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Algorithms and Networking for Computer Games is an essentialguide to solving the algorithmic and networking problems of moderncommercial computer games, written from the perspective of ac… More...

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ISBN: 9780470029749

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Algorithms and Networking for Computer Games - Jouni Smed;  Harri Hakonen
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Jouni Smed; Harri Hakonen:
Algorithms and Networking for Computer Games - First edition

2006, ISBN: 9780470029749

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Details of the book - Algorithms and Networking for Computer Games


EAN (ISBN-13): 9780470029749
ISBN (ISBN-10): 0470029749
Publishing year: 2006
Publisher: Wiley, J
286 Pages
Language: eng/Englisch

Book in our database since 2007-08-26T04:55:56-04:00 (New York)
Detail page last modified on 2022-02-14T18:01:11-05:00 (New York)
ISBN/EAN: 9780470029749

ISBN - alternate spelling:
0-470-02974-9, 978-0-470-02974-9
Alternate spelling and related search-keywords:
Book title: computer networking, games for your, algorithms


Information from Publisher

Author: Jouni Smed; Harri Hakonen
Title: Algorithms and Networking for Computer Games
Publisher: Wiley; John Wiley & Sons
286 Pages
Publishing year: 2006-07-11
Language: English
76,99 € (DE)
Not available (reason unspecified)

EA; E107; E-Book; Nonbooks, PBS / Technik/Elektronik, Elektrotechnik, Nachrichtentechnik; Nachrichtententechnik, Telekommunikation; Communication Technology - Networks; Computer Science; Computerspiel; Electrical & Electronics Engineering; Elektrotechnik u. Elektronik; Informatik; Kommunikationsnetz; Kommunikationsnetze; Networking; Netzwerke; Programmierung; Programmierung u. Software-Entwicklung; Programming & Software Development; Netzwerke; Programmierung u. Software-Entwicklung; Kommunikationsnetze; EA; BB

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.

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