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Algorithms and Networking for Computer Games [Hardcover]

Jouni Smed (Author), Harri Hakonen (Author)
3.0 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

July 10, 2006 0470018127 978-0470018125 1
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.


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Editorial Reviews

Review

"Indispensable for game theorist or game developers…highly recommended." (CHOICE, February 2007)

"…I recommend this book for game developers, students, researchers, and specialists in game programming." (Computing Reviews.com, December 8, 2006)

From the Back Cover

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.


Product Details

  • Hardcover: 286 pages
  • Publisher: Wiley; 1 edition (July 10, 2006)
  • Language: English
  • ISBN-10: 0470018127
  • ISBN-13: 978-0470018125
  • Product Dimensions: 6.9 x 0.9 x 9.8 inches
  • Shipping Weight: 15.5 ounces (View shipping rates and policies)
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,135,709 in Books (See Top 100 in Books)

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5 of 5 people found the following review helpful:
5.0 out of 5 stars Extremely useful resource for experienced developers, June 25, 2009
This review is from: Algorithms and Networking for Computer Games (Hardcover)
I teach a college course on network game programming and this is probably the best resource that I've yet seen on the subject. Only the last few chapters specifically deal with network programming however they are extremely good and cover a lot of the core issues with network gaming. Some of the topics include dealing with lag via dead reckoning and splines, local perception filters, area of interest filters, as well as some information on cheating and how to deal with it.

This book is absolutely NOT for someone just starting out with network programming or programming in general; I would recommend this for someone who knows the fundamentals of networking and using sockets and is a fairly strong C/C++ programmer and is interested in developing moderately simple network games. More inexperienced developers will probably benefit from this book if they have someone who can help clarify and explain the concepts.
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2 of 2 people found the following review helpful:
1.0 out of 5 stars Review from a game developer, December 14, 2011
Amazon Verified Purchase(What's this?)
This review is from: Algorithms and Networking for Computer Games (Hardcover)
I'm a lead developer at a small small software company which develops 3d game middleware and infrastructures.

Good library always improves an employee's knowledge and interest which boosts product quality. Therefore we bought this book because our companies library doesn't have a book about network programming for games.

However the instant this book arrived to the office we found out that this book is totally worthless. It's 250 pages long and it contains more than 8 major chapters (most of the chapters is not about network programming) that you can write 1000 paged book about each of them.

The book is mostly computer science AI topics (and very little networking) which has little practical value. Networking section is a joke. The book contains nothing but the topics everybody talk about (like you should optimize your network packages) but nobody tells you what is the proper way to do it. It does not contain any implementation details. It is not a programming book and it does not teach you how to code stuff.

It is neither intermediate/advanced book because it contains very little and introduction level material nor it is a beginner book because it has written like academic research paper.

Don't buy this book. It is aimless, badly-written, contains very brief information, has no practical usage and last but not least it is $70+ waste of money.

You can use Wikipedia instead of this this book because it contains all the information contained in this book. (At least wikipedia is written in plain language)
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Inside This Book (learn more)
First Sentence:
Let us play a little thought game: Get a pen and paper. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
synthetic players, lockstep protocol, partial game tree, bullet time effect, colluding players, player indices, synchronized simulation, cheating prevention, elimination bracket, phantom die, remote player, flocking algorithm, scoring tournament, complete game tree, ladder tournament, networked computer games, temporal contour, hill tournament, resting player, goal vertex, match pairings, commercial computer games, grey ship, random terrain, logical platform
Key Phrases - Capitalized Phrases (CAPs): (learn more)
John Wiley, Division Nim, Dog Eat Dog, Hunt the Wumpus, Age of Empires, Internet Protocol, Monte Carlo, One-Two-Three Nim, The Las Vegas, Torch Torch
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