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Algorithms and networking for computer games
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Publication Information:
England : John Wiley & Sons, 2006
ISBN:
9780470018125
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30000010113031 QA76.76.C672 S63 2006 Open Access Book Book
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Summary

Summary

Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming.

The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating.

Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for...

Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice. A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning. In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention. 51 ready-to-use algorithms and 178 illustrative exercises.

Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.


Author Notes

Jouni Smed is currently a researcher and lecturer in Department of Information Technology, University of Turku, Finland. His research concentrates on computer games, optimization, and scheduling algorithms.

Harri Hakonen is a researcher and lecturer in the department of Information Technology, University of Turku. His research interests include algorithms for computer games, string algorithmics, and software construction.


Reviews 1

Choice Review

Computer gaming, an emerging industry, is receiving increasing attention among computer science academic circles. As the size and scope of computer games move into massively multiplayer scenarios on the Internet, game algorithm design and network strategy surface at the forefront of computer science research. Smed and Hakonen (both, Univ. of Turku, Finland) attempt to summarize some of the core concepts involved in designing computer games, ranging from simple single-player games to massively multiplayer games. They discuss two core areas in game design: algorithms and networking. The algorithm part treats basic topics for gaming, including random number generation, path finding, decision making, and modeling uncertainty. In the networking part, topics in communication, resource limitations, and cheating prevention are presented. The material is easy to read and provides a good survey of underlying techniques. All algorithms are presented in pseudocode format for better understanding. Of particular value are the exercises at the end of each chapter, as they are thought-provoking and drawn from realistic scenarios. Indispensable for game theorists or game developers. ^BSumming Up: Highly recommended. Upper-division undergraduates through professionals. J. Y. Cheung emeritus, Compsys Consulting


Table of Contents

List of Figures
List of Tables
List of Algorithms
Preface
Acknowledgements
1 Introduction
1.1 Anatomy of Computer Games
1.2 Synthetic Players
1.3 Multi-playing
1.4 Games and Storytelling
1.5 Other Game Design Considerations
1.6 Outline of the Book
1.7 Summary
Exercises I: Algorithms
2 Random Numbers
2.1 Linear Congruential Method
2.2 Discrete Finite Distributions
2.3 Random Shuffling
2.4 Creating Game Worlds
2.5 Summary
Exercises
3 Tournaments
3.1 Rank Adjustment Tournaments
3.2 Elimination Tournaments
3.3 Scoring Tournaments
3.4 Summary
Exercises
4 Game Trees
4.1 Minimax
4.2 Alpha-Beta Pruning
4.3 Games of Chance
4.4 Summary
Exercises
5 Path Finding
5.1 Discretization of the Game World
5.2 Finding the Minimum Path
5.3 Realizing the Movement
5.4 Summary
Exercises
6 Decision-making
6.1 Background
6.2 Finite State Machines
6.3 Flocking
6.4 Influence Maps
6.5 Summary
Exercises
7 Modelling Uncertainty
7.1 Statistical Reasoning
7.2 Fuzzy Sets
7.3 Fuzzy Constraint Satisfaction Problem
7.4 Summary
Exercises II: Networking
8 Communication Layers
8.1 Physical Platform
8.2 Logical Platform
8.3 Networked Application
8.4 Summary
Exercises
9 Compensating Resource Limitations
9.1 Aspects of Compensation
9.2 Protocol Optimization
9.3 Dead Reckoning
9.4 Local Perception Filters
9.5 Synchronized Simulation2
9.6 Area-of-interest Filtering
9.7 Summary
Exercises
10 Cheating Prevention
10.1 Technical Exploitations
10.2 Rule Violations
10.3 Summary
Exercises
A Pseudo-code Conventions
A.1 Changing the Flow of Control
A.2 Data Structures
A.3 Format of Algorithms
A.4 Conversion to Existing Programming Languages
Bibliography
Ludography
Index