亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關(guān)于我們
? 蟲蟲下載站

?? ch17.htm

?? 國外的一本介紹java開發(fā)網(wǎng)絡(luò)游戲的書
?? HTM
?? 第 1 頁 / 共 3 頁
字號(hào):
these events to the other games. Using the space battle game example
from before, instead of sending the state of all the objects,
the game just sends the mouse and keyboard input events generated
by the player. Each game then handles each remote (virtual) input
from the other games in a similar manner as it handles its own
local player's input. Figure 17.6 shows a diagram of the information
transfer for input synchronization in a two-player network game.
<P>
<A HREF="f17-6.gif" ><B>Figure 17.6 : </B><I>Input synchronization in a two-player network game.</I></A>
<P>
There has to be a catch, right? Of course there's a catch; there's
always a catch! Input synchronization works fine as long as all
the changes in the game are dictated solely by the inputs of the
players. Practically speaking, this rarely is the case. There
are usually random effects in a game such as placement of background
objects. These random effects wreak havoc on games relying on
input synchronization because they aren't reflected by the player
input and therefore are never communicated between games.
<P>
If you happen to have a game in which the entire play flow is
dictated by the inputs of the players, input synchronization is
for you. Otherwise, you'll have to come up with another solution.
Can you think of any games that <I>are</I> dictated entirely by
the user inputs? Give up? It ends up that most turn-based games
are driven completely by the inputs of the users. So you usually
can implement network support for turn-based games by using input
synchronization.
<H3><A NAME="AHybridSolution"><B>A Hybrid Solution</B></A></H3>
<P>
Now that I've painted a pretty bleak picture of network game design,
I'll let you in on a practical reality in network game design:
You usually will have to use some combination of the two methods
mentioned. This hybrid solution would include elements of both
state and input synchronization. Using the space battle game example
again, you could send the user inputs back and forth using input
synchronization, and then use state synchronization to send random
events such as initial meteor positions. You still don't necessarily
need to transmit the entire state of the game, just the aspects
of the game state that can't be figured out by each instance on
its own. In other words, random events need to be transmitted
to each game instance.
<P>
If you run across a gaming scenario that doesn't fit well with
any of these approaches, you might figure out a communication
technique of your own to add to or replace one of these. As I
said earlier today, network gaming is a unique area of programming
that leaves room for very few general techniques. You usually
have to come up with hybrid solutions that draw on what you've
learned combined with new ideas you dream up along the way.
<H2><A NAME="GameTheory"><B><FONT SIZE=5 COLOR=#FF0000>Game Theory</FONT></B></A>
</H2>
<P>
Now that you understand the important aspects of handling communications
between network game instances, let's shift gears a little and
take a look at an area of theoretical research that impacts multiplayer
games. An area of increasingly popular academic research, called
game theory, can be used to shed light on how people interact
with each other in a multiplayer computer game scenario. Applications
of this information could breathe fresh insight into the design
of multiplayer games. Game theory won't help you with synchronization
problems, but it might help you figure out more creative approaches
to the game strategy itself.
<P>
<I>Game theory</I> is a branch of mathematical analysis devoted
to the study of decision making in conflict situations.
<P>
Such a situation exists when two or more decision makers, or players,
with differing objectives act on the same system or share the
same resources. Game theory provides a mathematical process for
selecting an optimum strategy in the face of an opponent who has
a strategy of his own. This mathematical process borders on issues
related to both multiplayer computer game design and strategic
AI.
<P>
In game theory, the following assumptions are usually made:
<UL>
<LI>Each player has available to her two or more well-specified
choices or sequences of choices called <I>plays.</I>
<LI>Every possible combination of plays available to the players
leads to a well-defined end-state (win, loss, or draw) that terminates
the game.
<LI>A specified payoff for each player is associated with each
end-state.
<LI>Each decision maker has perfect knowledge of the game and
of his opposition; that is, he knows in full detail the rules
of the game as well as the payoffs for all other players.
<LI>All decision makers are rational; that is, each player, given
two alternatives, will select the one that yields the greater
payoff.
</UL>
<P>
Although general in scope and not originally directed at computer
games, game theory touches on many of the same concerns that are
raised when strategies for multiplayer computer games are being
designed. Two players in a network multiplayer game often go through
much of the same thought pattern as people engaged in a verbal
conflict. Game theory applies equally well to both scenarios.
<P>
Because of its general nature, game theory has seen wide application
in areas such as economics, international trade, labor, public
policy, natural resources, and development. Individuals making
use of game theory in their professions have included philosophers,
political scientists, arms-control negotiators, and evolutionary
biologists.
<P>
You can use game theory in your own multiplayer game designs to
help determine how reactions between players impact the game.
Game theory is also useful in determining computer player strategies
based on the possible range of responses by a human player. It's
all a matter of breaking a game down into a sequence of decisions
that can be compared to other decisions and what reactions they
provoke from other players.
<P>
One particular example that shows how game theory raises strategic
questions applicable to multiplayer computer games is the Prisoners'
Dilemma. The Prisoners' Dilemma is a game that has been, and continues
to be, studied by people in various disciplines, ranging from
biology to sociology and public policy. Among its interesting
characteristics is that it is a &quot;non-zero-sum&quot; game,
meaning that the best strategy for a given player is often one
that increases the payoff to one's partner as well. It has also
been shown that there is no single best strategy; maximizing one's
own payoff depends on the strategy adopted by one's partner.
<P>
The game works like this: Imagine two criminals arrested under
the suspicion of having committed a crime together. The police
don't have enough evidence to convict them, so they are isolated
from each other and separately offered a deal: The one who offers
evidence against the other will be freed. If neither of them accepts
the offer, they are effectively cooperating against the police,
and both get only a small punishment because of lack of proof.
Hence, they both gain. If, however, one of them betrays the other
by confessing to the police, he is freed; the one who remained
silent receives the full punishment because he did not help the
police and because the police now have evidence against him provided
by the other prisoner. If both betray each other, they both will
be punished, but less severely than if either had refused to talk.
The dilemma resides in the fact that each prisoner has a choice
between only two options, but neither can make a good decision
without knowing what the other one does.
<P>
The Prisoners' Dilemma raises some interesting questions regarding
strategies involving multiple players competing for a common goal.
To try your wits at the Prisoners' Dilemma, check out the online
version at <TT><A HREF="http://serendip.brynmawr.edu/~ann/pd.html">http://serendip.brynmawr.edu/~ann/pd.html</A></TT>.
Figure 17.7 shows what the Web site looks like with the interactive
Prisoners' Dilemma.
<P>
<A HREF="f17-7.gif" ><B>Figure 17.7 : </B><I>The interactive Prisioners' Dilemma Web site.</I></A>
<H2><A NAME="Summary"><B><FONT SIZE=5 COLOR=#FF0000>Summary</FONT></B></A>
</H2>
<P>
You should now have some idea about the general theory behind
designing games for multiple players. I know that today's lesson
didn't really present a rosy image of multiplayer game design,
and for good reason; designing games for multiple players over
a network is a difficult task that involves a lot of planning
and creative design. On the other hand, the capability of supporting
multiple human players can make any game orders of magnitude more
fun. And with the Internet looming as the ultimate network for
playing multiplayer games, it's only a matter of time before network
gaming becomes the norm.
<P>
Fortunately, the Java language and class libraries provide many
features to ease the pain in creating multiplayer games with network
support. The task is not necessarily easy, but it's often easier
than prior approaches at building Internet games. In tomorrow's
lesson, you'll learn exactly what support Java provides for network
game development.
<H2><A NAME="QA"><B><FONT SIZE=5 COLOR=#FF0000>Q&amp;A</FONT></B></A>
<BR>
</H2>

<TABLE>
<TR VALIGN=TOP><TD WIDTH=50><B>Q</B></TD><TD><B>If multiplayer Internet games are so cool, why are there still so few of them?</B>
</TD></TR>
<TR VALIGN=TOP><TD WIDTH=50><B>A</B></TD><TD>One of the main reasons there aren't many network games with full Internet support is that only recently has Internet usage started extending to the general game community. Another reason is that it has been 
difficult at best to implement Internet communications in games. However, with the advent of Java and various third-party C and C++ libraries, along with a growing acceptance of the Internet among gamers, you should start seeing most new network games 
sporting Internet support.
</TD></TR>
<TR VALIGN=TOP><TD WIDTH=50><B>Q</B></TD><TD><B>Is bandwidth always a concern when you're designing network games?</B>
</TD></TR>
<TR VALIGN=TOP><TD WIDTH=50><B>A</B></TD><TD>It depends, but more often yes. The only time bandwidth isn't an issue in network games is when a very small amount of information is being transferred between instances. An example of this type of game would be 
a network Connect4 game, in which the only information transferred would be the column of the move.
</TD></TR>
<TR VALIGN=TOP><TD WIDTH=50><B>Q</B></TD><TD><B>Does synchronization get more difficult to maintain when there are more players?</B>
</TD></TR>
<TR VALIGN=TOP><TD WIDTH=50><B>A</B></TD><TD>Usually not because the amount of synchronization information being sent is the same, regardless of how many players there are.
</TD></TR>
</TABLE>
<H2><A NAME="Workshop"><B><FONT SIZE=5 COLOR=#FF0000>Workshop</FONT></B></A>
</H2>
<P>
The Workshop section provides questions and exercises to help
you get a better feel for the material you learned today. Try
to answer the questions and at least think about the exercises
before moving on to tomorrow's lesson. You'll find the answers
to the questions in appendix A, &quot;Quiz Answers.&quot;
<H3><A NAME="Quiz"><B>Quiz</B></A></H3>
<OL>
<LI>What are the two basic types of multiplayer games?
<LI>What is the difference between a modem network connection
and a physical network connection?
<LI>What are the three types of network synchronization solutions?
</OL>
<H3><A NAME="Exercises"><B>Exercises</B></A></H3>
<OL>
<LI>Go to a software store and see whether you can find any games
that support Internet network play.
<LI>Of these games, see how many are turn-based and how many are
event-based.
<LI>Check out the Prisoners' Dilemma Web site, and try out your
own strategy.
</OL>
<P>
<HR WIDTH="100%"></P>

<CENTER><P><A HREF="ch16.htm"><IMG SRC="pc.gif" BORDER=0 HEIGHT=88 WIDTH=140></A><A HREF="index.htm"><IMG SRC="hb.gif" BORDER=0 HEIGHT=88 WIDTH=140></A><A HREF="#CONTENTS"><IMG SRC="cc.gif" BORDER=0 HEIGHT=88 WIDTH=140></A><A HREF="ch18.htm"><IMG 
SRC="nc.gif" BORDER=0 HEIGHT=88 WIDTH=140></A></P></CENTER>

<P>
<HR WIDTH="100%"></P>

</BODY>
</HTML>

?? 快捷鍵說明

復(fù)制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號(hào) Ctrl + =
減小字號(hào) Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
成人精品电影在线观看| 在线一区二区三区四区五区| 亚洲精品老司机| 日韩一级片网址| 欧美影院一区二区| 国产91精品一区二区麻豆网站| 夜夜操天天操亚洲| 国产清纯白嫩初高生在线观看91| 555夜色666亚洲国产免| 91浏览器入口在线观看| 激情综合网最新| 日韩综合在线视频| 亚洲精品乱码久久久久久日本蜜臀| 久久亚洲二区三区| 欧美一区二区视频在线观看2022| 一本到三区不卡视频| 久久精品国产77777蜜臀| 有码一区二区三区| 国产精品视频一二| 久久综合给合久久狠狠狠97色69| 69堂精品视频| 欧美日韩一区视频| 色婷婷综合在线| 99久久精品情趣| 成年人午夜久久久| 丁香婷婷综合激情五月色| 久久精品国产亚洲一区二区三区| 国产在线一区二区| 麻豆91小视频| 日韩黄色片在线观看| 亚洲综合一区二区| 亚洲精品视频观看| 亚洲免费在线视频| 亚洲欧美一区二区三区国产精品| 国产精品视频第一区| 国产欧美精品日韩区二区麻豆天美| 欧美va亚洲va国产综合| 日韩三级视频在线观看| 日韩无一区二区| 日韩一区二区三区四区五区六区| 欧美一区二区私人影院日本| 欧美一级黄色大片| 精品日韩成人av| 26uuu亚洲| 中文字幕av在线一区二区三区| 国产欧美一区二区精品性色超碰 | 久久在线观看免费| 欧美www视频| 久久精品视频一区二区| 国产区在线观看成人精品| 欧美高清在线精品一区| 中文字幕亚洲区| 亚洲免费观看高清完整版在线观看| 亚洲欧美日韩综合aⅴ视频| 亚洲精品国产视频| 天堂成人国产精品一区| 麻豆国产精品777777在线| 精久久久久久久久久久| 丁香啪啪综合成人亚洲小说 | 欧美午夜影院一区| 久久免费的精品国产v∧| 国产日产精品一区| 中文字幕一区二区三| 一区二区三区四区亚洲| 丝袜诱惑亚洲看片| 国产精品中文字幕一区二区三区| 成人精品国产福利| 欧美日韩国产综合一区二区| 日韩三级.com| 国产精品免费丝袜| 亚洲国产aⅴ成人精品无吗| 蜜臀99久久精品久久久久久软件| 国产精品一区免费在线观看| 91亚洲精品久久久蜜桃| 666欧美在线视频| 国产欧美精品在线观看| 亚洲动漫第一页| 国产在线视视频有精品| 91免费看片在线观看| 日韩视频一区在线观看| 国产欧美va欧美不卡在线| 一区二区三区在线播放| 蜜桃视频在线一区| 91免费版pro下载短视频| 欧美一二三区在线观看| 中文在线一区二区| 性欧美疯狂xxxxbbbb| 国产91丝袜在线观看| 欧美日韩1234| 中文字幕中文字幕一区| 奇米在线7777在线精品 | 日韩欧美电影在线| 综合久久一区二区三区| 久久精品国产亚洲aⅴ| 色综合久久久久久久久| 国产亚洲欧美中文| 午夜精品久久久久久久蜜桃app| 国产精品1区2区| 制服.丝袜.亚洲.另类.中文| 国产精品美女一区二区| 色老头久久综合| 久久久国产精华| 午夜视频一区二区三区| 97精品国产露脸对白| 2014亚洲片线观看视频免费| 午夜电影一区二区| 99久久综合99久久综合网站| 精品国产自在久精品国产| 一区二区三区欧美| 不卡高清视频专区| 久久久午夜精品理论片中文字幕| 午夜电影久久久| 91黄色免费看| 国产精品国产三级国产专播品爱网| 蜜臀av性久久久久蜜臀av麻豆 | 久久九九99视频| 免费看欧美女人艹b| 欧美人妇做爰xxxⅹ性高电影 | 欧美精品一区二区三| 性做久久久久久免费观看欧美| 91老师片黄在线观看| 国产精品美女久久久久久2018| 激情综合网天天干| 日韩精品最新网址| 久久精品国产**网站演员| 9191成人精品久久| 午夜精品福利在线| 欧美日韩情趣电影| 午夜精品一区二区三区免费视频 | 懂色av中文一区二区三区| 久久久天堂av| 国产露脸91国语对白| 精品国产乱码久久久久久图片| 麻豆精品新av中文字幕| 欧美一级片在线观看| 日韩二区三区四区| 日韩一区二区高清| 日本va欧美va瓶| 日韩三级中文字幕| 韩国精品在线观看| 久久久99精品久久| 成人永久aaa| 中文字幕一区二区三区精华液| aaa亚洲精品| 亚洲精品免费在线播放| 欧美亚洲国产一区在线观看网站| 亚洲第一在线综合网站| 在线不卡欧美精品一区二区三区| 天堂成人免费av电影一区| 91精品国产福利在线观看| 免费日韩伦理电影| 久久久亚洲精品一区二区三区| 国产成人av一区二区三区在线| 国产精品另类一区| 在线这里只有精品| 青青草国产成人av片免费| 精品国产乱码久久久久久1区2区| 欧美精品久久99| 日韩福利视频网| 国产三级三级三级精品8ⅰ区| 粉嫩13p一区二区三区| 亚洲精选一二三| 欧美日韩在线一区二区| 美国精品在线观看| 国产视频一区在线播放| 日本久久电影网| 丝瓜av网站精品一区二区| 麻豆高清免费国产一区| 国产精品亚洲一区二区三区妖精 | 亚洲欧洲精品一区二区精品久久久 | 成人一级片网址| 成人在线视频一区二区| 91亚洲精品久久久蜜桃| 亚洲一区二区免费视频| 日韩欧美中文字幕制服| 国产成人小视频| 亚洲国产精品一区二区www| 久久麻豆一区二区| 色综合视频在线观看| 青娱乐精品视频在线| 国产精品免费视频网站| 91精品国产综合久久久久久久| 久久国产夜色精品鲁鲁99| 国产精品久久久爽爽爽麻豆色哟哟| 精品一区二区三区日韩| 91亚洲国产成人精品一区二区三| 天堂成人国产精品一区| 国产精品区一区二区三区| 欧美日韩成人综合在线一区二区| 粉嫩一区二区三区在线看| 亚洲国产综合在线| 国产精品久久久久久久久免费相片| 欧美日韩午夜精品| 99在线精品视频| 精品一区精品二区高清| 一区二区国产视频| 国产午夜精品久久| 日韩一区二区三区视频| 色哟哟一区二区在线观看| 国产精品99久久久久久久女警|