Download or read book Practical Video Game Bots written by Ilya Shpigor and published by Apress. This book was released on 2018-08-21 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human opponents much faster. Some players might use bots for cheating or avoiding game rules to gain an advantage over opponents - a sophisticated form of hacking that includes some elements of artificial intelligence (AI). However, while Practical Video Game Bots considers these topics, it is not a cheater's guide. Rather, this book is an attempt to overcome the information vacuum regarding bot development in video game applications. Through the use of three case study game examples, it covers most methods and technologies that are used by bot developers, and the details of anti-cheating systems. This book provides answers and useful advice for topics such as process automation, reverse engineering, and network applications. Modern bot applications use technologies from all these domains. You will also consider the work mechanisms of different kinds of bots and will write simple prototypes. What You Will Learn Discover bots and apply them to game applications Use clicker bots with OS-level embedding data, output-device capture, and more Develop in-game bots, with process memory analysis and access Work with out-game bots, with network interception and embedding data Deal with input device emulation and OS-level interception data Who This Book Is For Those with some prior experience in game development and coding experience in Python, C++, and Windows APIs.
Download or read book Game Hacking written by Nick Cano and published by No Starch Press. This book was released on 2016-07-01 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Download or read book Video Game Bot written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2023-07-04 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Video Game Bot A bot is a sort of artificial intelligence (AI)-based expert system software that can take the place of a human player in a video game. Bots are commonly used in competitive multiplayer video games. The functionality of a bot designed for a first-person shooter (FPS) is considerably different from that of a bot designed for a massively multiplayer online role-playing game (MMORPG). Bots are employed in a wide number of video game genres for a wide variety of purposes. The first method could involve analyzing the map or even developing a fundamental plan, while the second method could be used to automate a laborious and repetitive operation such as farming. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Video game bot Chapter 2: Artificial intelligence in video games Chapter 3: Internet bot Chapter 4: Competitions and prizes in artificial intelligence Chapter 5: Cheating in video games Chapter 6: Multiplayer video game Chapter 7: Matchmaking (video games) Chapter 8: Massively multiplayer online role-playing game Chapter 9: First-person shooter Chapter 10: Glossary of video game terms (II) Answering the public top questions about video game bot. (III) Real world examples for the usage of video game bot in many fields. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of video game bot. What is Artificial Intelligence Series The artificial intelligence book series provides comprehensive coverage in over 200 topics. Each ebook covers a specific Artificial Intelligence topic in depth, written by experts in the field. The series aims to give readers a thorough understanding of the concepts, techniques, history and applications of artificial intelligence. Topics covered include machine learning, deep learning, neural networks, computer vision, natural language processing, robotics, ethics and more. The ebooks are written for professionals, students, and anyone interested in learning about the latest developments in this rapidly advancing field. The artificial intelligence book series provides an in-depth yet accessible exploration, from the fundamental concepts to the state-of-the-art research. With over 200 volumes, readers gain a thorough grounding in all aspects of Artificial Intelligence. The ebooks are designed to build knowledge systematically, with later volumes building on the foundations laid by earlier ones. This comprehensive series is an indispensable resource for anyone seeking to develop expertise in artificial intelligence.
Download or read book Believable Bots written by Philip Hingston and published by Springer Science & Business Media. This book was released on 2012-10-19 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.
Download or read book Improving Computer Game Bots Behavior Using Q learning written by Purvag Patel and published by . This book was released on 2009 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: In modern computer video games, the quality of artificial characters plays a prominent role in the success of the game in the market. The aim of intelligent techniques, termed game AI, used in these games is to provide an interesting and challenging game play to a game player. Being highly sophisticated, these games present game developers with similar kind of requirements and challenges as faced by academic AI community. The game companies claim to use sophisticated game AI to model artificial characters such as computer game bots, intelligent realistic AI agents. However, these bots work via simple routines pre-programmed to suit the game map, game rules, game type, and other parameters unique to each game. Mostly, illusive intelligent behaviors are programmed using simple conditional statements and are hard-coded in the bots' logic. Moreover, a game programmer has to spend considerable time configuring crisp inputs for these conditional statements. Therefore, the author realized a need for machine learning techniques to dynamically improve bots' behavior and save precious computer programmers' man-hours. So, the author selected Q-learning, a reinforcement learning technique, to evolve dynamic intelligent bots, as it is a simple, efficient, and online learning algorithm. Machine learning techniques such as reinforcement learning are know to be intractable if they use a detailed model of the world, and also requires tuning of various parameters to give satisfactory performance. Therefore, for this research the author opted to examine Q-learning for evolving a few basic behaviors viz. learning to fight, and planting the bomb for computer game bots. Furthermore, the author experimented on how bots would use knowledge learned from abstract models to evolve its behavior in more detailed model of the world. Bots evolved using these techniques would become more pragmatic, believable and capable of showing human-like behavior. This will provide more realistic feel to the game and provide game programmers with an efficient learning technique for programming these bots.
Download or read book The Publishing Challenge for Independent Video Game Developers written by Odile Limpach and published by CRC Press. This book was released on 2020-02-04 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.
Download or read book Practical Game Design written by Adam Kramarzewski and published by Packt Publishing Ltd. This book was released on 2023-08-18 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arm yourself with the practical skills and cutting-edge insights necessary to successfully design captivating games across a variety of genres and platforms with the help of this part-color guide Key Features Master the skills, processes, and techniques essential for working in a professional setting Grasp the core principles and processes of level design, world building, and storytelling Design, implement, and refine high-quality features and mechanics for contemporary video games Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionIf you’re in search of a cutting-edge actionable guide to game design, your quest ends here! Immerse yourself in the fundamentals of game design with expert guidance from veterans with decades of game design experience across a variety of genres and platforms. The second edition of this book remains dedicated to its original goal of helping you master the fundamentals of game design in a practical manner with the addition of some of the latest trends in game design and a whole lot of fresh, real-world examples from games of the current generation. This update brings a new chapter on games as a service, explaining the evolving role of the game designer and diving deeper into the design of games that are meant to be played forever. From conceptualizing a game idea, you’ll gradually move on to devising a design plan and adapting solutions from existing games, exploring the craft of producing original game mechanics, and eliminating anticipated design risks through testing. You’ll then be introduced to level design, interactive storytelling, user experience and accessibility. By the end of this game design book, you’ll have learned how to wrap up a game ahead of its release date, work through the challenges of designing free-to-play games and games as a service, and significantly improve their quality through iteration, playtesting, and polishing.What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful games as a service and prepare them for live operations Improve the quality of a game through playtesting and meticulous polishing Who this book is for Whether you are a student eager to design your very first game or a game designer looking to expand your skill set, this book will help you master the fundamentals of game design across all stages of game development. With a focus on best practices and a pragmatic approach, Practical Game Design offers insights into the art and craft of game design from two senior game designers, with insider knowledge that even veterans will find valuable. While prior experience with game development is not absolutely necessary, having basic knowledge of popular video games will prove helpful.
Download or read book Improving Behavior of Computer Game Bots Using Fictitious Play written by Ushma Kesha Patel and published by . This book was released on 2011 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: In modern computer games 'bots' (intelligent realistic agents) play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. The author propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game player.
Download or read book Leveraging ChatGPT and Artificial Intelligence for Effective Customer Engagement written by Bansal, Rohit and published by IGI Global. This book was released on 2024-01-24 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Academic scholars find themselves confronted with a formidable challenge: staying abreast of the ever-evolving landscape of Artificial Intelligence(AI). The intricate interplay between AI and its profound impact on various facets of society, including customer engagement, remains an enigma for many. This knowledge gap not only hampers their ability to contribute meaningfully to their fields but also leaves them trailing behind the dynamic developments taking place in industries worldwide. As AI continues to reshape the business environment, it becomes imperative for academia to bridge this chasm between theory and practice. Leveraging ChatGPT and Artificial Intelligence for Effective Customer Engagement is an effective solution to the pressing problem at hand. With meticulous clarity, it unravels the complexities of ChatGPT, an innovative AI technology, and its revolutionary potential in the realm of customer engagement. It offers a lifeline to academic scholars seeking to navigate the uncharted territory of AI, providing them with an in-depth understanding of how ChatGPT can reshape customer interactions.
Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Download or read book Practical Artificial Intelligence written by Arnaldo Pérez Castaño and published by Apress. This book was released on 2018-05-23 with total page 701 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how all levels Artificial Intelligence (AI) can be present in the most unimaginable scenarios of ordinary lives. This book explores subjects such as neural networks, agents, multi agent systems, supervised learning, and unsupervised learning. These and other topics will be addressed with real world examples, so you can learn fundamental concepts with AI solutions and apply them to your own projects. People tend to talk about AI as something mystical and unrelated to their ordinary life. Practical Artificial Intelligence provides simple explanations and hands on instructions. Rather than focusing on theory and overly scientific language, this book will enable practitioners of all levels to not only learn about AI but implement its practical uses. What You’ll Learn Understand agents and multi agents and how they are incorporated Relate machine learning to real-world problems and see what it means to you Apply supervised and unsupervised learning techniques and methods in the real world Implement reinforcement learning, game programming, simulation, and neural networks Who This Book Is For Computer science students, professionals, and hobbyists interested in AI and its applications.
Download or read book Advances in Knowledge Discovery and Data Mining written by João Gama and published by Springer Nature. This book was released on 2022-05-10 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 3-volume set LNAI 13280, LNAI 13281 and LNAI 13282 constitutes the proceedings of the 26th Pacific-Asia Conference on Advances in Knowledge Discovery and Data Mining, PAKDD 2022, which was held during May 2022 in Chengdu, China. The 121 papers included in the proceedings were carefully reviewed and selected from a total of 558 submissions. They were organized in topical sections as follows: Part I: Data Science and Big Data Technologies, Part II: Foundations; and Part III: Applications.
Download or read book An Earth Bot s Solution to Plastic Pollution written by Russell Ayto and published by Kids Can Press Ltd. This book was released on 2021-09-07 with total page 44 pages. Available in PDF, EPUB and Kindle. Book excerpt: A refreshing take on an all-too-important topic. Neo spends all his time playing his favorite video game, joining forces with other Earth-bots to defend the planet against invading aliens. But when his sea creature neighbors won’t stop pleading with him to help them clean up the plastic that’s ruining the ocean, Neo reluctantly agrees to check it out, and he’s shocked by what he discovers. There’s an actual invasion taking place right outside his door — a plastic invasion! And it’s too big to handle on his own! Sure to inspire real Earth-bots — er, children — everywhere to heed Neo’s call to protect the oceans from plastic!
Download or read book Writing Interactive Music for Video Games written by Michael Sweet and published by Addison-Wesley Professional. This book was released on 2014-09-19 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: “This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.
Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Download or read book Applications of Evolutionary Computation written by Cecilia Di Chio and published by Springer. This book was released on 2010-04-03 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evolutionary Computation (EC) techniques are e?cient, nature-inspired me- ods based on the principles of natural evolution and genetics. Due to their - ciency and simple underlying principles, these methods can be used for a diverse rangeofactivitiesincludingproblemsolving,optimization,machinelearningand pattern recognition. A large and continuously increasing number of researchers and professionals make use of EC techniques in various application domains. This volume presents a careful selection of relevant EC examples combined with a thorough examination of the techniques used in EC. The papers in the volume illustrate the current state of the art in the application of EC and should help and inspire researchers and professionals to develop e?cient EC methods for design and problem solving. All papers in this book were presented during EvoApplications 2010, which included a range of events on application-oriented aspects of EC. Since 1998, EvoApplications — formerly known as EvoWorkshops— has provided a unique opportunity for EC researchers to meet and discuss application aspects of EC and has been an important link between EC research and its application in a variety of domains. During these 12 years, new events have arisen, some have disappeared,whileothershavematuredtobecomeconferencesoftheirown,such as EuroGP in 2000, EvoCOP in 2004, and EvoBIO in 2007. And from this year, EvoApplications has become a conference as well.
Download or read book Programming the Microsoft Bot Framework written by Joe Mayo and published by Microsoft Press. This book was released on 2017-11-21 with total page 974 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the only comprehensive, authoritative guide to building Conversational User Interfaces (CUI, a.k.a. bots, chatbots, or chatterbots) with the Microsoft Bot Framework. Reflecting the next radical revolution in human-computer interaction, it will help you leverage advanced artificial intelligence (AI) and natural language processing to empower new and existing applications with stunningly intuitive conversational interfaces. Long-time Microsoft MVP Joe Mayo begins with high-level explanations of what Microsoft Bot Framework is, what you can do with it, and why it matters so much. Next, he presents the foundational knowledge you need to start creating real bots and CUIs. Step by step, you'll learn how to build message dialogs, manage conversations, interact with framework APIs, and incorporate powerful natural language processing with Microsoft's advanced Language Understanding Intelligent Service (LUIS). Mayo also offers detailed guidance on deploying your customized bots to key platforms such as Slack, Skype, and Facebook Messenger. Throughout, Mayo's practical examples combine code with clear explanations of when and why you would perform each task. From start to finish, Programming the Microsoft Bot Framework is relentlessly practical, helping you translate the advanced "magic" of intelligent bots into real solutions right now.