Algorithms and Networking for Computer Games phần 9 potx

Algorithms and Networking for Computer Games phần 9 potx

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...

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Algorithms and Networking for Computer Games phần 1 pdf

Algorithms and Networking for Computer Games phần 1 pdf

... . . . . . . . . . . . 197 9. 9 2 1 / 2 -dimensionaltemporalcontour 198 9. 10Lineardelayfunctions 199 9. 11Temporalcontoursfortwoplayers. 200 9. 12 Adjusted temporal contours for two players. . . . ... Iris for all the love and understanding, and Harri wants to thank Pyry for reminding dad when it was time to have a break.

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Algorithms and Networking for Computer Games phần 2 pptx

Algorithms and Networking for Computer Games phần 2 pptx

... presented by Lewis et al. ( 196 9), 39 373 by L’Ecuyer ( 198 8), 41 358 = 2 · 3 ·61 · 113 by L’Ecuyer et al. ( 199 3), and both 48 271 and 69 621 = 3 · 23 ·10 09 by Park and Miller ( 198 8). All these generators ... L’Ecuyer ( 198 8), Park and Miller ( 198 8), L’Ecuyer and C ˆ ot ´ e ( 199 1), Bratley et al. ( 198 3, pp. 201–202), and Knuth ( 199 8b, Exercises 3.2.1.1 -9 and...

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Algorithms and Networking for Computer Games phần 3 pps

Algorithms and Networking for Computer Games phần 3 pps

... 0, and m = 2 31 − 1(Lewiset al. 196 9). Observe the effect using the following example generators: • a = 799 , c = 0, and m = 2 11 − 9 (L’Ecuyer 199 9) • a = 137, c = 187, and m = 2 8 (Knuth 199 8b, ... = 0, and m = 20 39 = 2 11 − 9 (L’Ecuyer 199 9). If we change the multi- plier a to value 393 , what happens to the generated sequence? Can you explain why? What does this mean whe...

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Algorithms and Networking for Computer Games phần 4 ppt

Algorithms and Networking for Computer Games phần 4 ppt

... respect to the information gathered in the failed search). Principal variation search (PVS) – introduced by Finkel and Fishburn ( 198 2) and re- named by Marsland and Campbell ( 198 2) – does the ... v i ,wetakemax’s perspective and assign a positive value for max’s win, a negative value for his loss, and zero for a draw. Let us denote this function with value(v i ). Now, the...

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Algorithms and Networking for Computer Games phần 5 pptx

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 106 ... have random-access lookup, a grid should have a scheme for numbering the tiles. For example, a square grid has rows and columns, which give a natural numbering for the til...

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Algorithms and Networking for Computer Games phần 6 pps

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  2006 John Wiley & Sons, Ltd 122 DECISION-MAKING a simple and statistical way ... Also introduce a simple local variable interface for executing the actions ‘go forward’, ‘turn left 90 ◦ ’, and ‘turn right 90 ◦ ’. 6-8 Inspired and amazed by the mazes,...

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Algorithms and Networking for Computer Games phần 7 pps

Algorithms and Networking for Computer Games phần 7 pps

... and Terrano 2001). Interestingly, experiments on collaborative virtual environments have yielded similar results (Park and Kenyon 199 9; Shirmohammadi and Georganas 2001). On the other hand, games ... 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 i...

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Algorithms and Networking for Computer Games phần 8 pps

Algorithms and Networking for Computer Games phần 8 pps

... feedback like in the DIS standard (Neyland 199 7), acknowledg- ments (Fr ´ econ and Stenius 199 8), or buckets delaying the arrival of local messages (Diot and Gautier 199 9). Clearly, we can now achieve ... 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 RES...

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Algorithms and Networking for Computer Games phần 10 pdf

Algorithms and Networking for Computer Games phần 10 pdf

... Netherlands. Lecky-Thompson GW 199 9 Algorithms for infinite universe. Gamasutra. http://www.gamasutra. com/features/ 199 9 091 7/infinite 01.htm. L’Ecuyer P 198 8 Efficient and portable combined random ... Couture R 199 3 A search for good multiple recursive random number generators. ACM Transactions on Modeling and Computer Simulation 3(2), 87 98 . L’Ecuyer P and C ˆ ot ´ e S 1...

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