Algorithms and networking for computer games
Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the comm...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Chichester, England ; Hoboken, NJ :
Wiley
c2006.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009665116506719 |
Tabla de Contenidos:
- Algorithms and Networking for Computer Games; Contents; List of Figures; List of Tables; List of Algorithms; Preface; Acknowledgements; 1 Introduction; 1.1 Anatomy of Computer Games; 1.2 Synthetic Players; 1.2.1 Humanness; 1.2.2 Stance; 1.3 Multi-playing; 1.4 Games and Storytelling; 1.5 Other Game Design Considerations; 1.6 Outline of the Book; 1.6.1 Algorithms; 1.6.2 Networking; 1.7 Summary; Exercises; I Algorithms; 2 Random Numbers; 2.1 Linear Congruential Method; 2.1.1 Choice of parameters; 2.1.2 Testing the randomness; 2.1.3 Using the generators; 2.2 Discrete Finite Distributions
- 2.3 Random Shuffling2.4 Creating Game Worlds; 2.4.1 Starmap generation; 2.4.2 Terrain generation; 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; 4.1.1 Analysis; 4.1.2 Partial minimax; 4.2 Alpha-Beta Pruning; 4.2.1 Analysis; 4.2.2 Principal variation search; 4.3 Games of Chance; 4.4 Summary; Exercises; 5 Path Finding; 5.1 Discretization of the Game World; 5.1.1 Grid; 5.1.2 Navigation mesh; 5.2 Finding the Minimum Path; 5.2.1 Evaluation function; 5.2.2 Properties
- 5.2.3 Algorithm A*5.3 Realizing the Movement; 5.4 Summary; Exercises; 6 Decision-making; 6.1 Background; 6.1.1 Levels of decision-making; 6.1.2 Modelled knowledge; 6.1.3 Methods; 6.2 Finite State Machines; 6.2.1 Computational FSM; 6.2.2 Mealy and Moore machines; 6.2.3 Implementation; 6.2.4 Discussion; 6.3 Flocking; 6.4 Influence Maps; 6.5 Summary; Exercises; 7 Modelling Uncertainty; 7.1 Statistical Reasoning; 7.1.1 Bayes' theorem; 7.1.2 Bayesian networks; 7.1.3 Dempster-Shafer theory; 7.2 Fuzzy Sets; 7.2.1 Membership function; 7.2.2 Fuzzy operations; 7.3 Fuzzy Constraint Satisfaction Problem
- 7.3.1 Modelling the criteria as fuzzy sets7.3.2 Weighting the criteria importances; 7.3.3 Aggregating the criteria; 7.3.4 Making a decision; 7.4 Summary; Exercises; II Networking; 8 Communication Layers; 8.1 Physical Platform; 8.1.1 Resource limitations; 8.1.2 Transmission techniques and protocols; 8.2 Logical Platform; 8.2.1 Communication architecture; 8.2.2 Data and control architecture; 8.3 Networked Application; 8.4 Summary; Exercises; 9 Compensating Resource Limitations; 9.1 Aspects of Compensation; 9.1.1 Consistency and responsiveness; 9.1.2 Scalability; 9.2 Protocol Optimization
- 9.2.1 Message compression9.2.2 Message aggregation; 9.3 Dead Reckoning; 9.3.1 Prediction; 9.3.2 Convergence; 9.4 Local Perception Filters; 9.4.1 Linear temporal contour; 9.4.2 Adding bullet time to the delays; 9.5 Synchronized Simulation; 9.6 Area-of-interest Filtering; 9.7 Summary; Exercises; 10 Cheating Prevention; 10.1 Technical Exploitations; 10.1.1 Packet tampering; 10.1.2 Look-ahead cheating; 10.1.3 Cracking and other attacks; 10.2 Rule Violations; 10.2.1 Collusion; 10.2.2 Offending other players; 10.3 Summary; Exercises; A Pseudo-code Conventions; A.1 Changing the Flow of Control
- A.1.1 Expressions