即时篮球防守轨迹生成

Wen-Cheng Chen, Wan-Lun Tsai, Huan-Hua Chang, Min-Chun Hu, W. Chu
{"title":"即时篮球防守轨迹生成","authors":"Wen-Cheng Chen, Wan-Lun Tsai, Huan-Hua Chang, Min-Chun Hu, W. Chu","doi":"10.1145/3460619","DOIUrl":null,"url":null,"abstract":"Tactic learning in virtual reality (VR) has been proven to be effective for basketball training. Endowed with the ability of generating virtual defenders in real time according to the movement of virtual offenders controlled by the user, a VR basketball training system can bring more immersive and realistic experiences for the trainee. In this article, an autoregressive generative model for instantly producing basketball defensive trajectory is introduced. We further focus on the issue of preserving the diversity of the generated trajectories. A differentiable sampling mechanism is adopted to learn the continuous Gaussian distribution of player position. Moreover, several heuristic loss functions based on the domain knowledge of basketball are designed to make the generated trajectories assemble real situations in basketball games. We compare the proposed method with the state-of-the-art works in terms of both objective and subjective manners. The objective manner compares the average position, velocity, and acceleration of the generated defensive trajectories with the real ones to evaluate the fidelity of the results. In addition, more high-level aspects such as the empty space for offender and the defensive pressure of the generated trajectory are also considered in the objective evaluation. As for the subjective manner, visual comparison questionnaires on the proposed and other methods are thoroughly conducted. The experimental results show that the proposed method can achieve better performance than previous basketball defensive trajectory generation works in terms of different evaluation metrics.","PeriodicalId":123526,"journal":{"name":"ACM Transactions on Intelligent Systems and Technology (TIST)","volume":"134 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Instant Basketball Defensive Trajectory Generation\",\"authors\":\"Wen-Cheng Chen, Wan-Lun Tsai, Huan-Hua Chang, Min-Chun Hu, W. Chu\",\"doi\":\"10.1145/3460619\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Tactic learning in virtual reality (VR) has been proven to be effective for basketball training. Endowed with the ability of generating virtual defenders in real time according to the movement of virtual offenders controlled by the user, a VR basketball training system can bring more immersive and realistic experiences for the trainee. In this article, an autoregressive generative model for instantly producing basketball defensive trajectory is introduced. We further focus on the issue of preserving the diversity of the generated trajectories. A differentiable sampling mechanism is adopted to learn the continuous Gaussian distribution of player position. Moreover, several heuristic loss functions based on the domain knowledge of basketball are designed to make the generated trajectories assemble real situations in basketball games. We compare the proposed method with the state-of-the-art works in terms of both objective and subjective manners. The objective manner compares the average position, velocity, and acceleration of the generated defensive trajectories with the real ones to evaluate the fidelity of the results. In addition, more high-level aspects such as the empty space for offender and the defensive pressure of the generated trajectory are also considered in the objective evaluation. As for the subjective manner, visual comparison questionnaires on the proposed and other methods are thoroughly conducted. The experimental results show that the proposed method can achieve better performance than previous basketball defensive trajectory generation works in terms of different evaluation metrics.\",\"PeriodicalId\":123526,\"journal\":{\"name\":\"ACM Transactions on Intelligent Systems and Technology (TIST)\",\"volume\":\"134 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-12-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Intelligent Systems and Technology (TIST)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3460619\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Intelligent Systems and Technology (TIST)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3460619","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

在虚拟现实(VR)中进行战术学习已被证明对篮球训练是有效的。VR篮球训练系统具有根据用户控制的虚拟违法者的动作实时生成虚拟防守者的能力,可以为受训者带来更加身临其境和逼真的体验。本文介绍了一种即时生成篮球防守轨迹的自回归生成模型。我们进一步关注保持生成轨迹的多样性的问题。采用可微采样机制学习球员位置的连续高斯分布。在此基础上,设计了基于篮球领域知识的启发式损失函数,使生成的轨迹能够集合篮球运动中的真实情况。我们从客观和主观两方面比较了所提出的方法与最先进的作品。客观的方法是将生成的防御轨迹的平均位置、速度和加速度与真实轨迹进行比较,以评估结果的保真度。此外,在客观评价中还考虑了进攻空间、生成轨迹的防御压力等更高层次的方面。在主观方式上,对所提出的方法和其他方法进行了直观的对比问卷调查。实验结果表明,在不同的评价指标下,所提出的方法都能取得比现有的篮球防守轨迹生成方法更好的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Instant Basketball Defensive Trajectory Generation
Tactic learning in virtual reality (VR) has been proven to be effective for basketball training. Endowed with the ability of generating virtual defenders in real time according to the movement of virtual offenders controlled by the user, a VR basketball training system can bring more immersive and realistic experiences for the trainee. In this article, an autoregressive generative model for instantly producing basketball defensive trajectory is introduced. We further focus on the issue of preserving the diversity of the generated trajectories. A differentiable sampling mechanism is adopted to learn the continuous Gaussian distribution of player position. Moreover, several heuristic loss functions based on the domain knowledge of basketball are designed to make the generated trajectories assemble real situations in basketball games. We compare the proposed method with the state-of-the-art works in terms of both objective and subjective manners. The objective manner compares the average position, velocity, and acceleration of the generated defensive trajectories with the real ones to evaluate the fidelity of the results. In addition, more high-level aspects such as the empty space for offender and the defensive pressure of the generated trajectory are also considered in the objective evaluation. As for the subjective manner, visual comparison questionnaires on the proposed and other methods are thoroughly conducted. The experimental results show that the proposed method can achieve better performance than previous basketball defensive trajectory generation works in terms of different evaluation metrics.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信