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008 060519s2006 enka b 001 0 eng d
010 _a 2006010651
011 _aBIB MATCHES WORLDCAT
020 _a0470018127
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020 _a9780470018125
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035 _a(ATU)b11329634
035 _a(OCoLC)65407266
040 _aDLC
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050 0 0 _aQA76.76.C672
_bS62 2006
082 0 0 _a794.81526
_222
100 1 _aSmed, Jouni,
_eauthor.
_91067217
245 1 0 _aAlgorithms and networking for computer games /
_cJouni Smed, Harri Hakonen.
264 1 _aChichester, England ;
_aHoboken, NJ :
_bWiley,
_c[2006]
264 4 _c©2006
300 _axx, 264 pages :
_billustrations ;
_c25 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references (pages 247-254) and index.
505 0 _aRandom numbers -- Tournaments -- Game trees -- Path finding -- Decision-making -- Modelling uncertainty -- Communication layers -- Compensating resource limitations -- Cheating prevention.
520 _a"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 common difficulties encountered in game programming. ; ; The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating. ; ; Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for... ; * Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice. ; * A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning. ; * In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention. ; * 51 ready-to-use algorithms and 178 illustrative exercises. ; ; Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games."--Publisher description.
588 _aMachine converted from AACR2 source record.
650 0 _aComputer games
_xProgramming
_9328390
650 0 _aComputer algorithms
_9327552
700 1 _aHakonen, Harri,
_eauthor.
_91067218
856 4 2 _3Contributor biographical information
_uhttp://www.loc.gov/catdir/enhancements/fy0740/2006010651-b.html
907 _a.b11329634
_b10-06-19
_c27-10-15
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