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9781119259763: Algorithms and Networking for Computer Games

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The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended

Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing.

The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world.

The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.

Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books.

Algorithms and Networking for Computer Games, Second Edition:

  • Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice
  • Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation
  • Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics
  • Now includes 73 ready-to-use algorithms and 247 illustrative exercises

Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

Informazioni sull?autore

Jouni Smed holds a doctorate in Computer Science and acts as a Senior Lecturer and Adjunct Professor at the University of Turku, Finland. He is also the co-founder of Turku Game Lab, which aims at bringing together technologically- and artistically-oriented students to collaborate on game projects and jump-start their careers in the game industry. For the past twenty years, his research interests have focused on various areas of game development: from code tweaking to software processes and from simple puzzles to multisite game development.

Harri Hakonen works as a senior software developer at Ericsson, being a member of a small team implementing embedded real-time products over Linux. He has thirty years of computer-related experience, covering various professions at academy, software industry and startups. Harri has always been keen on concrete software construction, from implementing low level bit-fiddling to catalyzing teamwork, and he will never stop programming.

Dalla quarta di copertina

The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended

Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programming.

The first part of the book presents practical algorithms for solving "classical" topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world.

The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.

Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books.

Algorithms and Networking for Computer Games, Second Edition:

  • Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice
  • Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation
  • Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics
  • Now includes 73 ready-to-use algorithms and 247 illustrative exercises

Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Dal risvolto di copertina interno

The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended
 
Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programming.
 
The first part of the book presents practical algorithms for solving "classical" topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world.
 
The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.
 
Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books.
 
Algorithms and Networking for Computer Games, Second Edition:
* Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice
* Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation
* Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics
* Now includes 73 ready-to-use algorithms and 247 illustrative exercises
 
Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

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9780470018125: Algorithms And Networking for Computer Games

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ISBN 10:  0470018127 ISBN 13:  9780470018125
Casa editrice: John Wiley & Sons Inc, 2006
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Hardcover. Condizione: Very Good. 2nd Edition. Hardcover, second edition, xxi + 389 pages, NOT ex-library. An external stamp ('mängelexemplar') on upper page edges. Pages are clean and bright throughout with unmarked text, free of inscriptions and stamps, firmly bound. Boards show minor shelfwear. Issued without a dust jacket. -- Contents: 1 Introduction [Anatomy of Computer Games; Game Development (Phases of development; Documentation; Other considerations); Synthetic Players (Humanness; Stance); Multiplaying; Interactive Storytelling (Approaches; Storytelling in games); Outline of the Book (Algorithms; Networking); Summary; Exercises]; I Algorithms -- 2 Random Numbers [Linear Congruential Method (Choice of parameters; Testing the randomness; Using the generators); Discrete Finite Distributions; Random Shuffling; Exercises] 3 Noise [Applying Noise; Origin of Noise; Visualization; Interpolation (Utility routines for value conversions; Interpolation in a single & in two parameters); Composition of Noise; Periodic Noise; Perlin Noise; Worley Noise; Exercises]; 4 Procedural Generation [Terrain Generation; Maze Algorithms (Depth-first Algorithm; Randomized Kruskal's & Prim's algorithm); L-Systems (Examples; City generation); Hierarchical Universe Generation; Exercises]; 5 Tournaments [Rank Adjustment; Elimination; Scoring Tournaments; Exercises]; 6 Game Trees [Minimax (Analysis; Partial minimax); Alpha-Beta Pruning (Analysis; Principal variation search); Monte Carlo Tree Search; Games of Chance; Exercises]; 7 Path Finding [Discretization of the Game World (Grid; Navigation mesh); Finding the Minimum Path (Evaluation function; Properties; Algorithm A*); Realizing the Movement; Exercises]; 8 Group Movement [Flocking; Formations (Coordinating formations; Behaviour-based steering; Fuzzy logic control; Mass-spring systems; Exercises]; 9 Decision-Making [Background (Levels of decision-making; Modelled knowledge; Methods); Finite State Machines (Computational FSM; Mealy & Moore machines; Implementation; Discussion); Influence Maps; Automated Planning; Exercises]; 10 Modelling Uncertainty [Statistical Reasoning (Bayes' theorem; Bayesian networks; Dempster-Shafer theory); Fuzzy Sets (Membership function; Fuzzy operations; Defuzzification); Fuzzy Constraint Satisfaction Problem (Modelling the criteria as fuzzy sets; Weighting the criteria importances; Aggregating the criteria; Making a decision); Exercises]; II Networking -- 11 Communication Layers [Physical Platform (Resource limitations; Transmission techniques and protocols); Logical Platform (Communication architecture; Data & control architecture); Networked Application; Exercises]; 12 Compensating Resource Limitations [Aspects of Compensation (Consistency & responsiveness; Scalability); Protocol Optimization (Message compression & aggregation); Dead Reckoning (Prediction; Convergence); Local Perception Filters (Linear temporal contour; Adding bullet time to the delays); Synchronized Simulation; Interest Management (Aura- & Zone- & Visibility- & Class-based interest management); Compensation by Game Design (Short active turns; Semi-autonomous avatars; Interaction via proxies); Exercises]; 13 Cheating Prevention [Technical Exploitations (Packet tampering; Look-ahead cheating; Cracking & other attacks); Collusion (Classification; Collusion detection); Rule Violations; Exercises]; 14 Online Metrics [Players; Monetization; Acquisition; Game Session; Exercises]; Appendices: -- A Pseudocode Conventions [Changing the Flow of Control (Expressions; Control structures); Data Structures (Values and entities; Data collections); Format of Algorithms; Conversion to Existing Programming Languages]; B Practical Vectors and Matrices [Points and Vectors; Matrices; Conclusion]; Bibliography; Ludography; Index. Codice articolo 007768

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