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Algorithms and Networking for Computer Games - Info and Reading Options

"Algorithms and Networking for Computer Games" was published by Wiley & Sons, Incorporated, John in 2017 - Hoboken, New Jersey, it has 416 pages and the language of the book is English.


“Algorithms and Networking for Computer Games” Metadata:

  • Title: ➤  Algorithms and Networking for Computer Games
  • Author:
  • Language: English
  • Number of Pages: 416
  • Publisher: ➤  Wiley & Sons, Incorporated, John
  • Publish Date:
  • Publish Location: Hoboken, New Jersey

“Algorithms and Networking for Computer Games” Subjects and Themes:

Edition Specifications:

  • Weight: 0.682

Edition Identifiers:

AI-generated Review of “Algorithms and Networking for Computer Games”:


"Algorithms and Networking for Computer Games" Description:

Open Data:

Intro -- Algorithms 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 -- 2.1.1 Choice of parameters -- 2.1.2 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 -- 4.2.2 Randomized Kruskal's algorithm -- 4.2.3 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

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