Refereed scientific book or report (C1)

Algorithms and Networking for Computer Games




List of AuthorsJouni Smed, Harri Hakonen

Edition name or numberSecond Edition

PlaceChichester, UK

Publication year2017

ISBN978-1-119-25976-3

eISBN978-1-119-25977-0

DOIhttp://dx.doi.org/10.1002/9781119259770

URLhttp://eu.wiley.com/WileyCDA/WileyTitle/productCd-1119259762,subjectCd-CS20.html


Abstract

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.



Last updated on 2021-24-06 at 10:48