![]() Rated A for Advertising: A Critical Reflection on In-Game Advertising Laura Herrewijn and Karolien Poels AI for General Strategy Game Playing Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Collaboration through Gaming Damon Daylamani Zad, Marios C. Exchanging Social Information in Online Social Games Fabrizio Davide, Stefano Triberti, and Francesco Collovàĩ. ![]() ![]() Synchronization in Multiplayer Online Games Stefano FerrettiĨ. Mass Population: Plausible and Practical Crowd Simulation Sybren A. ![]() Collision Detection with Navigation Meshes D. Automatic Narratives in MMORPGs Hao Wangĥ. Content Generation in a Collaborative Browser-Based Game Environment Juha-Matti Vanhatupa and Janne LautamäkiĤ. Procedural Content Generation Tom Bettsģ. Toward the Adaptive Generation of Bespoke Game Content Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, and Robin BaumgartenĢ. 9781118328033 Printed in the United States of America 10 9 8 7 6 5 4 3 2 1Ĭontributors ix Introduction Marios C. For more information about Wiley products, visit our web site at Library of Congress Cataloging-in-Publication Data is available. Some content that appears in print may not be available in electronic formats. Wiley also publishes its books in a variety of electronic formats. For general information on our other products and services or for technical support, please contact our Customer Care Department within the United States at (800) 762-2974, outside the United States at (317) 572-3993 or fax (317) 572-4002. Neither the publisher nor author shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages. You should consult with a professional where appropriate. The advice and strategies contained herein may not be suitable for your situation. No warranty may be created or extended by sales representatives or written sales materials. Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose. All rights reserved Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, Inc., 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 750-4470, or on the web at Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at permissions. Published by John Wiley & Sons, Inc., Hoboken, New Jersey. Angelides Harry AgiusĬopyright © 2014 by The Institute of Electrical and Electronics Engineers, Inc. Handbook of Digital Games Edited by Marios C. Kenneth Moore, Director of IEEE Book and Information Services (BIS) IEEE Press 445 Hoes Lane Piscataway, NJ 08854 IEEE Press Editorial Board Tariq Samad, Editor in Chief George W.
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