronic battlefield. In E-Sports, teams will often study one another to find the strengths and weaknesses that can be exploited and avoided in the next encounters. The manner in which this is done is through the observing of prior matches to determine patterns in the manner in which they operate, play and react. This process is extremely time-consuming as one match is a minimum of an hour in duration. This paper demonstrates a program able to acquire and track player positions throughout a match in order to simplify and automate this process. This tracking data can be used with machine learning and or neural networks as part of a professional E-Sport prediction model.
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