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Aiming strategy error analysis and verification of a billiard training system

机译:针对台球训练系统的策略误差分析与验证

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摘要

A low cost training system is proposed for regular billiard game tutoring. We describe the elements to construct an interactive computer system which helps train billiard players in enhancing their skills. Most research on computer billiard has focused on creating highly competitive billiard playing programs, based on various search algorithms. Game playing strategies are embedded into these programs to beat the toughest human players. None of them is designed to reveal these information and help increase the public players' skills. This lack of interactivity foundations makes most billiard playing programs inadequate as billiard tutors too. Our computer system is designed to combine with a visual guide interface to instruct users for a reliable strike. The system makes use of a vision system for cue ball, object ball locations and cue stick tracking. A least square error calibration process correlates the real world and the virtual world pool ball coordinates for a precise guidance line calculation. Users are able to adjust the cue stick on the pool table according to the visual guidance line instruction displayed on a PC monitor. Analysis found that a tolerance angle around the ideal visual line for the object ball to slide into a pocket decide the difficulties of a strike. This value further depends on the distance from pocket to the object, the distance from object to the cue ball, and the angle between these two vectors. Simulation results of tolerance angles as function of the angle variation between cue, object ball and pocket and distance variation between pocket and object ball are conducted.rnPlayers with different proficiency level were selected for the experiment. The result indicates that all players benefit from our proposed visual guide system in enhancing their skills. All exhibit enhanced hit-in rate both in maximum values and average values, while the low skill player shows the maximum enhancement in skill with the help of our system. The maximum hit in rate increases about 20.45% while average hit in rate increases about 38.76%. The experiment result as evaluated in hit-in rate has shown a consistent pattern with that of the analysis. The hit-in rate is thus tightly connected with the analyzed tolerance angles to sink object balls into a target pocket. These prove the efficiency of our system, and the analysis results can be used for an efficient game playing strategy.
机译:提出了一种低成本的训练系统,用于常规的台球游戏辅导。我们描述了构建交互式计算机系统的要素,该系统可以帮助台球运动员提高技能。大多数关于计算机台球的研究都集中在基于各种搜索算法来创建竞争性强的台球游戏程序上。这些程序中嵌入了游戏策略,以击败最强悍的人类玩家。他们中的任何一个都不旨在透露这些信息并帮助提高公众参与者的技能。这种缺乏交互性的基础使得大多数台球演奏程序也不能像台球教练那样。我们的计算机系统旨在与可视化的引导界面相结合,以指导用户进行可靠的罢工。该系统利用视觉系统进行母球,目标球的位置和球杆跟踪。最小二乘误差校准过程将现实世界和虚拟世界池球坐标关联起来,以进行精确的指导线计算。用户可以根据PC监视器上显示的视觉引导线指令调整台球桌上的球杆。分析发现,目标球滑入口袋的理想视线周围的公差角决定了打击的难度。此值还取决于从口袋到物体的距离,从物体到母球的距离以及这两个向量之间的角度。根据球杆,目标球与口袋之间的角度变化以及口袋与目标球之间的距离变化对公差角进行仿真,得出结果。rn选择具有不同熟练水平的运动员。结果表明,所有玩家都将从我们建议的视觉引导系统中受益,以提高他们的技能。所有这些都在最大值和平均值上均显示出提高的命中率,而低技能的球员则借助我们的系统显示出最大的技能提升。最大命中率增加约20.45%,而平均命中率增加约38.76%。以命中率评估的实验结果显示出与分析一致的模式。因此,命中率与分析的公差角紧密相关,以将目标球下沉到目标袋中。这些证明了我们系统的效率,分析结果可用于有效的游戏策略。

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