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Experiments In Automated Generation Of Games

RRP $237.99

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Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.


Games User Research

RRP $337.99

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"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.


How To Create Fantasy Art For Computer Games

RRP $39.95

This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.

The guide mostly focuses on fantasy art but the information it gives on media - both traditional and digital, doodling, light, mass and negative space creatures, game genre, working with models, composition, perspective, character development, interactive environments, and atmosphere is pertinent to all computer art.

A gallery of fine art and illustration collections is also included making this book the ideal introduction to the world of producing computer art and encouraging turning a creative hobby into a career.

About the Author

Bill Stoneham has been a professional fine artist for over 30 years. He has worked in both feature film and effects studios and for the last 20 years he has been creating computer art for computer games companies such as Lucas Arts and Edios, amongst others.


Computer Systems Analyst Career (special Edition)

RRP $18.99

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In clear, easy-to-grasp language, the author covers many of the topics that you will need to know in order to win your dream job and be the first in line for a promotion.


Sheaves, Games And Model Completions

RRP $574.99

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This book is an example of fruitful interaction between (non-classical) propo- sitionallogics and (classical) model theory which was made possible due to categorical logic. Its main aim consists in investigating the existence of model- completions for equational theories arising from propositional logics (such as the theory of Heyting algebras and various kinds of theories related to proposi- tional modal logic ). The existence of model-completions turns out to be related to proof-theoretic facts concerning interpretability of second order propositional logic into ordinary propositional logic through the so-called 'Pitts' quantifiers' or 'bisimulation quantifiers'. On the other hand, the book develops a large number of topics concerning the categorical structure of finitely presented al- gebras, with related applications to propositional logics, both standard (like Beth's theorems) and new (like effectiveness of internal equivalence relations, projectivity and definability of dual connectives such as difference). A special emphasis is put on sheaf representation, showing that much of the nice categor- ical structure of finitely presented algebras is in fact only a restriction of natural structure in sheaves. Applications to the theory of classifying toposes are also covered, yielding new examples. The book has to be considered mainly as a research book, reporting recent and often completely new results in the field; we believe it can also be fruitfully used as a complementary book for graduate courses in categorical and algebraic logic, universal algebra, model theory, and non-classical logics. 1.



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