Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
DisciplineDiscipline
-
Is Peer ReviewedIs Peer Reviewed
-
Reading LevelReading Level
-
Content TypeContent Type
-
YearFrom:-To:
-
More FiltersMore FiltersItem TypeIs Full-Text AvailableSubjectPublisherSourceDonorLanguagePlace of PublicationContributorsLocation
Done
Filters
Reset
1,071
result(s) for
"Internet games Programming."
Sort by:
Game hacking : developing autonomous bots for online games
\"A hands-on guide to hacking computer games. Shows programmers how to dissect computer games and create bots to alter their gaming environment. Covers the basics of game hacking, including reverse engineering, assembly code analysis, programmatic memory manipulation, persistent hacks, responsive hacks, and code injection\"-- Provided by publisher.
GameMaker: Studio for dummies
2014
Get gaming faster with the official guide to GameMaker: Studio
GameMaker: Studio allows you to create your own games, even with zero coding experience, and GameMaker: Studio For Dummies is a complete guide to the ins and outs of the program. Create the game you've always wanted to play in record time and at a fraction of the cost of traditional game development methods. You'll have the flexibility to develop 2D games for Android, iOS, desktops, and the Web. Gain a professional perspective on this revolutionary path to game creation and publishing.
Using GameMaker: Studio may feel like play, but it's a serious tool that allows you to create, design, develop, and publish your very own games. With the push of a button, the program produces real, executable code for your very own \"app store\"-ready 2D game, complete and ready for market. GameMaker: Studio For Dummies provides complete and accurate information on how to create classic games and special effects, written in the characteristically easy-to-read Dummies style. Topics include:
* An overview of Studio, and how to get started
* The basic tools and techniques at the core of your design
* Advanced techniques for more seasoned game designers
* An inside look at what the premium upgrades have to offer
GameMaker: Studio makes game design 80% faster than coding for native languages, so you can take your game from concept to market in a matter of weeks. Why waste time and money doing it any other way? Whether you already have great ideas or just want to dabble, GameMaker: Studio For Dummies is the guide that will take you straight to guru status.
Godot Engine Game Development Projects
2018,2024
Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0.
Unity 2018 Augmented Reality Projects
2018,2024
Augmented Reality offers the magical effect of blending the physical world with the virtual world. On the other hand, Unity is now the leading platform to develop augmented reality experiences since it provides a great pipeline to work with 3D assets. This book will educate you about the specifics of augmented reality development in Unity 2018.
Communities of play : emergent cultures in multiplayer games and virtual worlds
2009,2011
The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the \"play turn\" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Mastering Roblox Coding
by
Kiepe, Mark
in
COMPUTERS / Computer Science
,
Computing and Processing
,
Lua (Computer program language)
2022,2024
Roblox is a game platform with over 47 million daily active users. Something unique to Roblox is that you're playing games made by other gamers! This means that you can make your own games, even if you have no experience. In addition, Roblox provides a free engine that allows you to create and publish a simple game in less than five minutes and get paid while at it. Most Roblox games require programming. This book starts with the basics of programming in Roblox Luau. Each chapter builds on the previous one, which eventually results in you mastering programming concepts in Lua. Next, the book teaches you complex technologies that you can implement in your game. Each concept is explained clearly and uses simple examples that show you how the technology is being used. This book contains additional exercises for you to experiment with the concepts you've learned. Using best practices, you will understand how to write and build complex systems such as databases, user input controls, and all device user interfaces. In addition, you will learn how to build an entire game from scratch. By the end of this book, you will be able to program complex systems in Roblox from the ground up by learning how to write code using Luau and create optimized code.
Racing the Beam
by
Montfort, Nick
,
Bogost, Ian
in
Atari 2600 (Video game console)
,
Computer games
,
Computer games -- Programming
2009
The Atari Video Computer System dominated the home video game market so completely that \"Atari\" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
Robust Multiarmed Bandit Problems
2016
The multiarmed bandit problem is a popular framework for studying the exploration versus exploitation trade-off. Recent applications include dynamic assortment design, Internet advertising, dynamic pricing, and the control of queues. The standard mathematical formulation for a bandit problem makes the strong assumption that the decision maker has a full characterization of the joint distribution of the rewards, and that ″arms″ under this distribution are independent. These assumptions are not satisfied in many applications, and the outof-sample performance of policies that optimize a misspecified model can be poor. Motivated by these concerns, we formulate a robust bandit problem in which a decision maker accounts for distrust in the nominal model by solving a worst-case problem against an adversary (″nature″) who has the ability to alter the underlying reward distribution and does so to minimize the decision maker's expected total profit. Structural properties of the optimal worst-case policy are characterized by using the robust Bellman (dynamic programming) equation, and arms are shown to be no longer independent under nature's worst-case response. One implication of this is that index policies are not optimal for the robust problem, and we propose, as an alternative, a robust version of the Gittins index. Performance bounds for the robust Gittins index are derived by using structural properties of the value function together with ideas from stochastic dynamic programming duality. We also investigate the performance of the robust Gittins index policy when applied to a Bayesian webpage design problem. In the presence of model misspecification, numerical experiments show that the robust Gittins index policy not only outperforms the classical Gittins index policy, but also substantially reduces the variability in the out-of-sample performance.
Journal Article
An optimal pruning algorithm of classifier ensembles: dynamic programming approach
by
Ramachandran, Manikandan
,
Alzubi, Omar A.
,
Alzubi, Jafar A.
in
Artificial Intelligence
,
Computational Biology/Bioinformatics
,
Computational Science and Engineering
2020
In recent years, classifier ensemble techniques have drawn the attention of many researchers in the machine learning research community. The ultimate goal of these researches is to improve the accuracy of the ensemble compared to the individual classifiers. In this paper, a novel algorithm for building ensembles called dynamic programming-based ensemble design algorithm (DPED) is introduced and studied in detail. The underlying theory behind DPED is based on cooperative game theory in the first phase and applying a dynamic programming approach in the second phase. The main objective of DPED is to reduce the size of the ensemble while encouraging extra diversity in order to improve the accuracy. The performance of the DPED algorithm is compared empirically with the classical ensemble model and with a well-known algorithm called “the most diverse.” The experiments were carried out with 13 datasets from UCI and three ensemble models. Each ensemble model is constructed from 15 different base classifiers. The experimental results demonstrate that DPED outperforms the classical ensembles on all datasets in terms of both accuracy and size of the ensemble. Regarding the comparison with the most diverse algorithm, the number of selected classifiers by DPED across all datasets and all domains is less than or equal to the number selected by the most diverse algorithm. Experiment on blog spam dataset, for instance, shows that DPED provides an accuracy of 96.47 compared to 93.87 obtained by the most diverse using 40% training size. Finally, the experimental results verify the reliability, stability, and effectiveness of the proposed DPED algorithm.
Journal Article