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Jouni Smed; Harri Hakonen:
Algorithms and Networking for Computer Games - primeira edição

2006, ISBN: 9780470029749

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Dados detalhados do livro - Algorithms and Networking for Computer Games


EAN (ISBN-13): 9780470029749
ISBN (ISBN-10): 0470029749
Ano de publicação: 2006
Editor/Editora: Wiley, J
286 Páginas
Língua: eng/Englisch

Livro na base de dados desde 2007-08-26T05:55:56-03:00 (Sao Paulo)
Página de detalhes modificada pela última vez em 2022-02-14T20:01:11-03:00 (Sao Paulo)
Número ISBN/EAN: 9780470029749

Número ISBN - Ortografia alternativa:
0-470-02974-9, 978-0-470-02974-9
Ortografia alternativa e termos de pesquisa relacionados:
Título do livro: computer networking, games for your, algorithms


Dados da editora

Autor: Jouni Smed; Harri Hakonen
Título: Algorithms and Networking for Computer Games
Editora: Wiley; John Wiley & Sons
286 Páginas
Ano de publicação: 2006-07-11
Língua: Inglês
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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