Algorithms and Networking for Computer Games

Jouni Smed; Harri Hakonen

6 valutazioni di Goodreads

Lingua: inglese

Editore: Wiley, 2017

1119259762 / 9781119259763

Da: killarneybooks, Inagh, Clare, Irlandakillarneybooks

Venditore con 5 stelle

Venditore AbeBooks dal 20 aprile 2017

Rilegato

Condizione: Usato - Molto buono

EUR 39,30

EUR 33,70 spedizione 
Spedito da Irlanda a U.S.A.

Quantità: 1 disponibile

Aggiungi al carrello
Resi gratuiti per 30 giorni

Descrizione dell’articolo da parte del venditore

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

Titolo
Algorithms and Networking for Computer Games
Autore
Jouni Smed; Harri Hakonen
Editore
Wiley
Anno di pubblicazione
2017
Condizione
Very Good
Rilegatura
Hardcover
Lingua
inglese
ISBN 10
1119259762
ISBN 13
9781119259763
Edizione
2nd Edition

killarneybooks

Inagh, Clare, Irlanda

Venditore con 5 stelle

Venditore AbeBooks dal 20 aprile 2017

Tariffe di spedizione da Irlanda a U.S.A.

ArticoloDa 6 a 7 giorni lavorativiDa 3 a 4 giorni lavorativi
Primo articoloEUR 33,70EUR 38,00
I tempi di consegna sono stabiliti dai venditori e variano in base al corriere e al paese. Gli ordini che devono attraversare una dogana possono subire ritardi e spetta agli acquirenti pagare eventuali tariffe o dazi associati. I venditori possono contattarti in merito ad addebiti aggiuntivi dovuti a eventuali maggiorazioni dei costi di spedizione dei tuoi articoli.

Metodi di pagamento

  • Visa
  • Mastercard
  • American Express
  • Carte Bleue
  • Apple Pay
  • Google Pay
  • Bonifico bancario
  • PayPal

Descrizione dello Store

All U.S.-bound orders are now shipped with UPS for reliable delivery. Additional customs or import fees are highly unlikely; however, please note buyers remain responsible for any duties or taxes that U.S. Customs may assess. -- Killarneybooks is a family-run bookshop based in the Republic of Ireland. We take pride in accurate listings, careful packaging, and prompt service - most orders ship within 24 hours. All books listed are in stock and ready for immediate dispatch - we are not dropshippers. Inquiries always welcome.…

Specializzazione

professional, academic, non-fiction