Algorithms and Networking for Computer Games
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
- 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
- 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.