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1000 tulosta hakusanalla David Gates

Artificial Intelligence for Computer Games
Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy.
The Games That Changed the Game

The Games That Changed the Game

Ron Jaworski; David Plaut; Greg Cosell; Steve Sabol

Random House Inc
2011
pokkari
A gift for sports fans and football afficianados Professional football in the last half century has been a sport marked by relentless innovation. For fans determined to keep up with the changes that have transformed the game, close examination of the coaching footage is a must. In The Games That Changed the Game, Ron Jaworski--pro football's #1 game-tape guru--breaks down the film from seven of the most momentous contests of the last fifty years, giving readers a drive-by-drive, play-by-play guide to the evolutionary leaps that define the modern NFL. From Sid Gillman's development of the Vertical Stretch, which launched the era of wide-open passing offenses, to Bill Belichick's daring defensive game plan in Super Bowl XXXVI, which enabled his outgunned squad to upset the heavily favored St. Louis Rams and usher in the New England Patriots dynasty, the most cutting-edge concepts come alive again through the recollections of nearly seventy coaches and players. You'll never watch NFL football the same way again.
Computer Games

Computer Games

Diane Carr; David Buckingham; Andrew Burn; Gareth Schott

Polity Press
2006
sidottu
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
Computer Games

Computer Games

Diane Carr; David Buckingham; Andrew Burn; Gareth Schott

Polity Press
2006
nidottu
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
Sonic the Hedgehog and The Beatles: A Comparative Analysis of the Games and Music

Sonic the Hedgehog and The Beatles: A Comparative Analysis of the Games and Music

David Childers

Createspace Independent Publishing Platform
2015
nidottu
What could Sonic possibly have in common with The Beatles? Video games featuring a blue hedgehog have little in common with the most influential band ever, right? Wrong. No, there isn't some magic link between, say, Green Hill Zone and "Good Day Sunshine" beyond the vague similarities you can strain and find when comparing any two random subjects. But there are larger parallels.Sonic and The Beatles takes an in-depth look at the game series and the band's discography. There are numerous commonalities between the context of release, technical aspects, and public perceptions of each. The book is an entertaining look at the Sonic series that finds a counterpoint for each release in The Beatles' catalogue, both as a band and as solo artists.
The Mr. E Revelations: Power Games

The Mr. E Revelations: Power Games

David K. Fuller

Createspace Independent Publishing Platform
2017
nidottu
The second volume of "The Mr. E Revelations" finds modern-day wizard Turner Evans uncovering more hidden truths about his past and his powers, and struggling to hold on to his friends. With his choices challenged by even his closest friends, the half-fae Shiner and new vampire Ishmael, Mr. E's quest for regaining his memory becomes a battle of willpower and wizardry that will threaten the balance of power for all magickind.
Get Coding 2! Build Five Computer Games Using HTML and JavaScript
Learn to code five fun computer games – including Snake and Table Tennis – in this essential beginner's guide for kids.Learn to code five fun computer games in this essential beginner's guide for kids using the popular programming languages HTML and JavaScript. From Mario to Minecraft, discover the basic concepts behind computer games such as loops, ticks, scores, graphics and AI. Then follow the easy step-by-step Game Builds, and learn how to code five ground-breaking games, including Noughts and Crosses, Snake and Table Tennis. Short and simple explanations are given alongside examples of code and there is a supporting website if you get stuck.
Get Coding 2! Build Five Computer Games Using HTML and JavaScript
Ready to learn how to code a game? Get an introduction to programming with this fun and accessible guide. Learn HTML and JavaScript. Design and build five interactive computer games. Create cool graphics. Code simple artificial intelligence. This appealing guide, covering essential coding concepts, offers an ideal introduction to all these activities and more. By following simple step-by-step instructions and completing five exciting missions, aspiring programmers are invited to code well-known games such as tic-tac-toe and table tennis, then customize their projects to test their skills.
Get Coding 2! Build Five Computer Games Using HTML and JavaScript
Ready to learn how to code a game? Get an introduction to programming with this fun and accessible guide. Learn HTML and JavaScript. Design and build five interactive computer games. Create cool graphics. Code simple artificial intelligence. This appealing guide, covering essential coding concepts, offers an ideal introduction to all these activities and more. By following simple step-by-step instructions and completing five exciting missions, aspiring programmers are invited to code well-known games such as tic-tac-toe and table tennis, then customize their projects to test their skills.
Games for Language Learning

Games for Language Learning

Andrew Wright; David Betteridge; Michael Buckby

Cambridge University Press
2006
pokkari
This is the third edition of the one of the founding titles of the CHLT series. The book features many of the original games but has also been fully revised to include new games for the ELT classroom. The structure of the book has also been revised so that the games are now grouped in a more teacher-friendly format where teachers can search based on language and skill criteria rather than just game type.
Andalusian Mouse-Hunting Dog (Ratonero Bodeguero Andaluz) Activities Andalusian Mouse-Hunting Dog Tricks, Games & Agility Includes
"Unique in its approach and really helpful with its information - this book is a must have for any owner" Written for the admirers, fans and owners of this wonderful breed, we are confident that you will greatly benefit from the techniques and information in this book. A must have addition to your collection. Written for the admirers, fans and owners of this wonderful breed, we are confident that you will greatly benefit from the techniques and information in this book. A must have addition to your collection.
The Theory of Learning in Games

The Theory of Learning in Games

Drew Fudenberg; David K. Levine

MIT Press
1998
pokkari
In economics, most noncooperative game theory has focused on equilibrium in games, especially Nash equilibrium and its refinements. The traditional explanation for when and why equilibrium arises is that it results from analysis and introspection by the players in a situation where the rules of the game, the rationality of the players, and the players' payoff functions are all common knowledge. Both conceptually and empirically, this theory has many problems.In The Theory of Learning in Games Drew Fudenberg and David Levine develop an alternative explanation that equilibrium arises as the long-run outcome of a process in which less than fully rational players grope for optimality over time. The models they explore provide a foundation for equilibrium theory and suggest useful ways for economists to evaluate and modify traditional equilibrium concepts.
Card Games, The Ultimate Compendium of

Card Games, The Ultimate Compendium of

Jeremy Harwood; Trevor Sippets; David Bird

Lorenz Books
2022
sidottu
This expertly presented book gives all the information needed to begin playing cards, with advice on the rules and strategies of each game. The bulk of the book is 200 card games, covers fun and classic games for families and friends. Special sections on poker and bridge guide you through all the basic information needed to begin playing. For every card game there is an explanation of the type of pack required, ideal age, playing and scoring, and plenty of diagrams of sample games. This beautifully presented guide is a great resource for all card game enthusiasts. Suitable for beginners and advanced players alike, this practical book will teach you everything you need to play a variety of exciting games* Learn how to play classics such as Baccarat, Cribbage, Go Fish, Gin Rummy and Kaluki * Similar card games are grouped, so it is simple to find fun and challenging family games as well as advanced games * A special focus on poker gives rules and winning strategies, skills and tactics, with useful tips for players at all levels as well as expert guidance for professional players * Clearly explained with more than 1200 easy-to-follow photographs and illustrations