Algorithms and Networking for Computer Games

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A01=Harri Hakonen
A01=Jouni Smed
algorithmic solutions to computer game problems
Author_Harri Hakonen
Author_Jouni Smed
Category=UMB
Category=UMK
Category=UT
collusion
computer game algorithms
computer game development
computer game networking
dead reckoning
decision-making in computer game programming
developing computer games
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
finite-state machines for computer games
flocking in computer game programming
free game algorithms
fuzzy in computer game development
game algorithms
game design
game monetization
game software
game software design
game software development
game tree
group formations
guide to solving computer game problems
influence maps for computer game software
interactive storytelling
interest management
maze algorithm
multiplayer computer game development
noise generation
online metrics
path finding
Perlin noise
procedural generation
sets and probabilistic reasoning in computer game programming
solving algorithm problems in computer games
solving networking problems in computer games
solving problems with computer games networking
synthetic player
tournament algorithm
Worley noise

Product details

  • ISBN 9781119259763
  • Weight: 794g
  • Dimensions: 168 x 246mm
  • Publication Date: 25 Aug 2017
  • Publisher: John Wiley & Sons Inc
  • Publication City/Country: US
  • Product Form: Hardback
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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.

Jouni Smed holds a doctorate in Computer Science and acts as a Senior Lecturer and Adjunct Professor at the University of Turku, Finland. He is also the co-founder of Turku Game Lab, which aims at bringing together technologically- and artistically-oriented students to collaborate on game projects and jump-start their careers in the game industry. For the past twenty years, his research interests have focused on various areas of game development: from code tweaking to software processes and from simple puzzles to multisite game development.

Harri Hakonen works as a senior software developer at Ericsson, being a member of a small team implementing embedded real-time products over Linux. He has thirty years of computer-related experience, covering various professions at academy, software industry and startups. Harri has always been keen on concrete software construction, from implementing low level bit-fiddling to catalyzing teamwork, and he will never stop programming.

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