Electronic Arts Inc.
Computer architecture for simulation of sporting events based on real-world data
Last updated:
Abstract:
Methods for improving simulation of a sporting event by using real-world data are provided. In one aspect, a method includes receiving player positional data and ball positional data. The player positional data includes an identification of a player, orientation of the player on a field, position of the player on the field, and a time the player positional data was captured. The ball positional data includes a location of the ball on the field, and a time the ball positional data was captured. A simulated player and a simulated ball are positioned on a simulated field corresponding to the field, based on the received data. The simulation is run and accordingly modified based on user input. Systems and machine-readable media are also provided.
Utility
25 Aug 2016
19 Nov 2019