000 05040cam a22006138i 4500
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
020 _a9781119259770
_q(electronic bk.)
020 _a1119259770
_q(electronic bk.)
020 _z9781119259824
020 _z1119259827
020 _z9781119259831
020 _z1119259835
020 _z9781119259763
_q(cloth)
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
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.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bn
_2rdamedia
338 _aonline resource
_bnc
_2rdacarrier
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
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
655 4 _aElectronic books.
_93294
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
999 _c68692
_d68692