From GDWiki
[edit] Book Details
- Author: Jouni Smed and Harri Hakonen
- First Published: April 2006
- Publisher: John Wiley & Sons
- ISBN: 0-470-01812-7
- Pages: 288
- Rating: To be rated, I've only just received a preview copy of this book.
[edit] 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
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