Algorithms and Networking for Computer Games, 2nd Edition

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Algorithms and Networking for Computer Games, 2nd Edition eBook Free Download

Algorithms and Networking for Computer Games 2nd Edition eBook PDF Free Download

Edited by Jouni Smed and Harri Hakonen

Published by Wiley

About the Book

This Algorithms and Networking for Computer Games, 2nd Edition is edited by Jouni Smed and Harri Hakonen. This 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 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.

Features

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 exercises.

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What You will Learn

The Topics Covered in this Textbook are

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
Algorithms
Random Numbers
Linear Congruential Method
Choice of parameters
Testing the randomness
Using the generators
Discrete Finite Distributions
Random Shuffling
Noise
Applying Noise
Origin of Noise
Visualization
Interpolation
Utility routines for value conversions
Interpolation in two parameters
Composition of Noise
Periodic Noise
Perlin Noise
Worley Noise
Procedural Generation
Terrain Generation
Maze Algorithms
Depth-first algorithm
L-Systems
City generation
Hierarchical Universe Generation
Tournaments
Rank Adjustment Tournaments
Elimination Tournaments
Game Trees
Minimax
Analysis
Partial minimax
Alpha-Beta Pruning
Analysis
Principal variation search
Monte Carlo Tree Search
Path Finding
Discretization of the Game World
Grid
Algorithm
Realizing the Movement
Flocking
Formations
Decision-Making
Background
Levels of decision-making
Modelled knowledge
Methods
Finite State Machines
Influence Maps
Automated Planning
Modelling Uncertainty
Statistical Reasoning
Bayes’ theorem
Bayesian networks
Dempster–Shafer theory
Fuzzy Sets
Fuzzy Constraint Satisfaction Problem
II Networking
Communication Layers
Physical Platform
Resource limitations
Transmission techniques and protocols
Logical Platform
Communication architecture
Data and control architecture
Networked Application
Compensating Resource Limitations
Aspects of Compensation
Consistency and responsiveness
Scalability
Protocol Optimization
Message compression
Dead Reckoning
Convergence
Local Perception Filters
Linear temporal contour
Adding bullet time to the delays
Synchronized Simulation
Interest Management
Aura-based interest management
Zone-based interest management
Visibility-based interest management
Class-based interest management
Compensation by Game Design
Short active turns
Semi-autonomous avatars
Interaction via proxies
Cheating Prevention
Technical Exploitations
Packet tampering
Look-ahead cheating
Cracking and other attacks
Collusion
Classification
Collusion detection
Rule Violations
Online Metrics
Players
Monetization
Acquisition
Game Session
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
Practical Vectors and Matrices
Points and Vectors
Matrices
Conclusion
Bibliography
Ludography

For Whom is this Book For

——

Details

Format of the eBook: PDF       Size: 12.2 MB

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