【24h】

An Image processing Player Acquisition and Tracking System for E-sports

机译:用于电子运动的图像处理播放器采集和跟踪系统

获取原文

摘要

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.
机译:研究一个人的敌人是赢得几个世纪以来的战争的关键。这可以在中国,希腊语和蒙古帝国的历史成功的成功中看到。多年来,这些教条在战斗之前研究一个人的敌人现在也进入了我们的现代生活,不仅在真正的战斗中,而且在电子战场上也是如此。在电子运动中,团队往往会互相研究,以找到可以在下一个遭遇中被利用和避免的优势和劣势。这样做的方式是通过观察先前的匹配来确定操作,播放和反应的方式确定模式。此过程非常耗时,因为一个匹配是持续时间最小的一个小时。本文演示了一个能够在匹配中获取和跟踪播放器位置的程序,以简化和自动化此过程。该跟踪数据可以与机器学习和或神经网络一起使用,作为专业电子运动预测模型的一部分。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号