Algorithms and Networking for Computer Games
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[edit] Table of ContentsList 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 Part 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 Part 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 Simulation 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 Appendix 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 |


