000 | 05040cam a22006138i 4500 | ||
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001 | ocn972640430 | ||
003 | OCoLC | ||
005 | 20220711203328.0 | ||
006 | m o d | ||
007 | cr ||||||||||| | ||
008 | 170213s2017 nju ob 001 0 eng | ||
010 | _a 2017006972 | ||
040 |
_aDLC _beng _erda _cDLC _dOCLCO _dOCLCF _dOCLCQ _dUIU _dDG1 _dN$T _dYDX _dEBLCP |
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020 |
_a9781119259770 _q(electronic bk.) |
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020 |
_a1119259770 _q(electronic bk.) |
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020 | _z9781119259824 | ||
020 | _z1119259827 | ||
020 | _z9781119259831 | ||
020 | _z1119259835 | ||
020 |
_z9781119259763 _q(cloth) |
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035 | _a(OCoLC)972640430 | ||
042 | _apcc | ||
050 | 1 | 0 | _aQA76.76.C672 |
072 | 7 |
_aGAM _x001000 _2bisacsh |
|
082 | 0 | 0 |
_a794.8/1526 _223 |
049 | _aMAIN | ||
100 | 1 |
_aSmed, Jouni, _eauthor. _96562 |
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245 | 1 | 0 |
_aAlgorithms and networking for computer games / _cDr. Jouni Smed, Dr. Harri Hakonen. |
250 | _aSecond edition. | ||
263 | _a1708 | ||
264 | 1 |
_aHoboken, NJ, USA : _bJohn Wiley & Sons Inc., _c2017. |
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300 | _a1 online resource | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bn _2rdamedia |
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338 |
_aonline resource _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
588 | 0 | _aPrint version record and CIP data provided by publisher; resource not viewed. | |
505 | 0 | _aAlgorithms 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 Game Development; 1.2.1 Phases of development; 1.2.2 Documentation; 1.2.3 Other considerations; 1.3 Synthetic Players; 1.3.1 Humanness; 1.3.2 Stance; 1.4 Multiplaying; 1.5 Interactive Storytelling; 1.5.1 Approaches; 1.5.2 Storytelling in games; 1.6 Outline of the Book; 1.6.1 Algorithms; 1.6.2 Networking; 1.7 Summary; Exercises; Part I Algorithms; 2 Random Numbers; 2.1 Linear Congruential Method | |
505 | 8 | _a2.1.1 Choice of parameters2.1.2 Testing the randomness; 2.1.3 Using the generators; 2.2 Discrete Finite Distributions; 2.3 Random Shuffling; 2.4 Summary; Exercises; 3 Noise; 3.1 Applying Noise; 3.2 Origin of Noise; 3.3 Visualization; 3.4 Interpolation; 3.4.1 Utility routines for value conversions; 3.4.2 Interpolation in a single parameter; 3.4.3 Interpolation in two parameters; 3.5 Composition of Noise; 3.6 Periodic Noise; 3.7 Perlin Noise; 3.8 Worley Noise; 3.9 Summary; Exercises; 4 Procedural Generation; 4.1 Terrain Generation; 4.2 Maze Algorithms; 4.2.1 Depth-first algorithm | |
505 | 8 | _a4.2.2 Randomized Kruskal's algorithm4.2.3 Randomized Prim's algorithm; 4.3 L-Systems; 4.3.1 Examples; 4.3.2 City generation; 4.4 Hierarchical Universe Generation; 4.5 Summary; Exercises; 5 Tournaments; 5.1 Rank Adjustment Tournaments; 5.2 Elimination Tournaments; 5.3 Scoring Tournaments; 5.4 Summary; Exercises; 6 Game Trees; 6.1 Minimax; 6.1.1 Analysis; 6.1.2 Partial minimax; 6.2 Alpha-Beta Pruning; 6.2.1 Analysis; 6.2.2 Principal variation search; 6.3 Monte Carlo Tree Search; 6.4 Games of Chance; 6.5 Summary; Exercises; 7 Path Finding; 7.1 Discretization of the Game World; 7.1.1 Grid | |
505 | 8 | _a7.1.2 Navigation mesh7.2 Finding the Minimum Path; 7.2.1 Evaluation function; 7.2.2 Properties; 7.2.3 Algorithm A*; 7.3 Realizing the Movement; 7.4 Summary; Exercises; 8 Group Movement; 8.1 Flocking; 8.2 Formations; 8.2.1 Coordinating formations; 8.2.2 Behaviour-based steering; 8.2.3 Fuzzy logic control; 8.2.4 Mass-spring systems; 8.3 Summary; Exercises; 9 Decision-Making; 9.1 Background; 9.1.1 Levels of decision-making; 9.1.2 Modelled knowledge; 9.1.3 Methods; 9.2 Finite State Machines; 9.2.1 Computational FSM; 9.2.2 Mealy and Moore machines; 9.2.3 Implementation; 9.2.4 Discussion | |
505 | 8 | _a9.3 Influence Maps9.4 Automated Planning; 9.5 Summary; Exercises; 10 Modelling Uncertainty; 10.1 Statistical Reasoning; 10.1.1 Bayes' theorem; 10.1.2 Bayesian networks; 10.1.3 Dempster-Shafer theory; 10.2 Fuzzy Sets; 10.2.1 Membership function; 10.2.2 Fuzzy operations; 10.2.3 Defuzzification; 10.3 Fuzzy Constraint Satisfaction Problem; 10.3.1 Modelling the criteria as fuzzy sets; 10.3.2 Weighting the importance of criteria; 10.3.3 Aggregating the criteria; 10.3.4 Making a decision; 10.4 Summary; Exercises; Part II Networking; 11 Communication Layers; 11.1 Physical Platform | |
650 | 0 |
_aComputer games _xProgramming. _96563 |
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650 | 0 |
_aComputer algorithms. _94534 |
|
650 | 7 |
_aComputer algorithms. _2fast _0(OCoLC)fst00872010 _94534 |
|
650 | 7 |
_aComputer games _xProgramming. _2fast _0(OCoLC)fst00872114 _96563 |
|
650 | 7 |
_aGAMES / Board _2bisacsh _96564 |
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655 | 4 |
_aElectronic books. _93294 |
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700 | 1 |
_aHakonen, Harri, _eauthor. _96565 |
|
776 | 0 | 8 |
_iPrint version: _aSmed, Jouni. _tAlgorithms and networking for computer games. _bSecond edition. _dHoboken, NJ, USA : John Wiley & Sons Inc., 2017 _z9781119259763 _w(DLC) 2017005948 |
856 | 4 | 0 |
_uhttps://doi.org/10.1002/9781119259770 _zWiley Online Library |
942 | _cEBK | ||
994 |
_a92 _bDG1 |
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999 |
_c68692 _d68692 |