Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online.Game theory, List of games in game theory, Extensive-form game, Normal-form game, Cooperative game, Symmetric game, Zero-sum (game theory), Combinatorial game theory, Perfect information, Determinacy, Game Theory in Communication Networks, Glossary of game theory, Signaling games, Coordination game, Ultimatum game, Centipede game, Continuous game, Differential game, Pursuit-evasion, Nash equilibrium, Strategy (game theory)
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book´s associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. ´´Artificial Intelligence for Games - 2nd edition´´ will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. Walks through the entire development process from beginning to end. Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
´´Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. ... The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.´´--Back cover.
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS, THIRD EDITION, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. Each chapter ends with a summary of important concepts and several exercises. This updated third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods.
Dieses Lehrbuch lässt Studierende direkt aus der Businessperspektive anhand eines rollenbasierenden Business Games erfahren, wie unternehmerische Aufgaben und Prozesse mit Hilfe standardisierter Softwaresysteme realisiert werden. Dadurch vermittelt es das managementorientierte Denken und Handeln, das für alle Informatiker, die sich mit geschäftsprozessorientierten IT-Lösungen befassen, unerlässlich ist. Die Struktur des Buches richtet sich nach der schrittweisen Implementierung und Integration von Enterprise Resource Planning (ERP), Supply Chain Management (SCM), Customer Relationship Management (CRM), Business Intelligence (BI) und Big Data Analytics (BDA) aus Unternehmens- und Businesssicht. Die enthaltenen Games sowie das Rollenspiel sind optional, das Buch eignet sich ebenso als reines strukturiertes Lehrbuch, bei dem Teil I als Projekthandbuch für die schrittweise Einführung der jeweiligen Informationssysteme dient. Teil II enthält ausführliche Kapitel zu jedem der behandelten Informationssysteme aus Methoden-, Business- und Managementsicht. Für die Neuauflage wurde vor allem das Kapitel ´´Big Data Analytics´´ vollständig überarbeitet, aktualisiert und ergänzt. Das neu in die kdibis online Gaming- und Simulationsumgebung integrierte Webinar-System ermöglicht die vollständige Durchführung als interaktiver e-learning-Kurs einschließlich Review-Meetings und Präsentationen. Templates, Dozentenmaterial sowie Videoclips sind online im kdibis-Downloadbereich für registrierte Benutzer verfügbar. Das Kapitel ´´kdibis.com´´, das den Zugang zur kdibis-Welt beschreibt, wurde entsprechend aktualisiert und ergänzt.
Newly updated with the latest certification requirements, the fourth edition of the study guide for the PMP exam puts management principles into context through study puzzles, games and exercises as well as practice questions and exam strategies. Original.
Daniel Link explores how data analytics can be used for studying performance in soccer. Based on spatiotemporal data from the German Bundesliga, the six individual studies in this book present innovative mathematical approaches for game analysis and player assessment. The findings can support coaches and analysts to improve performance of their athletes and inspire other researchers to advance the research field of sports analytics.
Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques for a more holistic understanding of the user experience are discussed. This is an invaluable resource to those who want to learn how eye tracking can be used to better understand and design for their users. Includes highly relevant examples and information for those who perform user research and design interactive experiences Written by numerous experts in user experience and eye tracking. Highly relevant to anyone interested in eye tracking & UX design Features contemporary eye tracking research emphasizing the latest uses of eye tracking technology in the user experience industry.