Download Free Alpha Games Book in PDF and EPUB Free Download. You can read online Alpha Games and write the review.

This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.
A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).
A game for the times we live – and die – in. Enter Psychotopia, a dark new dystopian novel from the author of the acclaimed Silas Quinn mysteries. PSYCHOTOPIA, LEVEL ONE. Create your own boutique psychopath, then deceive, manipulate and be ruthless, spreading mayhem and destruction to reach the next levels. It’s the computer game for our times. After all, the amount of crazy in the world is increasing. Senseless violence on the streets is becoming the norm. Can Dr Arbus’s ground-breaking device identify and neutralize psychopaths before it’s too late? In this increasingly dysfunctional world, surely Callum standing by Aimee after her devastating encounter with Charlie is proof that real love and goodness can still win in a world that’s increasingly rotten . . . Or can it?
Killian Kennedy never wanted to return. He was happy to hide his royal roots and enjoy an anonymous life, somewhere nobody would ever suspect what he truly was. When his niece gets outed as a white wolf, the sign of a royal descendent, on her first shift, duty calls, and he returns to formally renounce the throne, ensuring their safety and his freedom. It was supposed to be a quick visit and then he could disappear into the sunset. But when he gets stuck with a strong she-wolf, charged with keeping him alive long enough to complete the ceremony, everything changes. She has no intention of letting him off the hook that easily, and soon, he's torn between the life he thought he'd always wanted, and one he'll have to fight to keep. This is a dual POV, MF, wolf shifter romance, with a grumpy alpha male who'll do anything for the strong woman who's determined to drive him crazy.
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Ethan leaves the only home he's ever known on a mission to find those responsible for attacking Grey Ridge, and to find a mate of his own. Guilt consumes him over the near death of his friend's mate. He won't return as beta until he's proven he can protect his pack. Nothing will distract him from his quest for justice, including finding his fated mate. No matter how much it hurts. When a handsome stranger beats down Belle's door and turns her world upside down, she knows she'll never be the same. With her mate in danger, Belle will do anything to help him, including putting her future happiness, and her life, at risk by going undercover with the enemy. Nobody will stop her from doing whatever it takes, but will her mate be able to forgive her? This is book 5 in the Shifters of Grey Ridge series, a steamy wolf shifter romance with rejected mates and a happily ever after.
"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.
An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].