Algorithms and Networking for Computer Games
John Wiley & Sons Ltd (Hersteller)
978-0-470-02975-6 (ISBN)
- Keine Verlagsinformationen verfügbar
- Artikel merken
Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice.* A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning.* In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention.*51 ready-to-use algorithms and 178 illustrative exercises. Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.
Jouni Smed is currently a researcher and lecturer in Department of Information Technology, University of Turku, Finland. His research concentrates on computer games, optimization, and scheduling algorithms. Harri Hakonen is a researcher and lecturer in the department of Information Technology, University of Turku. His research interests include algorithms for computer games, string algorithmics, and software construction.
List of Figures. List of Tables. List of Algorithms. Preface. Acknowledgements. 1. Introduction. 1.1 Anatomy of Computer Games. 1.2 Synthetic Players. 1.3 Multi-playing. 1.4 Games and Storytelling. 1.5 Other Game Design Considerations. 1.6 Outline of the Book. 1.7 Summary. Exercises. I: Algorithms. 2. Random Numbers. 2.1 Linear Congruential Method. 2.2 Discrete Finite Distributions. 2.3 Random Shuffling. 2.4 Creating GameWorlds. 2.5 Summary. Exercises. 3. Tournaments. 3.1 Rank Adjustment Tournaments. 3.2 Elimination Tournaments. 3.3 Scoring Tournaments. 3.4 Summary. Exercises. 4. Game Trees. 4.1 Minimax. 4.2 Alpha-Beta Pruning. 4.3 Games of Chance. 4.4 Summary. Exercises. 5. Path Finding. 5.1 Discretization of the GameWorld. 5.2 Finding theMinimum Path. 5.3 Realizing theMovement. 5.4 Summary. Exercises. 6. Decision-making. 6.1 Background. 6.2 Finite StateMachines. 6.3 Flocking. 6.4 InfluenceMaps. 6.5 Summary. Exercises. 7. Modelling Uncertainty. 7.1 Statistical Reasoning. 7.2 Fuzzy Sets. 7.3 Fuzzy Constraint Satisfaction Problem. 7.4 Summary. Exercises. II: Networking. 8. Communication Layers. 8.1 Physical Platform. 8.2 Logical Platform. 8.3 Networked Application. 8.4 Summary. Exercises. 9. Compensating Resource Limitations. 9.1 Aspects of Compensation. 9.2 Protocol Optimization. 9.3 Dead Reckoning. 9.4 Local Perception Filters. 9.5 Synchronized Simulation. 9.6 Area-of-interest Filtering. 9.7 Summary. Exercises. 10. Cheating Prevention. 10.1 Technical Exploitations. 10.2 Rule Violations. 10.3 Summary. Exercises. A. Pseudo-code Conventions. A.1 Changing the Flow of Control. A.2 Data Structures. A.3 Format of Algorithms. A.4 Conversion to Existing Programming Languages. Bibliography. Ludography. Index.
Erscheint lt. Verlag | 21.6.2006 |
---|---|
Verlagsort | Chichester |
Sprache | englisch |
Maße | 177 x 250 mm |
Gewicht | 652 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Netzwerke |
Technik ► Elektrotechnik / Energietechnik | |
ISBN-10 | 0-470-02975-7 / 0470029757 |
ISBN-13 | 978-0-470-02975-6 / 9780470029756 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |