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Gain an Insight into the Problems Faced by Game Developers When Programming.


DUBLIN, Ireland -- Research and Markets (http://www.researchandmarkets.com/reports/c37841) has announced the addition of Algorithms and Networking for Computer Games to their offering.

This book covers game programming from the perspective of a computer scientist, combining both algorithmic knowledge and game-related problems to provide a valuable and novel approach to the topic. The topics of the book are based on the common problems that game developers encounter in game programming. The first part of the book presents algorithmic problems and solution methods. As well as "classical" topics such as random numbers and game trees, the text focuses on three areas: how to find a path in, create the terrain of, and make decisions in the game world. Algorithmic solutions are presented not in any specific programming language but in pseudocode Pseudocode - A notation resembling a programming language but not intended for actual compilation. It usually combines some of the structure of a programming language with an informal natural-language description of the computations to be carried out.  format, which can be easily rewritten in any programming language and, more importantly, emphasizes the algorithmic idea behind the solution. The second part 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. A large proportion of the material has been tried and tested in real university courses (Algorithms for Computer Games, and Networked Virtual Environments) taught by the authors.

Topics Covered

List of Figures.

List of Tables.

List of Algorithms.

Preface pref·ace  
n.
1.
a. A preliminary statement or essay introducing a book that explains its scope, intention, or background and is usually written by the author.

b. An introductory section, as of a speech.

2.
.

Acknowledgements.

1 Introduction.

1.1 Anatomy anatomy (ənăt`əmē), branch of biology concerned with the study of body structure of various organisms, including humans. Comparative anatomy is concerned with the structural differences of plant and animal forms.  of Computer Games.

1.2 Synthetic Players.

1.3 Multi-playing.

1.4 Games and Storytelling Storytelling
Aesop

semi-legendary fabulist of ancient Greece. [Gk. Lit.: Harvey, 10]

Münchäusen

Baron traveler grossly embellishes his experiences. [Ger. Lit.
.

1.5 Other Game Design Considerations.

1.6 Outline of the Book.

1.7 Summary.

Exercises.

I Algorithms.

2 Random Numbers.

2.1 Linear Congruential Method.

2.2 Discrete Finite Distributions.

2.3 Random Shuffling.

2.4 Creating GameWorlds.

2.5 Summary.

Exercises.

3 Tournaments.

3.1 Rank Adjustment Tournaments.

3.2 Elimination Tournaments Noun 1. elimination tournament - a tournament in which losers are eliminated in successive rounds
tournament, tourney - a sporting competition in which contestants play a series of games to decide the winner
.

3.3 Scoring Tournaments.

3.4 Summary.

Exercises.

4 Game Trees.

4.1 Minimax (games) minimax - An algorithm for choosing the next move in a two player game. A player moves so as to maximise the minimum value of his opponent's possible following moves. If it is my turn to move, I give a value to each legal move I might make. .

4.2 Alpha-Beta Pruning Alpha-beta pruning is a search algorithm that reduces the number of nodes that need to be evaluated in the search tree by the minimax algorithm. It is a search with adversary algorithm used commonly for machine playing of two-player games (Tic-tac-toe, Chess, Go ...). .

4.3 Games of Chance.

4.4 Summary.

Exercises.

5 Path Finding.

5.1 Discretization dis·cret·i·za·tion  
n.
The act of making mathematically discrete.
 of the GameWorld.

5.2 Finding theMinimum Path.

5.3 Realizing theMovement.

5.4 Summary.

Exercises.

6 Decision-making.

6.1 Background.

6.2 Finite StateMachines.

6.3 Flocking flocking

1. counterpart of herding but for a flock.

2. precipitation, usually by the addition of a chemical, of protein in a solution for the purpose of clarifying it.
.

6.4 InfluenceMaps.

6.5 Summary.

Exercises.

7 Modelling Uncertainty.

II Networking.

8 Communication Layers.

9 Compensating Resource Limitations.

10 Cheating Prevention.

For more information visit http://www.researchandmarkets.com/reports/c37841
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Copyright 2006, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Date:Jun 1, 2006
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