Smed / Hakonen | Algorithms and Networking for Computer Games | E-Book | sack.de
E-Book

E-Book, Englisch, 286 Seiten, E-Book

Smed / Hakonen Algorithms and Networking for Computer Games


1. Auflage 2006
ISBN: 978-0-470-02974-9
Verlag: John Wiley & Sons
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 286 Seiten, E-Book

ISBN: 978-0-470-02974-9
Verlag: John Wiley & Sons
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



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 acomputer scientist. Combining algorithmic knowledge andgame-related problems, the authors discuss all the commondifficulties encountered in game programming.
The first part of the book tackles algorithmic problems bypresenting how they can be solved practically. As well as"classical" topics such as random numbers, tournaments and gametrees, the authors focus on how to find a path in, create theterrain of, and make decisions in the game world. Part twointroduces networking related problems in computer games andfocuses on three key questions: how to hide the inherentcommunication delay, how to utilize limited network resources, andhow to cope with cheating.
Algorithms and Networking for Computer Games provides acomprehensive resource that offers deeper algorithmic insight intogame programming and explains game-specific network considerations.Read on for...
* Algorithmic solutions in pseudo code format, which not onlyemphasizes the idea behind the solution, but also can easily bewritten into the programming language of your choice.
* A section on the Synthetic player, covering decision-making,influence maps, finite-state machines, flocking, fuzzy sets andprobabilistic reasoning.
* In-depth treatment of network communication including deadreckoning, local perception filters and cheating prevention.
* 51 ready-to-use algorithms and 178 illustrative exercises.
Algorithms and Networking for Computer Games is amust-read text for advanced undergraduate and graduate students oncomputer game-related courses, postgraduate researchers ingame-related topics, and game developers interested in newapproaches and the theoretical background to games.

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Autoren/Hrsg.


Weitere Infos & Material


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.


Jouni Smed is currently a researcher and lecturer inDepartment 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 thedepartment of Information Technology, University of Turku. His research interests include algorithms for computer games,string algorithmics, and software construction.



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