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Jouni Smed; Harri Hakonen:
Algorithms and Networking for Computer Games - Primera edición

2006, ISBN: 9780470029749

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Detalles del libro

Detalles del libro - Algorithms and Networking for Computer Games


EAN (ISBN-13): 9780470029749
ISBN (ISBN-10): 0470029749
Año de publicación: 2006
Editorial: Wiley, J
286 Páginas
Idioma: eng/Englisch

Libro en la base de datos desde 2007-08-26T03:55:56-05:00 (Mexico City)
Página de detalles modificada por última vez el 2022-02-14T17:01:11-06:00 (Mexico City)
ISBN/EAN: 0470029749

ISBN - escritura alterna:
0-470-02974-9, 978-0-470-02974-9
Mode alterno de escritura y términos de búsqueda relacionados:
Título del libro: computer networking, games for your, algorithms


Datos del la editorial

Autor: Jouni Smed; Harri Hakonen
Título: Algorithms and Networking for Computer Games
Editorial: Wiley; John Wiley & Sons
286 Páginas
Año de publicación: 2006-07-11
Idioma: Inglés
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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