Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games
Author: Jouni Smed
Publisher: John Wiley & Sons
Total Pages: 497
Release: 2017-06-16
Genre: Computers
ISBN: 1119259835

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The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games
Author: Jouni Smed
Publisher: John Wiley & Sons
Total Pages: 415
Release: 2017-06-06
Genre: Computers
ISBN: 1119259827

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The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Game Programming Algorithms and Techniques

Game Programming Algorithms and Techniques
Author: Sanjay Madhav
Publisher: Pearson Education
Total Pages: 352
Release: 2014
Genre: Computers
ISBN: 0321940156

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Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Twenty Lectures on Algorithmic Game Theory

Twenty Lectures on Algorithmic Game Theory
Author: Tim Roughgarden
Publisher: Cambridge University Press
Total Pages: 356
Release: 2016-08-30
Genre: Computers
ISBN: 1316781178

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Computer science and economics have engaged in a lively interaction over the past fifteen years, resulting in the new field of algorithmic game theory. Many problems that are central to modern computer science, ranging from resource allocation in large networks to online advertising, involve interactions between multiple self-interested parties. Economics and game theory offer a host of useful models and definitions to reason about such problems. The flow of ideas also travels in the other direction, and concepts from computer science are increasingly important in economics. This book grew out of the author's Stanford University course on algorithmic game theory, and aims to give students and other newcomers a quick and accessible introduction to many of the most important concepts in the field. The book also includes case studies on online advertising, wireless spectrum auctions, kidney exchange, and network management.

Networking and Online Games

Networking and Online Games
Author: Grenville Armitage
Publisher: John Wiley & Sons
Total Pages: 232
Release: 2006-08-04
Genre: Technology & Engineering
ISBN: 0470030461

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The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Fundamentals of Network Game Development

Fundamentals of Network Game Development
Author: Guy W. Lecky-Thompson
Publisher:
Total Pages: 0
Release: 2009
Genre: Computers
ISBN: 9781584505570

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Learn to create network games from start to finish with "Fundamentals of Network Game Development." Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organized into three core sections--design, design and development, and development--the book explores all the unique, underlying aspects that game designers and developers need to consider when building a game that uses a network to connect players both with the game and with each other. You'll examine the characteristics that set a network game apart from one that is played offline, the different types of games and networks, how the design and development processes differ depending on the type of game, how design elements affect development implementation and vice versa, how to prevent cheating and hacking, and how to test the final product. Throughout each chapter, real games are used as case studies to help guide you through the challenges of creating your own games. "Fundamentals of Network Game Development" provides you with the foundation you need to create professional-caliber network games.

Artificial Intelligence for Computer Games

Artificial Intelligence for Computer Games
Author: Pedro Antonio González-Calero
Publisher: Springer Science & Business Media
Total Pages: 210
Release: 2011-03-01
Genre: Technology & Engineering
ISBN: 1441981888

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The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

Network Games

Network Games
Author: Asu Ozdaglar
Publisher: Springer Nature
Total Pages: 143
Release: 2022-05-31
Genre: Computers
ISBN: 3031792483

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Traditional network optimization focuses on a single control objective in a network populated by obedient users and limited dispersion of information. However, most of today's networks are large-scale with lack of access to centralized information, consist of users with diverse requirements, and are subject to dynamic changes. These factors naturally motivate a new distributed control paradigm, where the network infrastructure is kept simple and the network control functions are delegated to individual agents which make their decisions independently ("selfishly"). The interaction of multiple independent decision-makers necessitates the use of game theory, including economic notions related to markets and incentives. This monograph studies game theoretic models of resource allocation among selfish agents in networks. The first part of the monograph introduces fundamental game theoretic topics. Emphasis is given to the analysis of dynamics in game theoretic situations, which is crucial for design and control of networked systems. The second part of the monograph applies the game theoretic tools for the analysis of resource allocation in communication networks. We set up a general model of routing in wireline networks, emphasizing the congestion problems caused by delay and packet loss. In particular, we develop a systematic approach to characterizing the inefficiencies of network equilibria, and highlight the effect of autonomous service providers on network performance. We then turn to examining distributed power control in wireless networks. We show that the resulting Nash equilibria can be efficient if the degree of freedom given to end-users is properly designed. Table of Contents: Static Games and Solution Concepts / Game Theory Dynamics / Wireline Network Games / Wireless Network Games / Future Perspectives

Game Theory in Wireless and Communication Networks

Game Theory in Wireless and Communication Networks
Author: Zhu Han
Publisher: Cambridge University Press
Total Pages: 555
Release: 2012
Genre: Business & Economics
ISBN: 0521196965

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This unified 2001 treatment of game theory focuses on finding state-of-the-art solutions to issues surrounding the next generation of wireless and communications networks. The key results and tools of game theory are covered, as are various real-world technologies and a wide range of techniques for modeling, design and analysis.

Distributed Graph Algorithms for Computer Networks

Distributed Graph Algorithms for Computer Networks
Author: Kayhan Erciyes
Publisher: Springer Science & Business Media
Total Pages: 328
Release: 2013-05-16
Genre: Computers
ISBN: 1447151739

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This book presents a comprehensive review of key distributed graph algorithms for computer network applications, with a particular emphasis on practical implementation. Topics and features: introduces a range of fundamental graph algorithms, covering spanning trees, graph traversal algorithms, routing algorithms, and self-stabilization; reviews graph-theoretical distributed approximation algorithms with applications in ad hoc wireless networks; describes in detail the implementation of each algorithm, with extensive use of supporting examples, and discusses their concrete network applications; examines key graph-theoretical algorithm concepts, such as dominating sets, and parameters for mobility and energy levels of nodes in wireless ad hoc networks, and provides a contemporary survey of each topic; presents a simple simulator, developed to run distributed algorithms; provides practical exercises at the end of each chapter.