Verlag: Wiley & Sons, Incorporated, John, 2006
ISBN 10: 0470018127 ISBN 13: 9780470018125
Sprache: Englisch
Anbieter: Better World Books Ltd, Dunfermline, Vereinigtes Königreich
EUR 51,22
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In den WarenkorbZustand: Very Good. Ships from the UK. Former library book; may include library markings. Used book that is in excellent condition. May show signs of wear or have minor defects.
EUR 39,30
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In den WarenkorbHardcover. Zustand: 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.
EUR 68,50
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In den WarenkorbHardcover. Zustand: Very Good. No Jacket. Former library book; May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less 1.75.
EUR 76,10
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In den WarenkorbZustand: New.
Anbieter: INDOO, Avenel, NJ, USA
EUR 78,50
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In den WarenkorbZustand: New.
EUR 81,04
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In den WarenkorbZustand: As New. Unread book in perfect condition.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 82,46
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In den WarenkorbZustand: As New. Unread book in perfect condition.
Anbieter: THE SAINT BOOKSTORE, Southport, Vereinigtes Königreich
EUR 87,98
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In den WarenkorbHardback. Zustand: New. New copy - Usually dispatched within 4 working days. 794.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 87,97
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In den WarenkorbZustand: New.
Verlag: Wiley-Blackwell 2017-08-25, 2017
ISBN 10: 1119259762 ISBN 13: 9781119259763
Sprache: Englisch
Anbieter: Chiron Media, Wallingford, Vereinigtes Königreich
EUR 90,29
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In den WarenkorbHardcover. Zustand: New.
Verlag: John Wiley & Sons Inc, New York, 2017
ISBN 10: 1119259762 ISBN 13: 9781119259763
Sprache: Englisch
Anbieter: Grand Eagle Retail, Fairfield, OH, USA
EUR 109,00
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In den WarenkorbHardcover. Zustand: new. Hardcover. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving classical topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choiceFeatures a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generationContains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metricsNow includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 105,79
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In den WarenkorbHardcover. Zustand: Brand New. 2nd edition. 389 pages. 9.75x6.75x1.00 inches. In Stock.
Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irland
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In den WarenkorbZustand: New. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Num Pages: 408 pages. BIC Classification: UMB; UMK; UT. Category: (P) Professional & Vocational. Dimension: 244 x 170. . . 2017. 2nd Edition. Hardcover. . . . .
EUR 91,95
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In den WarenkorbBuch. Zustand: Neu. Neuware - The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extendedAlgorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing.The first part of the book presents practical algorithms for solving 'classical' topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world.The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books.Algorithms and Networking for Computer Games, Second Edition:\* Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice\* Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation\* Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics\* Now includes 73 ready-to-use algorithms and 247 illustrative exercisesAlgorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.
EUR 82,35
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In den WarenkorbZustand: New. More than 70 algorithms are presented, covering random numbers, noise in data (a realistic world is full of imperfections), procedural generation, tournaments, game trees, path finding, group movement, decision making, and modelling uncertainty - as well a.
Verlag: John Wiley & Sons Inc, New York, 2017
ISBN 10: 1119259762 ISBN 13: 9781119259763
Sprache: Englisch
Anbieter: CitiRetail, Stevenage, Vereinigtes Königreich
EUR 97,61
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In den WarenkorbHardcover. Zustand: new. Hardcover. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving classical topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choiceFeatures a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generationContains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metricsNow includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
EUR 138,64
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In den WarenkorbZustand: New. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Num Pages: 408 pages. BIC Classification: UMB; UMK; UT. Category: (P) Professional & Vocational. Dimension: 244 x 170. . . 2017. 2nd Edition. Hardcover. . . . . Books ship from the US and Ireland.
Verlag: John Wiley & Sons Inc, New York, 2017
ISBN 10: 1119259762 ISBN 13: 9781119259763
Sprache: Englisch
Anbieter: AussieBookSeller, Truganina, VIC, Australien
EUR 164,85
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In den WarenkorbHardcover. Zustand: new. Hardcover. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving classical topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choiceFeatures a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generationContains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metricsNow includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming. The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
EUR 272,47
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In den WarenkorbHardcover. Zustand: New.