Hello linx-lunx,

Author(s): Jouni Smed, Harri Hakonen
Publisher: Wiley
Year: Jul 2006
ISBN: 0-470-01812-7
Language: English
File type: PDF
Pages: 288
Size (for download): 1.29 MB

Challenge and conflict aspects are enough for defining a game in an abstract 
sense. However, in order to be played, the game needs to be concretized into a 
representation. This representation can be a cardboard and plastic pieces as 
well as three-dimensional graphics rendered on a computer screen. The players 
themselves can be the representation, such as in the children’s game of tag. 
Regardless of the representation, there must exist a clear correspondence to 
the rules of the game.


Apart from these formal features, the game play also includes subjective 
elements such as immersion in the game world, a sense of purpose, and a sense 
of achievement from mastering the game. One could argue that the sense of 
purpose is essential for the immersion. What immerses us in a game (as well as 
in a book or a film) is the sense that there is a purpose or motive behind the 
surface. In a similar fashion, the sense of achievement is essential for the 
sense of purpose (i.e. the purpose of a game is to achieve goals, points, 
money, recognition etc.).

>From a human point of view, we get satisfaction in the process of nearing a 
>challenging goal and finally achieving it. These aspects, however, are outside 
>the scope of our current discussion, and we turn our focus to a subset of 
>games, namely, computer games.


TABLE OF CONTENT:
Chapter 01 - Introduction
Chapter 02 - Random Numbers
Chapter 03 - Tournaments
Chapter 04 - Game Trees
Chapter 05 - Path Finding
Chapter 06 - Decision-making
Chapter 07 - Modelling Uncertainty
Chapter 08 - Communication Layers
Chapter 09 - Compensating Resource Limitations
Chapter 10 - Cheating Prevention
Appendix A - Pseudo-code Conventions

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