Librería: HPB-Red, Dallas, TX, Estados Unidos de America
EUR 12,59
Cantidad disponible: 1 disponibles
Añadir al carritohardcover. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 72,77
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Añadir al carritoCondición: New.
EUR 39,30
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Añadir al carritoHardcover. Condición: Very Good. 2nd Edition. Hardcover, second edition, xxi + 389 pages, NOT ex-library. An external stamp ('mängelexemplar') on upper page edges. Pages are clean and bright throughout with unmarked text, free of inscriptions and stamps, firmly bound. Boards show minor shelfwear. Issued without a dust jacket. -- Contents: 1 Introduction [Anatomy of Computer Games; Game Development (Phases of development; Documentation; Other considerations); Synthetic Players (Humanness; Stance); Multiplaying; Interactive Storytelling (Approaches; Storytelling in games); Outline of the Book (Algorithms; Networking); Summary; Exercises]; I Algorithms -- 2 Random Numbers [Linear Congruential Method (Choice of parameters; Testing the randomness; Using the generators); Discrete Finite Distributions; Random Shuffling; Exercises] 3 Noise [Applying Noise; Origin of Noise; Visualization; Interpolation (Utility routines for value conversions; Interpolation in a single & in two parameters); Composition of Noise; Periodic Noise; Perlin Noise; Worley Noise; Exercises]; 4 Procedural Generation [Terrain Generation; Maze Algorithms (Depth-first Algorithm; Randomized Kruskal's & Prim's algorithm); L-Systems (Examples; City generation); Hierarchical Universe Generation; Exercises]; 5 Tournaments [Rank Adjustment; Elimination; Scoring Tournaments; Exercises]; 6 Game Trees [Minimax (Analysis; Partial minimax); Alpha-Beta Pruning (Analysis; Principal variation search); Monte Carlo Tree Search; Games of Chance; Exercises]; 7 Path Finding [Discretization of the Game World (Grid; Navigation mesh); Finding the Minimum Path (Evaluation function; Properties; Algorithm A*); Realizing the Movement; Exercises]; 8 Group Movement [Flocking; Formations (Coordinating formations; Behaviour-based steering; Fuzzy logic control; Mass-spring systems; Exercises]; 9 Decision-Making [Background (Levels of decision-making; Modelled knowledge; Methods); Finite State Machines (Computational FSM; Mealy & Moore machines; Implementation; Discussion); Influence Maps; Automated Planning; Exercises]; 10 Modelling Uncertainty [Statistical Reasoning (Bayes' theorem; Bayesian networks; Dempster-Shafer theory); Fuzzy Sets (Membership function; Fuzzy operations; Defuzzification); Fuzzy Constraint Satisfaction Problem (Modelling the criteria as fuzzy sets; Weighting the criteria importances; Aggregating the criteria; Making a decision); Exercises]; II Networking -- 11 Communication Layers [Physical Platform (Resource limitations; Transmission techniques and protocols); Logical Platform (Communication architecture; Data & control architecture); Networked Application; Exercises]; 12 Compensating Resource Limitations [Aspects of Compensation (Consistency & responsiveness; Scalability); Protocol Optimization (Message compression & aggregation); Dead Reckoning (Prediction; Convergence); Local Perception Filters (Linear temporal contour; Adding bullet time to the delays); Synchronized Simulation; Interest Management (Aura- & Zone- & Visibility- & Class-based interest management); Compensation by Game Design (Short active turns; Semi-autonomous avatars; Interaction via proxies); Exercises]; 13 Cheating Prevention [Technical Exploitations (Packet tampering; Look-ahead cheating; Cracking & other attacks); Collusion (Classification; Collusion detection); Rule Violations; Exercises]; 14 Online Metrics [Players; Monetization; Acquisition; Game Session; Exercises]; Appendices: -- A Pseudocode Conventions [Changing the Flow of Control (Expressions; Control structures); Data Structures (Values and entities; Data collections); Format of Algorithms; Conversion to Existing Programming Languages]; B Practical Vectors and Matrices [Points and Vectors; Matrices; Conclusion]; Bibliography; Ludography; Index.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 82,99
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 90,31
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: Ubiquity Trade, Miami, FL, Estados Unidos de America
EUR 113,65
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New. Brand new! Please provide a physical shipping address.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 107,72
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: New.
EUR 99,20
Cantidad disponible: Más de 20 disponibles
Añadir al carritoGebunden. Condición: New. More than 70 algorithms are presented, covering random numbers, noise in data (a realistic world is full of imperfections), procedural generation, tournaments, game trees, path finding, group movement, decision making, and modelling uncertainty - as well a.
Librería: The Book Spot, Sioux Falls, MN, Estados Unidos de America
EUR 265,81
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: New.