Hakonen harri (9 risultati)

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Da: killarneybooks, Inagh, CLARE, Irlandakillarneybooks
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Molto buono
EUR 39,30
EUR 33,70 spedizioneSpedito da Irlanda a U.S.A.Quantità: 1 disponibili
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.

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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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EUR 74,36
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Condizione: New.

Algorithms and Networking for Computer Games, 2nd Edition Format: Hardcover
Jouni Smed (University of Turku, Finland); Harri Hakonen (University of Turku, Finland)
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Da: INDOO, Avenel, NJ, U.S.A.INDOO
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EUR 76,75
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Condizione: New. Brand New.

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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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EUR 84,85
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EUR 98,46
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hardcover. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority.

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Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
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EUR 92,03
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Da: Ubiquity Trade, Miami, FL, U.S.A.Ubiquity Trade
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EUR 112,81
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Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
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EUR 107,91
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Da: The Book Spot, Sioux Falls, MN, U.S.A.The Book Spot
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EUR 270,96
Spedizione gratuitaSpedito in U.S.A.Quantità: 1 disponibili
Hardcover. Condizione: New.