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  1. Rhetorical code studies
    discovering arguments in and around code
    Autor*in: Brock, Kevin
    Erschienen: 2019; © 2019
    Verlag:  University of Michigan Press, Ann Arbor

    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical... mehr

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical procedures but also of implicit and explicit claims about how a given program works (or should work). These claims appear as procedures and as conventional discourse in the form of code comments and in email messages, forum posts, and other venues for conversation with other developers. To investigate the rhetorical qualities of code, Brock extends ongoing conversations in rhetoric and composition on software by turning to a number of case examples ranging from large, well-known projects like Mozilla Firefox to small-scale programs like the "FizzBuzz" test common in many programming job interviews. These examples, which involve specific examination of code texts as well as the contexts surrounding their composition, demonstrate the variety and depth of rhetorical activity taking place in and around code, from individual differences in style to changes in large-scale community norms"-- Conclusions6. Conclusions; Rhetorical Code Studies Thus Far; Assessing Computational Action; A Future for Rhetorical Code Studies; Bibliography; Index Intro; Contents; List of Tables; List of Practice Scripts; List of Figures; Introduction; 1. Toward the Rhetorical Study of Code; What Does Rhetorical Code Studies Involve?; Digital Rhetoric; Critical Code Studies; Software Studies; Technical Communication; Rhetorical Code Studies' Gains and Contributions; 2. Rhetoric and the Algorithm; From Algorithm to Algorithmic Culture; Algorithmic Criticism in the Humanities; Arguments in Code as Algorithmic Meaning Making; Conclusions; 3. "I Have No Damn Idea Why This Is So Convoluted": Analyzing Arguments Surrounding Code Rhetorical Scholarship on Online Discourse CommunitiesThe Rhetorical and Social Makeup of Open Source Software Development Communities; Developers' Rhetorical Awareness of Their Coding Practices; Conclusions; 4. Developing Arguments in Code: The Case of Mozilla Firefox; Mozilla Firefox: A Code Study; Conclusions; 5. Composing in Code: A Brief Engagement with JavaScript; Procedural Progymnasmata; Exercises in Repetition: Looping; Exercises in Style: FizzBuzz; Exercises in Repetition: Object Creation; Exercises in Arrangement: Bubble Sort; Exercises in Invention: enthymemeGenerator.js

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780472901043; 9780472125005
    Schriftenreihe: Sweetland digital rhetoric collaborative
    Schlagworte: Coding theory; Rhetoric; Software engineering; Computer algorithms; Online social networks; COMPUTERS / Software Development & Engineering / General; Coding theory; Online social networks; COMPUTERS / General
    Umfang: 1 Online-Ressource (ix, 213 pages)
    Bemerkung(en):

    Open Access

    Includes bibliographical references and index

  2. Happiness is the only true emotion
    Beteiligt: Lambelet, Clément (FotografIn); Polli, Nicolas (HerausgeberIn); Le Breton, David (VerfasserIn von ergänzendem Text)
    Erschienen: [2019]
    Verlag:  RVB Books, [Paris, France]

    Database classification system: Anger, Disgust, Fear, Happiness, Neutral, Pain, Sadness, Surprise --Emotional index --Afterword: Emotions under glass --Postface: Des emotions sous verre. "Each photo you post on Facebook or Instagram is checked by an... mehr

    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Database classification system: Anger, Disgust, Fear, Happiness, Neutral, Pain, Sadness, Surprise --Emotional index --Afterword: Emotions under glass --Postface: Des emotions sous verre. "Each photo you post on Facebook or Instagram is checked by an algorithm that recognizes your emotions. How would you feel if you knew that this process is essentially flawed?With the rapid development of artificial intelligence, systems capable of recognizing and interpreting human emotions are spreading throughout our society. In Happiness is the only true emotion, artist Clément Lambelet deconstructs this new phenomenon of population control and criticises its generalisation through all social networks, but also in recruitment software, shopping centres and airports that use such algorithms.For Happiness is the only true emotion he hijacked a series of portraits created by Stirling University in Scotland. Each of the actors in this database of emotions plays the six universal human emotions. The artist has selected one expression per subject and reframed the photographs to retain only the face. Then he had subjectively modified the matter of the images in order to make these surfaces even more expressive. These portraits become vectors of emotions. Each image is then submitted to Microsoft’s Face API, the leading algorithm in the field, to test its accuracy. The system only recognized happiness with certainty." -- Artist's website

     

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    Quelle: Verbundkataloge
    Beteiligt: Lambelet, Clément (FotografIn); Polli, Nicolas (HerausgeberIn); Le Breton, David (VerfasserIn von ergänzendem Text)
    Sprache: Englisch; Französisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9791090306899; 9781090306890; 109030689X
    RVK Klassifikation: AP 94100
    Schlagworte: Image processing; Face perception; Human face recognition (Computer science); Biometric identification; Social control; Electronic surveillance; Computer algorithms; Biometric identification; Computer algorithms; Electronic surveillance; Human face recognition (Computer science); Image processing ; Digital techniques; Pictorial works
    Umfang: 515 Seiten, 19 cm
    Bemerkung(en):

    Issued in an edition of 500

    "Happiness is the only true emotion is made possible by the support of Pro Helvetia, Swiss Arts Council" -- colophon

  3. Algorithms and networking for computer games
    Erschienen: 2017
    Verlag:  Wiley, Hoboken ; Chichester

    Universitätsbibliothek der RPTU in Kaiserslautern
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    Universitätsbibliothek Koblenz
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    Auflage/Ausgabe: Second edition
    Schlagworte: Computer games / Programming; Computer algorithms; Programmierung; Computerspiel
    Umfang: 1 Online-Ressource (xxi, 389 Seiten), Illustrationen, Diagramme
    Bemerkung(en):

    Algorithms and Networking for Computer Games; Contents; List of Figures; List of Tables; List of Algorithms; Preface; Acknowledgements; 1 Introduction; 1.1 Anatomy of Computer Games; 1.2 Game Development; 1.2.1 Phases of development; 1.2.2 Documentation; 1.2.3 Other considerations; 1.3 Synthetic Players; 1.3.1 Humanness; 1.3.2 Stance; 1.4 Multiplaying; 1.5 Interactive Storytelling; 1.5.1 Approaches; 1.5.2 Storytelling in games; 1.6 Outline of the Book; 1.6.1 Algorithms; 1.6.2 Networking; 1.7 Summary; Exercises; Part I Algorithms; 2 Random Numbers; 2.1 Linear Congruential Method

    2.1.1 Choice of parameters2.1.2 Testing the randomness; 2.1.3 Using the generators; 2.2 Discrete Finite Distributions; 2.3 Random Shuffling; 2.4 Summary; Exercises; 3 Noise; 3.1 Applying Noise; 3.2 Origin of Noise; 3.3 Visualization; 3.4 Interpolation; 3.4.1 Utility routines for value conversions; 3.4.2 Interpolation in a single parameter; 3.4.3 Interpolation in two parameters; 3.5 Composition of Noise; 3.6 Periodic Noise; 3.7 Perlin Noise; 3.8 Worley Noise; 3.9 Summary; Exercises; 4 Procedural Generation; 4.1 Terrain Generation; 4.2 Maze Algorithms; 4.2.1 Depth-first algorithm

    4.2.2 Randomized Kruskal's algorithm4.2.3 Randomized Prim's algorithm; 4.3 L-Systems; 4.3.1 Examples; 4.3.2 City generation; 4.4 Hierarchical Universe Generation; 4.5 Summary; Exercises; 5 Tournaments; 5.1 Rank Adjustment Tournaments; 5.2 Elimination Tournaments; 5.3 Scoring Tournaments; 5.4 Summary; Exercises; 6 Game Trees; 6.1 Minimax; 6.1.1 Analysis; 6.1.2 Partial minimax; 6.2 Alpha-Beta Pruning; 6.2.1 Analysis; 6.2.2 Principal variation search; 6.3 Monte Carlo Tree Search; 6.4 Games of Chance; 6.5 Summary; Exercises; 7 Path Finding; 7.1 Discretization of the Game World; 7.1.1 Grid

    7.1.2 Navigation mesh7.2 Finding the Minimum Path; 7.2.1 Evaluation function; 7.2.2 Properties; 7.2.3 Algorithm A*; 7.3 Realizing the Movement; 7.4 Summary; Exercises; 8 Group Movement; 8.1 Flocking; 8.2 Formations; 8.2.1 Coordinating formations; 8.2.2 Behaviour-based steering; 8.2.3 Fuzzy logic control; 8.2.4 Mass-spring systems; 8.3 Summary; Exercises; 9 Decision-Making; 9.1 Background; 9.1.1 Levels of decision-making; 9.1.2 Modelled knowledge; 9.1.3 Methods; 9.2 Finite State Machines; 9.2.1 Computational FSM; 9.2.2 Mealy and Moore machines; 9.2.3 Implementation; 9.2.4 Discussion

    9.3 Influence Maps9.4 Automated Planning; 9.5 Summary; Exercises; 10 Modelling Uncertainty; 10.1 Statistical Reasoning; 10.1.1 Bayes' theorem; 10.1.2 Bayesian networks; 10.1.3 Dempster-Shafer theory; 10.2 Fuzzy Sets; 10.2.1 Membership function; 10.2.2 Fuzzy operations; 10.2.3 Defuzzification; 10.3 Fuzzy Constraint Satisfaction Problem; 10.3.1 Modelling the criteria as fuzzy sets; 10.3.2 Weighting the importance of criteria; 10.3.3 Aggregating the criteria; 10.3.4 Making a decision; 10.4 Summary; Exercises; Part II Networking; 11 Communication Layers; 11.1 Physical Platform

  4. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: 2017
    Verlag:  Wiley, Hoboken, NJ ; Chichester, West Sussex, UK

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    RVK Klassifikation: ST 134 ; ST 324
    Auflage/Ausgabe: Second edition
    Schlagworte: Computer algorithms / fast / (OCoLC)fst00872010; Computer games / Programming / fast / (OCoLC)fst00872114; GAMES / Board / bisacsh; Computer games / Programming; Computer algorithms; Computerspiel; Programmierung
    Umfang: xxi, 389 Seiten, Illustrationen, Diagramme
  5. The every
    or, at last a sense of order, or, the final days of free will, or, limitless choice is killing the world
    Autor*in: Eggers, Dave
    Erschienen: 2021
    Verlag:  Hamish Hamilton, an imprint of Penguin Books, London

    When the world's largest search engine / social media company merges with the planet's dominant e-commerce site, it creates the richest and most dangerous - and, oddly enough, most beloved-monopoly ever known: The Every. Delaney Wells is an unlikely... mehr

    Staats- und Universitätsbibliothek Bremen
    a ang 957 egg 3/697
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    Stadtbibliothek Bremen, Zentralbibliothek
    Englisch S Egge
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    Anglistisches Seminar der Universität, Bibliothek
    U EGG 107
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    Universitätsbibliothek Stuttgart
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    When the world's largest search engine / social media company merges with the planet's dominant e-commerce site, it creates the richest and most dangerous - and, oddly enough, most beloved-monopoly ever known: The Every. Delaney Wells is an unlikely new hire. A former forest ranger and unwavering tech sceptic, she charms her way into an entry-level job with one goal in mind: to take down the company from within. With her compatriot, the not-at-all-ambitious Wes Kavakian, they look for the company's weaknesses, hoping to free humanity from all-encompassing surveillance and the emoji-driven infantilisation of the species. But does anyone want what Delaney is fighting to save? Does humanity truly want to be free? Studded with unforgettable characters and lacerating set-pieces, The Every blends satire and terror, while keeping the reader in breathless suspense about the fate of the company - and the human animal

     

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  6. Data structures and algorithms for game developers
    Autor*in: Sherrod, Allen
    Erschienen: c2007
    Verlag:  Charles River Media, Boston, Mass.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1584506636; 9781584506638
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: 1st ed
    Schlagworte: Jeux d'ordinateur / Programmation; Structures de données (Informatique); Algorithmes; GAMES / Video & Electronic; Computer algorithms; Computer games / Programming; Data structures (Computer science); Computer games; Data structures (Computer science); Computer algorithms; Computerspiel; Programmierung
    Umfang: 1 Online-Ressource (xv, 560 p.)
    Bemerkung(en):

    Includes index

  7. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: ©2006
    Verlag:  Wiley, Chichester, England

    Technische Hochschulbibliothek Rosenheim
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0470029749; 9780470029749; 0470029757; 9780470029756; 9780470018125
    Weitere Identifier:
    RVK Klassifikation: ST 300 ; SU 500
    Schlagworte: Jeux d'ordinateur / Programmation; Algorithmes; GAMES / Video & Electronic; Computer algorithms; Computer games / Programming; Computer games / Programming; Computer algorithms; Computerspiel; Programmierung
    Weitere Schlagworte: Electronic books
    Umfang: 1 Online-Ressource (xx, 264 pages)
    Bemerkung(en):

    Includes bibliographical references (pages 247-254) and index

    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

  8. Data structures and algorithms for game developers
    Autor*in: Sherrod, Allen
    Erschienen: c2007
    Verlag:  Charles River Media, Boston, Mass.

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781584504955; 1584504951
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: 1st ed
    Schlagworte: Computer games; Data structures (Computer science); Computer algorithms; Computerspiel; Programmierung
    Umfang: xv, 560 p.
    Bemerkung(en):

    Includes index

  9. Happiness is the only true emotion
    Erschienen: [2019]
    Verlag:  RVB Books, [Paris, France]

    Database classification system: Anger, Disgust, Fear, Happiness, Neutral, Pain, Sadness, Surprise --Emotional index --Afterword: Emotions under glass --Postface: Des emotions sous verre "Each photo you post on Facebook or Instagram is checked by an... mehr

    Zentralinstitut für Kunstgeschichte, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt

     

    Database classification system: Anger, Disgust, Fear, Happiness, Neutral, Pain, Sadness, Surprise --Emotional index --Afterword: Emotions under glass --Postface: Des emotions sous verre "Each photo you post on Facebook or Instagram is checked by an algorithm that recognizes your emotions. How would you feel if you knew that this process is essentially flawed? With the rapid development of artificial intelligence, systems capable of recognizing and interpreting human emotions are spreading throughout our society. In Happiness is the only true emotion, artist Clément Lambelet deconstructs this new phenomenon of population control and criticises its generalisation through all social networks, but also in recruitment software, shopping centres and airports that use such algorithms. For Happiness is the only true emotion he hijacked a series of portraits created by Stirling University in Scotland. Each of the actors in this database of emotions plays the six universal human emotions. The artist has selected one expression per subject and reframed the photographs to retain only the face. Then he had subjectively modified the matter of the images in order to make these surfaces even more expressive. These portraits become vectors of emotions. Each image is then submitted to Microsoft’s Face API, the leading algorithm in the field, to test its accuracy. The system only recognized happiness with certainty." -- Artist's website

     

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    Quelle: Verbundkataloge
    Beteiligt: Lambelet, Clément; Polli, Nicolas (Hrsg.); Le Breton, David
    Sprache: Englisch; Französisch
    Medientyp: Buch (Monographie)
    ISBN: 9791090306899
    RVK Klassifikation: AP 94100
    Schlagworte: Gefühl <Motiv>; Gesicht <Motiv>; Fotografie
    Weitere Schlagworte: Lambelet, Clément (1991-); Image processing / Digital techniques; Face perception / Research; Human face recognition (Computer science); Biometric identification; Social control / Technological innovations; Electronic surveillance; Computer algorithms / Pictorial works; Biometric identification; Computer algorithms; Electronic surveillance; Human face recognition (Computer science); Image processing ; Digital techniques; Pictorial works
    Umfang: 515 Seiten, 19 cm
    Bemerkung(en):

    Issued in an edition of 500

    "Happiness is the only true emotion is made possible by the support of Pro Helvetia, Swiss Arts Council" -- colophon

  10. Data structures and algorithms for game developers
    Autor*in: Sherrod, Allen
    Erschienen: 2007
    Verlag:  Charles River Media, Boston, Mass.

    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781584504955; 1584504951
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: 1. ed.
    Schlagworte: Computer games; Data structures (Computer science); Computer algorithms; Programmierung; Computerspiel
    Umfang: XV, 560 S., Ill.
    Bemerkung(en):

    Includes index.

  11. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: 2017
    Verlag:  Wiley, Hoboken, NJ ; Chichester, West Sussex, UK

    Universitätsbibliothek Erlangen-Nürnberg, Technisch-naturwissenschaftliche Zweigbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    RVK Klassifikation: ST 134 ; ST 324
    Auflage/Ausgabe: Second edition
    Schlagworte: Computer algorithms / fast / (OCoLC)fst00872010; Computer games / Programming / fast / (OCoLC)fst00872114; GAMES / Board / bisacsh; Computer games / Programming; Computer algorithms; Computerspiel; Programmierung
    Umfang: xxi, 389 Seiten, Illustrationen, Diagramme
  12. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: [2017]
    Verlag:  John Wiley & Sons Inc., Hoboken, NJ, USA

    Technische Hochschulbibliothek Rosenheim
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    Auflage/Ausgabe: Second edition
    Schlagworte: Computer algorithms / fast / (OCoLC)fst00872010; Computer games / Programming / fast / (OCoLC)fst00872114; GAMES / Board / bisacsh; Computer games / Programming; Computer algorithms; Computerspiel; Programmierung
    Umfang: 1 online resource
    Bemerkung(en):

    Includes bibliographical references and index

    Algorithms and Networking for Computer Games; Contents; List of Figures; List of Tables; List of Algorithms; Preface; Acknowledgements; 1 Introduction; 1.1 Anatomy of Computer Games; 1.2 Game Development; 1.2.1 Phases of development; 1.2.2 Documentation; 1.2.3 Other considerations; 1.3 Synthetic Players; 1.3.1 Humanness; 1.3.2 Stance; 1.4 Multiplaying; 1.5 Interactive Storytelling; 1.5.1 Approaches; 1.5.2 Storytelling in games; 1.6 Outline of the Book; 1.6.1 Algorithms; 1.6.2 Networking; 1.7 Summary; Exercises; Part I Algorithms; 2 Random Numbers; 2.1 Linear Congruential Method

    2.1.1 Choice of parameters2.1.2 Testing the randomness; 2.1.3 Using the generators; 2.2 Discrete Finite Distributions; 2.3 Random Shuffling; 2.4 Summary; Exercises; 3 Noise; 3.1 Applying Noise; 3.2 Origin of Noise; 3.3 Visualization; 3.4 Interpolation; 3.4.1 Utility routines for value conversions; 3.4.2 Interpolation in a single parameter; 3.4.3 Interpolation in two parameters; 3.5 Composition of Noise; 3.6 Periodic Noise; 3.7 Perlin Noise; 3.8 Worley Noise; 3.9 Summary; Exercises; 4 Procedural Generation; 4.1 Terrain Generation; 4.2 Maze Algorithms; 4.2.1 Depth-first algorithm

    4.2.2 Randomized Kruskal's algorithm4.2.3 Randomized Prim's algorithm; 4.3 L-Systems; 4.3.1 Examples; 4.3.2 City generation; 4.4 Hierarchical Universe Generation; 4.5 Summary; Exercises; 5 Tournaments; 5.1 Rank Adjustment Tournaments; 5.2 Elimination Tournaments; 5.3 Scoring Tournaments; 5.4 Summary; Exercises; 6 Game Trees; 6.1 Minimax; 6.1.1 Analysis; 6.1.2 Partial minimax; 6.2 Alpha-Beta Pruning; 6.2.1 Analysis; 6.2.2 Principal variation search; 6.3 Monte Carlo Tree Search; 6.4 Games of Chance; 6.5 Summary; Exercises; 7 Path Finding; 7.1 Discretization of the Game World; 7.1.1 Grid

    7.1.2 Navigation mesh7.2 Finding the Minimum Path; 7.2.1 Evaluation function; 7.2.2 Properties; 7.2.3 Algorithm A*; 7.3 Realizing the Movement; 7.4 Summary; Exercises; 8 Group Movement; 8.1 Flocking; 8.2 Formations; 8.2.1 Coordinating formations; 8.2.2 Behaviour-based steering; 8.2.3 Fuzzy logic control; 8.2.4 Mass-spring systems; 8.3 Summary; Exercises; 9 Decision-Making; 9.1 Background; 9.1.1 Levels of decision-making; 9.1.2 Modelled knowledge; 9.1.3 Methods; 9.2 Finite State Machines; 9.2.1 Computational FSM; 9.2.2 Mealy and Moore machines; 9.2.3 Implementation; 9.2.4 Discussion

    9.3 Influence Maps9.4 Automated Planning; 9.5 Summary; Exercises; 10 Modelling Uncertainty; 10.1 Statistical Reasoning; 10.1.1 Bayes' theorem; 10.1.2 Bayesian networks; 10.1.3 Dempster-Shafer theory; 10.2 Fuzzy Sets; 10.2.1 Membership function; 10.2.2 Fuzzy operations; 10.2.3 Defuzzification; 10.3 Fuzzy Constraint Satisfaction Problem; 10.3.1 Modelling the criteria as fuzzy sets; 10.3.2 Weighting the importance of criteria; 10.3.3 Aggregating the criteria; 10.3.4 Making a decision; 10.4 Summary; Exercises; Part II Networking; 11 Communication Layers; 11.1 Physical Platform

  13. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: 2006
    Verlag:  Wiley, Chichester

    Universitätsbibliothek Erlangen-Nürnberg, Technisch-naturwissenschaftliche Zweigbibliothek
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 0470018127; 9780470018125
    RVK Klassifikation: ST 300 ; SU 500
    Schlagworte: Algorithmes; Jeux d'ordinateur - Programmation; Computer games; Computer algorithms; Computerspiel; Programmierung
    Umfang: xx, 264 S., Ill., graph. Darst., 25 cm
    Bemerkung(en):

    Includes bibliographical references (p. [247]-254) and index

  14. The Church-Rosser property in computer algebra and special theorem proving
    an investigation of critical pair, completion algorithms
    Autor*in: Winkler, Franz
    Erschienen: 1984
    Verlag:  VWGÖ, Wien

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    TU Berlin, Universitätsbibliothek
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    Quelle: Philologische Bibliothek, FU Berlin; Staatsbibliothek zu Berlin
    Sprache: Deutsch
    Medientyp: Dissertation
    ISBN: 3853695841
    RVK Klassifikation: ST 130 ; ST 600
    Schriftenreihe: Universität <Linz>: Dissertationen der Johannes-Kepler-Universität Linz ; 49.
    Schlagworte: Datenverarbeitung; Algebra, Universal; Automatic theorem proving; Computer algorithms; Computeralgebra; Church-Rosser-Eigenschaft; Reduktion; Automatisches Beweisverfahren
    Umfang: 193 S., graph. Darst.
    Bemerkung(en):

    Zugl.: Linz, Univ., Diss., 1984

  15. Parsing schemata for practical text analysis
    Erschienen: 2010
    Verlag:  Imperial College Press, Singapore

    The book presents a wide range of recent research results about parsing schemata, introducing formal frameworks and theoretical results while keeping a constant focus on applicability to practical parsing problems. The first part includes a general... mehr

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
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    The book presents a wide range of recent research results about parsing schemata, introducing formal frameworks and theoretical results while keeping a constant focus on applicability to practical parsing problems. The first part includes a general introduction to the parsing schemata formalism that contains the basic notions needed to understand the rest of the parts. Thus, this compendium can be used as an introduction to natural language parsing, allowing postgraduate students not only to get a solid grasp of the fundamental concepts underlying parsing algorithms, but also an understanding of the latest developments and challenges in the field. Researchers in computational linguistics will find novel results where parsing schemata are applied to current problems that are being actively researched in the computational linguistics community (like dependency parsing, robust parsing, or the treatment of non-projective linguistics phenomena). This book not only explains these results in a more detailed, comprehensive and self-contained way, and highlights the relations between them, but also includes new contributions that have not been presented. Intro -- Contents -- Preface -- List of Figures -- Introduction and Preliminaries -- 1. Introduction -- 1.1 Motivation -- 1.2 Background -- 1.2.1 Parsing natural language -- 1.2.2 Robustness in grammar-driven parsers -- 1.2.3 Parsing schemata -- 1.3 Outline of the book -- 1.3.1 Contributions -- 1.3.2 Structure of the book -- 1.3.2.1 Part 1 -- 1.3.2.2 Part 2 -- 1.3.2.3 Part 3 -- 1.3.2.4 Part 4 -- 1.3.2.5 Part 5 -- 2. Preliminaries -- 2.1 Context-free grammars -- 2.2 Parsing algorithms and schemata -- 2.3 The formalism of parsing schemata -- 2.3.1 Deduction systems -- 2.3.2 Parsing systems and parsing schemata -- 2.3.3 Correctness of parsing schemata -- 2.3.4 Relations between parsing schemata -- 2.4 Advantages of parsing schemata -- Compiling and Executing Parsing Schemata -- 3. A compiler for parsing schemata -- 3.1 Motivation and goals -- 3.1.1 Design goals -- 3.1.2 Related work -- 3.2 System architecture -- 3.3 Generated code -- 3.4 Reading schemata -- 3.5 The code generation process -- 3.5.1 Element types -- 3.5.2 Deduction step classes -- 3.5.3 Deduction step code generation -- 3.5.4 Search specifications -- 3.6 Indexing -- 3.6.1 Static analysis and index descriptors -- 3.6.2 Generation of indexing code -- 3.6.3 Deduction step indexing -- 3.7 Discussion -- 4. Practical complexity of constituency parsers -- 4.1 Parsing natural language with CFGs -- 4.2 Parsing with TAGs -- 4.2.1 Tree-adjoining grammars -- 4.2.2 Substitution and adjunction -- 4.2.3 Properties of TAG -- 4.3 Parsing schemata for TAG -- 4.4 Parsing schemata for the XTAG English grammar -- 4.4.1 Grammar conversion -- 4.4.2 Feature structure unification -- 4.4.3 Tree filtering -- 4.4.3.1 Example -- 4.5 Comparing several parsers for the XTAG grammar -- 4.6 Parsing with artificially-generated TAGs -- 4.7 Overhead of TAG parsing over CFG parsing -- 4.8 Discussion.

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781283143400; 9781848165618
    RVK Klassifikation: ST 306
    Schriftenreihe: Array ; 1
    Schlagworte: Digital Humanities; Parsing (Computer grammar); Electronic books
    Weitere Schlagworte: Computer algorithms; Parsing (Computer grammar); Computational linguistics
    Umfang: XIV, 275 S., graf. Darst.
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

  16. Algorithms and networking for computer games
    Erschienen: 2017
    Verlag:  Wiley, Hoboken, New Jersey

    Intro -- Algorithms and Networking for Computer Games -- Contents -- List of Figures -- List of Tables -- List of Algorithms -- Preface -- Acknowledgements -- 1 Introduction -- 1.1 Anatomy of Computer Games -- 1.2 Game Development -- 1.2.1 Phases of... mehr

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    Intro -- Algorithms and Networking for Computer Games -- Contents -- List of Figures -- List of Tables -- List of Algorithms -- Preface -- Acknowledgements -- 1 Introduction -- 1.1 Anatomy of Computer Games -- 1.2 Game Development -- 1.2.1 Phases of development -- 1.2.2 Documentation -- 1.2.3 Other considerations -- 1.3 Synthetic Players -- 1.3.1 Humanness -- 1.3.2 Stance -- 1.4 Multiplaying -- 1.5 Interactive Storytelling -- 1.5.1 Approaches -- 1.5.2 Storytelling in games -- 1.6 Outline of the Book -- 1.6.1 Algorithms -- 1.6.2 Networking -- 1.7 Summary -- Exercises -- Part I Algorithms -- 2 Random Numbers -- 2.1 Linear Congruential Method -- 2.1.1 Choice of parameters -- 2.1.2 Testing the randomness -- 2.1.3 Using the generators -- 2.2 Discrete Finite Distributions -- 2.3 Random Shuffling -- 2.4 Summary -- Exercises -- 3 Noise -- 3.1 Applying Noise -- 3.2 Origin of Noise -- 3.3 Visualization -- 3.4 Interpolation -- 3.4.1 Utility routines for value conversions -- 3.4.2 Interpolation in a single parameter -- 3.4.3 Interpolation in two parameters -- 3.5 Composition of Noise -- 3.6 Periodic Noise -- 3.7 Perlin Noise -- 3.8 Worley Noise -- 3.9 Summary -- Exercises -- 4 Procedural Generation -- 4.1 Terrain Generation -- 4.2 Maze Algorithms -- 4.2.1 Depth-first algorithm -- 4.2.2 Randomized Kruskal's algorithm -- 4.2.3 Randomized Prim's algorithm -- 4.3 L-Systems -- 4.3.1 Examples -- 4.3.2 City generation -- 4.4 Hierarchical Universe Generation -- 4.5 Summary -- Exercises -- 5 Tournaments -- 5.1 Rank Adjustment Tournaments -- 5.2 Elimination Tournaments -- 5.3 Scoring Tournaments -- 5.4 Summary -- Exercises -- 6 Game Trees -- 6.1 Minimax -- 6.1.1 Analysis -- 6.1.2 Partial minimax -- 6.2 Alpha-Beta Pruning -- 6.2.1 Analysis -- 6.2.2 Principal variation search -- 6.3 Monte Carlo Tree Search -- 6.4 Games of Chance -- 6.5 Summary -- Exercises.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781119259824
    RVK Klassifikation: ST 134 ; ST 324
    Auflage/Ausgabe: Second edition.
    Schlagworte: Computer games; Computer algorithms; Computer games ; Programming; Electronic books
    Umfang: 1 online resource (414 pages)
  17. Algorithms and networking for computer games
    Erschienen: 2006
    Verlag:  Wiley, Chichester [u.a.] ; Wiley Interscience [Online-Anbieter], [S.l.]

    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... mehr

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    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

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0470029757; 9780470029756
    Weitere Identifier:
    RVK Klassifikation: SU 500
    Schriftenreihe: Wiley Interscience online books
    Schlagworte: Computer games; Computer algorithms; Jeux d'ordinateur; Algorithmes; Computer games; Computer networks; Computer algorithms; Computer games -- Programming
    Umfang: Online-Ressource, illustrations
    Bemerkung(en):

    Dateiformat Volltext: PDF

    Produktionsjahr der Online-Ausg.: 2006

  18. Rhetorical code studies
    discovering arguments in and around code
    Autor*in: Brock, Kevin
    Erschienen: 2019; © 2019
    Verlag:  University of Michigan Press, Ann Arbor

    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical... mehr

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    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical procedures but also of implicit and explicit claims about how a given program works (or should work). These claims appear as procedures and as conventional discourse in the form of code comments and in email messages, forum posts, and other venues for conversation with other developers. To investigate the rhetorical qualities of code, Brock extends ongoing conversations in rhetoric and composition on software by turning to a number of case examples ranging from large, well-known projects like Mozilla Firefox to small-scale programs like the "FizzBuzz" test common in many programming job interviews. These examples, which involve specific examination of code texts as well as the contexts surrounding their composition, demonstrate the variety and depth of rhetorical activity taking place in and around code, from individual differences in style to changes in large-scale community norms"-- Conclusions6. Conclusions; Rhetorical Code Studies Thus Far; Assessing Computational Action; A Future for Rhetorical Code Studies; Bibliography; Index Intro; Contents; List of Tables; List of Practice Scripts; List of Figures; Introduction; 1. Toward the Rhetorical Study of Code; What Does Rhetorical Code Studies Involve?; Digital Rhetoric; Critical Code Studies; Software Studies; Technical Communication; Rhetorical Code Studies' Gains and Contributions; 2. Rhetoric and the Algorithm; From Algorithm to Algorithmic Culture; Algorithmic Criticism in the Humanities; Arguments in Code as Algorithmic Meaning Making; Conclusions; 3. "I Have No Damn Idea Why This Is So Convoluted": Analyzing Arguments Surrounding Code Rhetorical Scholarship on Online Discourse CommunitiesThe Rhetorical and Social Makeup of Open Source Software Development Communities; Developers' Rhetorical Awareness of Their Coding Practices; Conclusions; 4. Developing Arguments in Code: The Case of Mozilla Firefox; Mozilla Firefox: A Code Study; Conclusions; 5. Composing in Code: A Brief Engagement with JavaScript; Procedural Progymnasmata; Exercises in Repetition: Looping; Exercises in Style: FizzBuzz; Exercises in Repetition: Object Creation; Exercises in Arrangement: Bubble Sort; Exercises in Invention: enthymemeGenerator.js

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
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    Format: Online
    ISBN: 9780472901043; 9780472125005
    Schriftenreihe: Sweetland digital rhetoric collaborative
    Schlagworte: Coding theory; Rhetoric; Software engineering; Computer algorithms; Online social networks; COMPUTERS / Software Development & Engineering / General; Coding theory; Online social networks; COMPUTERS / General
    Umfang: 1 Online-Ressource (ix, 213 pages)
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    Open Access

    Includes bibliographical references and index

  19. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: 2006
    Verlag:  Wiley, Chichester

    Berliner Hochschule für Technik, Hochschulbibliothek
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    Sprache: Englisch
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    ISBN: 0470018127; 9780470018125
    RVK Klassifikation: ST 300 ; SU 500
    Schlagworte: Algorithmes; Jeux d'ordinateur - Programmation; Computer games; Computer algorithms; Computerspiel; Programmierung
    Umfang: xx, 264 S., Ill., graph. Darst., 25 cm
    Bemerkung(en):

    Includes bibliographical references (p. [247]-254) and index

  20. Algorithms and networking for computer games
    Erschienen: 2017
    Verlag:  Wiley, Hoboken, NJ

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    ISBN: 9781119259763
    RVK Klassifikation: SU 500
    Auflage/Ausgabe: Second edition
    Schlagworte: Computer games; Computer algorithms
    Umfang: xxi, 389 Seiten, Illustrationen, Diagramme
    Bemerkung(en):

    Includes bibliographical references and index

  21. Rhetorical code studies
    discovering arguments in and around code
    Autor*in: Brock, Kevin
    Erschienen: February 2019
    Verlag:  University of Michigan Press, Ann Arbor

    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical... mehr

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    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical procedures but also of implicit and explicit claims about how a given program works (or should work). These claims appear as procedures and as conventional discourse in the form of code comments and in email messages, forum posts, and other venues for conversation with other developers. To investigate the rhetorical qualities of code, Brock extends ongoing conversations in rhetoric and composition on software by turning to a number of case examples ranging from large, well-known projects like Mozilla Firefox to small-scale programs like the "FizzBuzz" test common in many programming job interviews. These examples, which involve specific examination of code texts as well as the contexts surrounding their composition, demonstrate the variety and depth of rhetorical activity taking place in and around code, from individual differences in style to changes in large-scale community norms"--

     

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    ISBN: 9780472131273
    Schriftenreihe: Sweetland digital rhetoric collaborative series
    Schlagworte: Coding theory; Rhetoric; Software engineering; Computer algorithms; Online social networks
    Umfang: ix, 213 Seiten
    Bemerkung(en):

    Includes bibliographical references (pages 193-206) and index

  22. Algorithms and networking for computer games
    Erschienen: [2017]; © 2017
    Verlag:  Wiley, Hoboken, NJ

    Universitätsbibliothek Ilmenau
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    Schlagworte: Computer games; Computer algorithms
    Umfang: xxi, 389 Seiten, Illustrationen, Diagramme
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    Includes bibliographical references and index

  23. Algorithms and networking for computer games
    Erschienen: 2017
    Verlag:  Wiley, Hoboken ; Chichester

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    Schlagworte: Computer games / Programming; Computer algorithms
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    Algorithms and Networking for Computer Games; Contents; List of Figures; List of Tables; List of Algorithms; Preface; Acknowledgements; 1 Introduction; 1.1 Anatomy of Computer Games; 1.2 Game Development; 1.2.1 Phases of development; 1.2.2 Documentation; 1.2.3 Other considerations; 1.3 Synthetic Players; 1.3.1 Humanness; 1.3.2 Stance; 1.4 Multiplaying; 1.5 Interactive Storytelling; 1.5.1 Approaches; 1.5.2 Storytelling in games; 1.6 Outline of the Book; 1.6.1 Algorithms; 1.6.2 Networking; 1.7 Summary; Exercises; Part I Algorithms; 2 Random Numbers; 2.1 Linear Congruential Method

    2.1.1 Choice of parameters2.1.2 Testing the randomness; 2.1.3 Using the generators; 2.2 Discrete Finite Distributions; 2.3 Random Shuffling; 2.4 Summary; Exercises; 3 Noise; 3.1 Applying Noise; 3.2 Origin of Noise; 3.3 Visualization; 3.4 Interpolation; 3.4.1 Utility routines for value conversions; 3.4.2 Interpolation in a single parameter; 3.4.3 Interpolation in two parameters; 3.5 Composition of Noise; 3.6 Periodic Noise; 3.7 Perlin Noise; 3.8 Worley Noise; 3.9 Summary; Exercises; 4 Procedural Generation; 4.1 Terrain Generation; 4.2 Maze Algorithms; 4.2.1 Depth-first algorithm

    4.2.2 Randomized Kruskal's algorithm4.2.3 Randomized Prim's algorithm; 4.3 L-Systems; 4.3.1 Examples; 4.3.2 City generation; 4.4 Hierarchical Universe Generation; 4.5 Summary; Exercises; 5 Tournaments; 5.1 Rank Adjustment Tournaments; 5.2 Elimination Tournaments; 5.3 Scoring Tournaments; 5.4 Summary; Exercises; 6 Game Trees; 6.1 Minimax; 6.1.1 Analysis; 6.1.2 Partial minimax; 6.2 Alpha-Beta Pruning; 6.2.1 Analysis; 6.2.2 Principal variation search; 6.3 Monte Carlo Tree Search; 6.4 Games of Chance; 6.5 Summary; Exercises; 7 Path Finding; 7.1 Discretization of the Game World; 7.1.1 Grid

    7.1.2 Navigation mesh7.2 Finding the Minimum Path; 7.2.1 Evaluation function; 7.2.2 Properties; 7.2.3 Algorithm A*; 7.3 Realizing the Movement; 7.4 Summary; Exercises; 8 Group Movement; 8.1 Flocking; 8.2 Formations; 8.2.1 Coordinating formations; 8.2.2 Behaviour-based steering; 8.2.3 Fuzzy logic control; 8.2.4 Mass-spring systems; 8.3 Summary; Exercises; 9 Decision-Making; 9.1 Background; 9.1.1 Levels of decision-making; 9.1.2 Modelled knowledge; 9.1.3 Methods; 9.2 Finite State Machines; 9.2.1 Computational FSM; 9.2.2 Mealy and Moore machines; 9.2.3 Implementation; 9.2.4 Discussion

    9.3 Influence Maps9.4 Automated Planning; 9.5 Summary; Exercises; 10 Modelling Uncertainty; 10.1 Statistical Reasoning; 10.1.1 Bayes' theorem; 10.1.2 Bayesian networks; 10.1.3 Dempster-Shafer theory; 10.2 Fuzzy Sets; 10.2.1 Membership function; 10.2.2 Fuzzy operations; 10.2.3 Defuzzification; 10.3 Fuzzy Constraint Satisfaction Problem; 10.3.1 Modelling the criteria as fuzzy sets; 10.3.2 Weighting the importance of criteria; 10.3.3 Aggregating the criteria; 10.3.4 Making a decision; 10.4 Summary; Exercises; Part II Networking; 11 Communication Layers; 11.1 Physical Platform

  24. Data structures and algorithm analysis in Java
    Erschienen: c 2007
    Verlag:  Pearson Addison-Wesley, Boston [u.a.]

    Universitätsbibliothek Freiburg
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    Auflage/Ausgabe: 2. ed., Pearson internat. ed.
    Schriftenreihe: Pearson international edition
    Schlagworte: Java (Computer program language); Data structures (Computer science); Computer algorithms; Java Computer program language; Data structures Computer science; Computer algorithms
    Umfang: XVIII, 555 S, graph. Darst., 25 cm
    Bemerkung(en):

    Includes bibliographical references and index

  25. Algorithms and networking for computer games
    Autor*in: Smed, Jouni
    Erschienen: 2006
    Verlag:  Wiley, Chichester[u.a.]

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    Arbeitsgruppe Programmiersprachen und Übersetzerkonstruktion
    keine Fernleihe
    Universitätsbibliothek Rostock
    SU 500 S637
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780470018125; 0470018127
    Weitere Identifier:
    9780470018125
    2006010651
    RVK Klassifikation: SU 500
    Schlagworte: Computer games; Computer algorithms; Computer games; Computer networks
    Umfang: XX, 264 S., Ill., graph. Darst