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Play Search Engines Games
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Book Synopsis Play Search Engine's Games by : Ritesh Kumar Bhanu
Download or read book Play Search Engine's Games written by Ritesh Kumar Bhanu and published by Tech Ritesh Insight. This book was released on 2022-06-19 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt: Increase your online ranking with this beginner guide to SEO! In this convoluted world that we're living in, SEO is ever-evolving and far-reaching. Marketing has become a highly-specified skill that only select individuals seem to harness. Today, if you don't understand the components necessary for driving your company's presence using search engine optimization, then you're shooting yourself in the foot. The concepts and principles taught in this book are absolutely necessary if you're trying to launch or grow your business on the Web. This Book is Written for the beginner, this powerful book uncovers the little-known secrets of SEO, arming you with the tools you need to break into this field, grow your online business, and appear on the first page of Google.
Book Synopsis Unreal Engine: Game Development from A to Z by : Joanna Lee
Download or read book Unreal Engine: Game Development from A to Z written by Joanna Lee and published by Packt Publishing Ltd. This book was released on 2016-08-31 with total page 837 pages. Available in PDF, EPUB and Kindle. Book excerpt: Develop fantastic games and solve common development problems with Unreal Engine 4 About This Book Investigate the big world of Unreal Engine, computer graphics rendering and Material editor to implement in your games Construct a top-notch game by using the assets offered by Unreal Engine, thereby reducing the time to download, create assets on your own. Understand when and why to use different features and functionalities of Unreal Engine 4 to create your own games Learn to use Unreal 4 by making a first person puzzle game, Blockmania, for Android. Who This Book Is For This path is ideal for those who have a strong interest in game development and some development experience. An intermediate understanding of C++ is recommended. What You Will Learn Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level Get clued up about working with Slate, Unreal's UI solution through the UMG Editor Put together your own content and materials to build cutscenes and learn how to light scenes effectively Get tips and tricks on how to create environments using terrain for outdoor areas and a workflow for interiors as well using brushes Explore the ways to package your game for Android Devices and porting it to the Google Playstore Know inside out about creating materials, and applying them to assets for better performance Understand the differences between BSP and static meshes to make objects interactive In Detail Unreal Engine technology powers hundreds of games. This Learning Path will help you create great 2D and 3D games that are distributed across multiple platforms. The first module, Learning Unreal Engine Game Development, starts with small, simple game ideas and playable projects. It starts by showing you the basics in the context of an individual game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. This module aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this module, you will be able to put into practise your own content.After getting familiar with Unreal Engine's core concepts, it's time that you dive into the field of game development. In this second module, Unreal Engine Game Development Cookbook we show you how to solve development problems using Unreal Engine, which you can work through as you build your own unique project. Every recipe provides step-by-step instructions, with explanations of how these features work, and alternative approaches and research materials so you can learn even more. You will start by building out levels for your game, followed by recipes to help you create environments, place meshes, and implement your characters. By the end of this module, you will see how to create a health bar and main menu, and then get your game ready to be deployed and published.The final step is to create your very own game that will keep mobile users hooked. This is what you'll be learning in our third module, Learning Unreal Engine Android Game Development,Once you get the hang of things, you will start developing our game, wherein you will graduate from movement and character control to AI and spawning. Once you've created your application, you will learn how to port and publish your game to the Google Play Store. With this course, you will be inspired to come up with your own great ideas for your future game development projects. Style and approach A practical collection of bestselling Packt titles, this Learning Path aims to help you skill up with Unreal Engine by curating some of our best titles into an essential, sequential collection.
Download or read book Game AI Pro 2 written by Steven Rabin and published by CRC Press. This book was released on 2015-04-17 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Book Synopsis Unreal Engine Game Development Cookbook by : John P. Doran
Download or read book Unreal Engine Game Development Cookbook written by John P. Doran and published by Packt Publishing Ltd. This book was released on 2015-10-30 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine About This Book Explore the quickest way to tackle common challenges faced in Unreal Engine Create your own content, levels, light scenes, and materials, and work with Blueprints and C++ scripting An intermediate, fast-paced Unreal Engine guide with targeted recipes to design games within its framework Who This Book Is For This book is for those who are relatively experienced with Unreal Engine 4 and have knowledge of its fundamentals. Working knowledge of C++ is required. What You Will Learn Discover editor functionalities for an in-depth insight into game design Develop environments using terrain for outdoor areas and a workflow for interiors as well using brushes Design various kinds of materials with unique features, such as mirrors and glows Explore the various ways that lighting can be used in the engine Build various level effects using Blueprints, Unreal's visual scripting system Set up a development environment and develop custom functionality with C++ for your games Create healthbars and main menus with animations using Slate, Unreal's UI solution, through the UMG Editor Package and create an installer to get your project out into the world In Detail Unreal Engine is powerful tool with rich functionalities to create games. It equips you with the skills to easily build mobile and desktop games from scratch without worrying about which platform they will run on. You can focus on the individual complexities of game development such as animation and rendering. This book takes you on a journey to jumpstart your game design efforts. You will learn various aspects of the Unreal engine commonly encountered with practical examples of how it can be used, with numerous references for further study. You will start by getting acquainted with Unreal Engine 4 and building out levels for your game. This will be followed by recipes to help you create environments, place meshes, and implement your characters. You will then learn to work with lights, camera, and shadows to include special effects in your game. Moving on, you'll learn Blueprint scripting and C++ programming to enable you to achieve trigger effects and add simple functionalities. By the end of the book, you will see how to create a healthbar and main menu, and then get your game ready to be deployed and published. Style and approach This book offers detailed, easy-to-follow recipes that will help you master a wide range of Unreal Engine 4's features. Every recipe provides step-by-step instructions, with explanations of how these features work, and alternative approaches and research materials so you can learn even more.
Book Synopsis Dynamic Information Retrieval Modeling by : Grace Hui Yang
Download or read book Dynamic Information Retrieval Modeling written by Grace Hui Yang and published by Springer Nature. This book was released on 2022-05-31 with total page 126 pages. Available in PDF, EPUB and Kindle. Book excerpt: Big data and human-computer information retrieval (HCIR) are changing IR. They capture the dynamic changes in the data and dynamic interactions of users with IR systems. A dynamic system is one which changes or adapts over time or a sequence of events. Many modern IR systems and data exhibit these characteristics which are largely ignored by conventional techniques. What is missing is an ability for the model to change over time and be responsive to stimulus. Documents, relevance, users and tasks all exhibit dynamic behavior that is captured in data sets typically collected over long time spans and models need to respond to these changes. Additionally, the size of modern datasets enforces limits on the amount of learning a system can achieve. Further to this, advances in IR interface, personalization and ad display demand models that can react to users in real time and in an intelligent, contextual way. In this book we provide a comprehensive and up-to-date introduction to Dynamic Information Retrieval Modeling, the statistical modeling of IR systems that can adapt to change. We define dynamics, what it means within the context of IR and highlight examples of problems where dynamics play an important role. We cover techniques ranging from classic relevance feedback to the latest applications of partially observable Markov decision processes (POMDPs) and a handful of useful algorithms and tools for solving IR problems incorporating dynamics. The theoretical component is based around the Markov Decision Process (MDP), a mathematical framework taken from the field of Artificial Intelligence (AI) that enables us to construct models that change according to sequential inputs. We define the framework and the algorithms commonly used to optimize over it and generalize it to the case where the inputs aren't reliable. We explore the topic of reinforcement learning more broadly and introduce another tool known as a Multi-Armed Bandit which is useful for cases where exploring model parameters is beneficial. Following this we introduce theories and algorithms which can be used to incorporate dynamics into an IR model before presenting an array of state-of-the-art research that already does, such as in the areas of session search and online advertising. Change is at the heart of modern Information Retrieval systems and this book will help equip the reader with the tools and knowledge needed to understand Dynamic Information Retrieval Modeling.
Book Synopsis Advances in Computer Games by : Jaap van den Herik
Download or read book Advances in Computer Games written by Jaap van den Herik and published by Springer Science & Business Media. This book was released on 2006-12-07 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. It contains 20 papers that cover all aspects of artificial intelligence in computer-game playing.
Book Synopsis An Introduction to Search Engines and Web Navigation by : Mark Levene
Download or read book An Introduction to Search Engines and Web Navigation written by Mark Levene and published by John Wiley & Sons. This book was released on 2011-01-14 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a second edition, updated and expanded to explain the technologies that help us find information on the web. Search engines and web navigation tools have become ubiquitous in our day to day use of the web as an information source, a tool for commercial transactions and a social computing tool. Moreover, through the mobile web we have access to the web's services when we are on the move. This book demystifies the tools that we use when interacting with the web, and gives the reader a detailed overview of where we are and where we are going in terms of search engine and web navigation technologies.
Book Synopsis Advances in Computer Games by : Tristan Cazenave
Download or read book Advances in Computer Games written by Tristan Cazenave and published by Springer Nature. This book was released on 2020-12-19 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 16th International Conference on Advances in Computer Games, ACG 2019, held in Macao, China, in August 2019. The 12 full papers presented together with 2 invited papers were carefully reviewed and selected from 19 submissions. The selected papers are devoted to topics such as cooperation; single player games; mathematical approaches; nonogram: general and specific approaches; and deep learning.
Book Synopsis Semantic Acquisition Games by : Jakub Šimko
Download or read book Semantic Acquisition Games written by Jakub Šimko and published by Springer Science & Business Media. This book was released on 2014-04-10 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many applications depend on the effective acquisition of semantic metadata, and this state-of-the-art volume provides extensive coverage of the field of semantics acquisition games (SAGs). SAGs are a part of the crowdsourcing approach family and the authors analyze their role as tools for acquisition of resource metadata and domain models. Three case studies of SAG-based semantics acquisition methods are shown, along with other existing SAGs: 1. the Little Search Game - a search query formulation game using negative search, serving for acquisition of lightweight semantics. 2. the PexAce - a card game acquiring annotations to images. 3. the CityLights - a SAG used for validation of music metadata. The authors also look at the SAGs from their design perspectives covering SAG design issues and existing patterns, including several novel patterns. For solving cold start problems, a “helper artifact” scheme is presented, and for dealing with malicious player behavior, a posteriori cheating detection scheme is given. The book also presents methods for assessing information about player expertise, which can be used to make SAGs more effective in terms of useful output.
Book Synopsis Strategic Innovation by : Allan Afuah
Download or read book Strategic Innovation written by Allan Afuah and published by Routledge. This book was released on 2009-04 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt: Strategic Innovation demonstrates to students how to create and appropriate value using new game strategies to gain competitive advantage. The book shows that innovation is not simply about developing new technologies into new products or services, but often, about finding new models for doing business in the face of change.
Book Synopsis Knowledge-Free and Learning-Based Methods in Intelligent Game Playing by : Jacek Mandziuk
Download or read book Knowledge-Free and Learning-Based Methods in Intelligent Game Playing written by Jacek Mandziuk and published by Springer Science & Business Media. This book was released on 2010-01-27 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.
Book Synopsis Online Game Pioneers at Work by : Morgan Ramsay
Download or read book Online Game Pioneers at Work written by Morgan Ramsay and published by Apress. This book was released on 2015-06-03 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7
Book Synopsis Handbook of Digital Games by : Marios C. Angelides
Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.
Book Synopsis Distributed Multimedia Information Retrieval by : Jamie Callan
Download or read book Distributed Multimedia Information Retrieval written by Jamie Callan and published by Springer. This book was released on 2011-05-02 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: During recent years, huge efforts have been made to establish digital libraries, in a variety of media, offered from a variety of sources, and intended for a variety of professional and private user communities. As digital data collections proliferate, problems of resource selection and data fusion become major issues. Traditional search engines, even the best ones, are unable to provide access to the hidden web of information that is only available via digital library search interfaces. Originating from the SIGIR 2003 Workshop on Distributed Information Retrieval, held in Toronto, Canada in August 2003, this book presents extended and revised workshop papers as well as several invited papers on the topic to round off coverage of the core issues. The papers are devoted to recent research on the design and implementation of methods and tools for resource discovery, resource description, resource selection, data fusion, and user interaction.
Book Synopsis Computers and Games by : H. Jaap van den Herik
Download or read book Computers and Games written by H. Jaap van den Herik and published by Springer. This book was released on 2008-09-24 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship. The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.
Download or read book Indie Games written by Bounthavy Suvilay and published by Ablaze Publishing. This book was released on 2022-08-03 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2nd volume in the hit art book series, covering the history, artwork, and sound design of independent video games! Indie Games 2 explores the major developments in independent games since 2018. Superbly illustrated and documented, for enthusiasts and curious amateurs alike, this book gives voice to those who drive this cultural industry. Featuring exclusive interviews, and more than 300 illustrations, concept arts and unpublished sketches, through which the reader will get a glimpse behind the scenes and get answers from the key people behind the blockbuster independent video games. Discover more than 300 independent video games within, including: A Plague Tale: Innocence, A short Hike, Children of Morta, Carto, Creaks, Eastward, Factorio, Frostpunk, Genesis Noir, Haven, LUNA–The Shadow Dust, Old Man’s Journey, Return of the Obra Dinn, Sayonara Wild Hearts, Season, Slay the Spire, Spelunky 2, Untitled Goose Game, When the Past Was Around, and more…
Book Synopsis Machine Learning: ECML 2003 by : Nada Lavrač
Download or read book Machine Learning: ECML 2003 written by Nada Lavrač and published by Springer Science & Business Media. This book was released on 2003-09-12 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th European Conference on Machine Learning, ECML 2003, held in Cavtat-Dubrovnik, Croatia in September 2003 in conjunction with PKDD 2003. The 40 revised full papers presented together with 4 invited contributions were carefully reviewed and, together with another 40 ones for PKDD 2003, selected from a total of 332 submissions. The papers address all current issues in machine learning including support vector machine, inductive inference, feature selection algorithms, reinforcement learning, preference learning, probabilistic grammatical inference, decision tree learning, clustering, classification, agent learning, Markov networks, boosting, statistical parsing, Bayesian learning, supervised learning, and multi-instance learning.