... which at least two trees are planted for each one used for paper production.
Ngày tải lên: 08/03/2014, 09:20
... algorithmic and networking problems present in commercial computer games from the perspective of a computer scientist. As the title im- plies, this book is divided into two parts: algorithms and networking. ... 1998). The goal is Algorithms and Networking for Computer Games Jouni Smed and Harri Hakonen 2006 John Wiley & Sons, Ltd List of Figures 1.1 Compone...
Ngày tải lên: 27/06/2014, 08:20
Rails for Java Developers phần 4 ppt
... /Users/stuart/FR _RAILS4 JAVA/ Book/code /rails_ xt) == CreateQuips: reverting ============================ drop_table(:quips) -> 0.2387s == CreateQuips: reverted (0. 240 1s) =================== Rails uses ... environments: development: adapter: mysql database: rails4 java_ development username: root password: host: localhost test: adapter: mysql database: rails4 java_ test usernam...
Ngày tải lên: 06/08/2014, 09:20
concrete mathematics a foundation for computer science phần 4 ppsx
... n fans. How many ways h(n, k) are there for exactly k fans to get their own hats back? For example, if n = 4 and if the hats and fans are named A, B, C, D, the 4! = 24 possible ways for hats ... land generate the following numbers of rightful owners: ABCD 4 BACD 2 CABD 1 DABC 0 ABDC 2 BADC 0 CADB 0 DACB 1 ACBD 2 BCAD 1 CBAD 2 DBAC 1 ACDB 1 BCDA 0 CBDA 1 DBCA 2 ADBC 1 BDAC 0 CDA...
Ngày tải lên: 14/08/2014, 04:21
MANAGING POWER ELECTRONICS VLSl and DSP-Driven Computer Systems phần 4 pot
... process and power source levels, and eliminating these bottlenecks will require new process technologies that lead to chips with reduced power dissipation and new power sources with higher power ... on the box surface-in the spot closest to the heat source-of roughly 74 C (45 °C ambient). Power AC Adapter: Thermal and Electrical Design 123 Figure 5- 14 Illust...
Ngày tải lên: 14/08/2014, 09:21
Algorithms and Networking for Computer Games phần 1 pdf
... 209 10 Cheating Prevention 213 10 .1TechnicalExploitations 214 10 .1. 1 Packettampering 214 10 .1. 2 Look-ahead cheating . . . . . . . . . . . . . . . . . . . . . . . . . . 215 10 .1. 3 Crackingandotherattacks ... FSMasasoftwareobject. 13 1 6 .10 CombinatorialFSMforthreeevents. 13 2 6 .11 JoiningindependentFSMs 13 3 6 .12 TwoindependentFSMs. 13 4 6 .13 Steeringbehaviourrulesofflocking...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 2 pptx
... L’Ecuyer (1988), Park and Miller (1988), L’Ecuyer and C ˆ ot ´ e (1991), Bratley et al. (1983, pp. 20 1 20 2), and Knuth (1998b, Exercises 3 .2. 1.1-9 and 3 .2. 1.1-10). Because computer numbers have ... goal is Algorithms and Networking for Computer Games Jouni Smed and Harri Hakonen 20 06 John Wiley & Sons, Ltd RANDOM NUMBERS 33 Composition Star Galaxy Size...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 3 pps
... end for 30 : x ← w 31 : for i ← 0 (c− 1) do Middle vertical. 32 : y ← m 33 : for j ← 0 (c− 2) do 34 : H x,y ← Displacement(H, x, y, −w, 0, +w, 0, 0, −w, 0, +w,d) 35 : y ← y + m 36 : end for 37 : ... information can be used, for instance, in game balancing (e.g. adjusting point rewarding schemes, or testing synthetic players by making them engage in Algorithms and Ne...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 4 ppt
... players. Round Matches Resting Modulo 0 1–6 2–5 3 4 0 0 1 5–3 6–2 0–1 4 1 2 2–0 3–6 4 5 1 2 3 6 4 0–3 1–2 5 3 4 3–1 4 0 5–6 2 4 5 0–5 1 4 2–3 6 5 6 4 2 5–1 6–0 3 6 An algorithm generating the match ... evaluated. Both Equation (4. 1) and its implementation Algorithm 4. 1 have almost similar subparts for the min and max nodes. Knuth and Moore (1975) give a more compact for...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 5 pptx
... be real or simulated, consists of primitive events and states (phenomena) that are Algorithms and Networking for Computer Games Jouni Smed and Harri Hakonen 2006 John Wiley & Sons, Ltd ... ±1}. 5- 6 A hexagonal grid is not straightforward enough to be represented on the screen (i.e. using square pixels). Devise an algorithm for displaying it. 5- 7 Let us connect Ex...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 6 pps
... have a hypothesis H and evidence E, Algorithms and Networking for Computer Games Jouni Smed and Harri Hakonen 20 06 John Wiley & Sons, Ltd 122 DECISION-MAKING a simple and statistical way ... The right-hand rule modelled in the FSM of Figure 6. 6(c) benefits left-handers (in- cluding the authors). Is it possible to define an equivalent rule for right-handers? 6- 7...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 7 pps
... high-bandwidth network that has a low latency and vice versa. For interactive real-time systems such as computer games, the rule of thumb is that latency between 0.1 and 1.0 s is acceptable. For ... hypothesis 1: for all M ∈ (℘ () \{∅,}) do 2: m 3 (M) ← 0 3: end for 4: m 3 () ← 1 5: M 3 ← 6: e ← 0 7: for all M 1 ∈ M 1 do For pairs of members between M 1 and M 2...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 8 pps
... that H and P increase. Also, if we want to Algorithms and Networking for Computer Games Jouni Smed and Harri Hakonen 2006 John Wiley & Sons, Ltd COMPENSATING RESOURCE LIMITATIONS 189 Communication ... ongoing and the players can form teams and participate from all over the world. Devise a design for this game and list the possible problems stemming from the phy...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 9 potx
... passwords. A fair playing field can be compromised, for instance, by tampering with the network traffic Algorithms and Networking for Computer Games Jouni Smed and Harri Hakonen 2006 John Wiley & ... acting against the spirit of the game. For example, in online role-playing games, killing and stealing from other players are common problems that need to be solved (Sand...
Ngày tải lên: 14/08/2014, 11:21
Algorithms and Networking for Computer Games phần 10 pdf
... Roman numerals are the letters M (for the value 100 0), D (500), C (100 ), L (50), X (10) , V (5), and I (1). For example, 1989 = 100 0 + (100 0 − 100 ) + 50 + 3 · 10 + (10 − 1) is written as MCMLXXXIX. ... Conference on Computers and Games, Forthcoming in Lecture Notes in Computer Science. Springer-Verlag. Smed J and Hakonen H 2005b Synthetic players: A quest for artifici...
Ngày tải lên: 14/08/2014, 11:21