Tekken Torture Tournament v2.0 testing

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Steven Pickles

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Sep 24, 2012, 1:53:34 AM9/24/12
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While I've been recovering from my Royal Adelaide Cold, I've been playing around with my computer-vision based remake of Tekken Torture Tournament.

Here is a video showing my current progress at reading the players energy bars from a video feed.

(the green lines is the detection)

http://www.youtube.com/watch?v=Q2sHD2BAX5I

pix

Jamie Mackenzie

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Sep 24, 2012, 2:10:25 AM9/24/12
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Awesome work!

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sighmon

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Sep 24, 2012, 2:16:45 AM9/24/12
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Nice Pix!!!
Do you think we could add a super-awesome-crazy-zapp at the end for
getting defeated?

si.

On Sep 24, 3:10 pm, Jamie Mackenzie <jrrmacken...@gmail.com> wrote:
> Awesome work!
>

Steven Pickles

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Sep 24, 2012, 3:21:03 AM9/24/12
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That's actually kind of hard. As you can see in that video, the player was already at 0% before the final blow was dealt. I could monitor the match lights separately, perhaps...

pix

Damien P

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Sep 24, 2012, 4:21:32 AM9/24/12
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On Monday, September 24, 2012 4:51:07 PM UTC+9:30, pix wrote:
That's actually kind of hard. As you can see in that video, the player was already at 0% before the final blow was dealt. I could monitor the match lights separately, perhaps...

I was about to ask about that...

Thomas Sprinkmeier

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Sep 24, 2012, 5:51:57 AM9/24/12
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On 24 September 2012 16:51, Steven Pickles <thatp...@gmail.com> wrote:
> That's actually kind of hard. As you can see in that video, the player was
> already at 0% before the final blow was dealt. I could monitor the match
> lights separately, perhaps...

might the audio provide better cues?

Steven Pickles

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Sep 24, 2012, 6:01:14 AM9/24/12
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i've got match light tracking working now. it's a bit dodgy (the light "explodes" on, which bleeds into the nearby lights) but should work for our purposes - as we just know that "something is happening with the match lights".

now i need to record some new test videos with all the lights being lit, and to see what happens in a draw (timeout).

picking events out of the audio would be crazy difficult, unless you know some DSP voodoo i don't ;)

pix

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Steven Pickles

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Sep 24, 2012, 6:01:38 AM9/24/12
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s/we just know/we just need to know/

alphie

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Sep 26, 2012, 8:09:40 PM9/26/12
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So pix are you calculating intensity ? or just when they bar changes. It would be cool to do the power/length of the zap based on the amount of bar which you lose in 1 hit.
pix


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Steven Pickles

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Sep 26, 2012, 8:44:17 PM9/26/12
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Currently I'm just collecting data. The control code comes next, and is free to interpret that data. Our electronics only lets us control the duration of the shock not the intensity. My plan is to make the duration proportional to the amount of energy lost. If you look closely there is a red "shadow" that falls slower than the orange energy bar. I'm hoping the end result will be something like the zap continuing for as long as that red shadow is moving (tho I'm not tracking that red shadow, I will be simulating something similar so I can control how slowly it drains).

pix


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Damien P

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Sep 27, 2012, 4:24:14 AM9/27/12
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What are you using for the image capture? Will lag be an issue? I can't imagine so, if anything you'll anticipate the zap which might make it worse!

Steven Pickles

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Sep 27, 2012, 5:06:41 AM9/27/12
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There are maybe a couple of frames worth of lag. Not really noticeable, but it is enough that you can't play the game using the captured stream. We will be doing an analog split of the signal so the players will be using an unlagged video stream.

pix

On 27 September 2012 17:54, Damien P <ath...@gmail.com> wrote:
What are you using for the image capture? Will lag be an issue? I can't imagine so, if anything you'll anticipate the zap which might make it worse!

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Steven Pickles

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Sep 27, 2012, 5:08:14 AM9/27/12
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For video capture I'm using Simon's Canopus AVDC55. It's firewire so we'll have to run it on my MacMini (running Ubuntu) as it has FireWire ports.
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