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1.
足球比赛中进攻方队员的行为决策对比赛结果有很大影响.给出了进攻方无球队员和控球队员的行为决策算法:对于无球队员,根据40个位置点设置固定的跑位点,无球队员处于接球状态时原地接球,否则向计算出的跑位点运动;对于控球队员,首先判断射门条件,成立时射门,否则根据其他球员和自身威胁系数决定是否传球或运球.最后采用4-4-2阵型在VC++环境下进行仿真,效果表明了算法的可行性.  相似文献   

2.
王伟光 《电脑迷》2010,(12):47-47
在电视直播的足球和篮球比赛中,我们会经常听到一些现场的声音,例如发出角球时球从空中呼啸而过的声音,球员互相呼唤跑位的呐喊声,射门时球贴地飞行拂动草皮的声音,身体碰撞身体接触的摩擦声,扣篮时篮筐的震动,都让我们身临其境大呼过瘾。那么,在电视中是如何听到如此真实的声音呢?且让我们一一道来。  相似文献   

3.
通过引入人类足球比赛中的战术思想,对半自主足球机器人系统的攻防策略进行了详细分析和深入研究.提出了在危险区域盯人防守的概念,并详细介绍了该防守角色的具体设计和实现.对于进攻中基于对方信息的避障方法进行了研究,通过对比赛中多种情况的具体分析,重点针对无球避障和带球避障建立了数学模型,根据不同的回避方式分别规划机器人队员的进攻路径,在实际系统中的应用取得了良好效果.  相似文献   

4.
机器人足球视觉图像快速识别方法的研究   总被引:1,自引:0,他引:1  
刘国栋  谢元澄 《计算机仿真》2005,22(11):172-176
机器人足球比赛作为多智能体系统(Multi-agent System, MAS)的理想研究平台已成为复杂人工智能研究的一个新兴领域.机器人足球比赛是使用计算机视觉闭环的反馈控制系统.机器人足球队员的色标设计是直接关系到系统辨识精度、实时性和抗干扰性的一个重要因素.该文通过对4种典型色标设计进行比较和分析,研究出一种比较合理的全新的队员识别算法设计思路,并针对性地提出了一种快速准确的神经网络边缘检测算法,利用足球机器人外形特征取得了良好的辨识结果.该算法对基于视觉的分布式控制式足球机器人系统的研究与开发进行了有益的探索.  相似文献   

5.
在足球比赛视频中对足球进行检测和跟踪,如果球与球场线融合或球与球员形成连通区域,则得到球的位置信息将变得非常困难.针对这类问题提出了一种基于轨迹的解决方案.基于维特比算法检测并跟踪球,应用最小二乘法得到球运动轨迹的插值函数,基于所得到的插值函数,剔除维特比算法检测与跟踪球过程中的一些误检,同时补充漏检处的球位置信息.通过实验验证,算法具有较高的准确性.  相似文献   

6.
在关于PES2008的讨论中,不止一次可以看到“半成品”“手感太差”这样的指责。在我的印象里,上一个被称为半成品的足球游戏是FIFA2003。那的确是个令人发指的游戏,操作相比前作完全改变,AI设计漏洞百出:想传球你就必须用Q键招呼球员跑位,否则可能没有人自动接应;进攻中如果你停在原地,所有对方球员也跟着愣在那里,毫无反应;最离谱的是,一旦你把球打进禁区,  相似文献   

7.
目的 足球比赛视频中的球员跟踪算法为足球赛事分析提供基础的数据支持。但足球比赛中球员跟踪存在极大的挑战:球员进攻、防守和争夺球权时,目标球员可能产生快速移动、严重遮挡和周围出现若干名干扰球员的情况,目前仍没有一种能够完美解决足球比赛中球员跟踪问题的算法。因此如何解决足球场景中的困难,提升球员跟踪的准确度,成为当前研究的热点问题。方法 本文在分析足球比赛视频中球员目标特点的基础上,通过融合干扰项感知的颜色模型和目标感知的深度模型,提出并设计了一种球员感知的跟踪算法。干扰项感知的颜色模型分别提取目标、背景和干扰项的颜色直方图,利用贝叶斯公式得到搜索区域中每个像素点属于目标的似然概率。目标感知的深度模型利用孪生网络计算搜索区域与目标的相似度。针对跟踪漂移问题,使用全局跟踪器和局部跟踪器分别跟踪目标整体和目标上半身,并且在两个跟踪器的跟踪结果出现较大差异的时候分析跟踪器有效性并进行定位修正。结果 在公共的足球数据集上将本文算法与10个其他跟踪算法进行对比实验,同时对于文本算法进行了局部跟踪器的消融实验。实验结果表明,球员感知跟踪算法的平均有效重叠率达到了0.560 3,在存在同队球员和异队球员干扰的情况下,本文算法比排名第2的算法的有效重叠率分别高出3.7%和6.6%,明显优于其他算法,但是由于引入了干扰项感知的颜色模型、目标感知的深度模型以及局部跟踪器等模块增加了算法的时间复杂度,导致本文算法跟踪速度较慢。结论 本文总结了跟踪算法的整体流程并分析了实验结果,认为干扰项感知、目标感知和局部跟踪这3个策略在足球场景中的球员跟踪问题中起到了重要的作用,为未来在足球球员跟踪领域研究的继续深入提供了参考依据。  相似文献   

8.
移动终端播放足球视频时,通常会受其屏幕尺寸小、分辨率低的制约,而易于导致细节信息丢失,从而影响视觉质量.本文提出一种新的面向移动终端的足球视频自适应显示方法.在足球检测过程中,运用二维哈希表和图像分块检测技术,可快速、准确地追踪足球对象.此外,根据窗口大小和球员位置分别动态地调整感兴趣区域窗口的位置和大小.仿真实验结果表明:算法能比较准确地定位足球区域,且很好地兼顾了处理速度和视频质量的要求,适合于制作面向移动终端的视频节目,高效而可靠地在移动设备上实时地播放足球比赛.  相似文献   

9.
推算定位算法在拦截策略中的研究与应用   总被引:2,自引:0,他引:2  
机器人足球比赛中,研究有效的拦截对方球员的进攻和防守是一项关键的战术,以往开发的拦截策略中存在"漏拦"和"错拦"等现象,造成拦截成功率很低.将推算定位(Dead Reckoning,DR)算法用到拦截策略的研究中,有效估算出对方球员和球的下一步动向,实施有效拦截,提高了比赛过程中拦截判断的精度.对DR算法中的阈值的确定进行了分析和改进,提出一种判据函数,有效地解决动态门选取的问题;针对算法执行和网络的延时给予了延时补偿,提高系统的实时性,使拦截能够快速准确地实现.利用DR算法推算出赛场球和球员的运动趋势,指导赛场策略的生成并和队员的动作与位置的部署.实验数据表明,方法具有很强的优越性.  相似文献   

10.
进攻:a键:长传(有力量条控制)s键:短传(传给身边的队友,无力量条控制)d键:射门(按键越长,威力越打)q键:队员自动跑位w键:短传(有力量条控制,按键越长,威力越大)头球(点击此键,将有机会看见头球传球)z键:04中新增加的键(定位键)(可以选择三个不同的队员进行,多选择传球,不在是单一的了!)shift键:晃人键:跑动中,按一下shift键,做晃人动作(由于是试玩版,小弟用到现在只用出一种晃人动作)如有人,玩去其他的晃人动作,请你告诉大家一声!c键:原地停留中,按住c键再按方向键,可以看见球员,慢步趟球移动!c键+z键:不论再进攻还是防守中,先按住c键再按z…  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
Abstract  This paper considers some results of a study designed to investigate the kinds of mathematical activity undertaken by children (aged between 8 and 11) as they learned to program in LOGO. A model of learning modes is proposed, which attempts to describe the ways in which children used and acquired understanding of the programming/mathematical concepts involved. The remainder of the paper is concerned with discussing the validity and limitations of the model, and its implications for further research and curriculum development.  相似文献   

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