Handbook of Digital Games and Entertainment Technologies by Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini

By Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini

The themes handled during this instruction manual conceal all components of video games and leisure applied sciences, comparable to electronic leisure; know-how, design/art, and sociology. The guide contains contributions from top rate students and researchers from the interdisciplinary subject parts. the purpose of this guide is to serving as a key reference paintings within the box and offers readers with a holistic photograph of this interdisciplinary box protecting technical matters, aesthetic/design concerns, and sociological matters. at the moment, there isn't any reference paintings within the box that gives this kind of large and whole photograph of the sphere. Engineers and researchers who are looking to know about this rising zone might be capable of finding sufficient solutions concerning expertise concerns on electronic leisure. Designers and artists can find out how their abilities and services can give a contribution to this rising region. additionally researchers operating within the box of sociology and psychology will locate how their adventure and data are hooked up to different parts reminiscent of know-how and art/design. even though themes are written by means of prime specialists from the sphere, the outline for every subject has been meant to be simply comprehensible yet but finished adequate in order that it caters not just for the specialists but additionally rookies and scholars within the field.

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Example text

Game Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Game Description Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reasoning in GDL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

For example, the checkers solver of Schaeffer et al. (2007) incorporates PNS, df-pn, αβ, endgame databases, and many other game-independent and game-specific enhancements. Conclusions This chapter presented an overview of the techniques for weakly or strongly solving games or game positions. Game positions can be solved by forward search, backward search, or a combination. As standard algorithms to perform forward search, the chapter introduced αβ and PNS variants. Backward search for building endgame databases uses retrograde analysis.

KuhlPlayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Other Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Learning Structures . . . . . . . . . . . . . . . . . . . . . . . . . . .

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