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 childrens 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
hp://rapidshare.de/files/33323889/algor_and_net_for_comp_g.rar
pass: ganelon
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Best regards,
Calculus
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