Please use this identifier to cite or link to this item: http://localhost/handle/Hannan/733
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dc.contributor.authorShpigor, Ilya. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:21:25Z-
dc.date.available2020-05-17T08:21:25Z-
dc.date.issued2018en_US
dc.identifier.isbn9781484237366 ;en_US
dc.identifier.isbn9781484237359 (print) ;en_US
dc.identifier.isbn9781484237373 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/733-
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9781484237359. ;en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9781484237373. ;en_US
dc.description.abstractDevelop 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. You will: 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. ;en_US
dc.description.statementofresponsibilityby Ilya Shpigor.en_US
dc.description.tableofcontents1. Bots Overview -- 2. Clicker Bots -- 3. In-Game Bots -- 4. Out-Game Bots -- 5. Extra Techniques -- . ;en_US
dc.format.extentXV, 328 p. 81 illus., 12 illus. in color. ; online resource. ;en_US
dc.publisherApress :en_US
dc.publisherImprint: Apress,en_US
dc.relation.haspart9781484237359.pdfen_US
dc.subjectComputer gameseeProgramming. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectPython (Computer program language). ;en_US
dc.subjectMicrosoft software. ;en_US
dc.subjectMicrosoft .NET Framework. ;en_US
dc.subjectGame Development. ; http://scigraph.springernature.com/things/product-market-codes/I29040. ;en_US
dc.subjectProgramming Languages and Compilers and Interpretersen_US
dc.subjectPython. ; http://scigraph.springernature.com/things/product-market-codes/I29080. ;en_US
dc.subjectMicrosoft and .NET. ; http://scigraph.springernature.com/things/product-market-codes/I29030. ;en_US
dc.subject.ddc794.815 ; 23 ;en_US
dc.subject.lccQA76.76.C672 ;en_US
dc.titlePractical Video Game Botsen_US
dc.title.alternativeAutomating Game Processes using C++, Python, and AutoIt /en_US
dc.typeBooken_US
dc.publisher.placeBerkeley, CA :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
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9781484237359.pdf12.23 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorShpigor, Ilya. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:21:25Z-
dc.date.available2020-05-17T08:21:25Z-
dc.date.issued2018en_US
dc.identifier.isbn9781484237366 ;en_US
dc.identifier.isbn9781484237359 (print) ;en_US
dc.identifier.isbn9781484237373 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/733-
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9781484237359. ;en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9781484237373. ;en_US
dc.description.abstractDevelop 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. You will: 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. ;en_US
dc.description.statementofresponsibilityby Ilya Shpigor.en_US
dc.description.tableofcontents1. Bots Overview -- 2. Clicker Bots -- 3. In-Game Bots -- 4. Out-Game Bots -- 5. Extra Techniques -- . ;en_US
dc.format.extentXV, 328 p. 81 illus., 12 illus. in color. ; online resource. ;en_US
dc.publisherApress :en_US
dc.publisherImprint: Apress,en_US
dc.relation.haspart9781484237359.pdfen_US
dc.subjectComputer gameseeProgramming. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectPython (Computer program language). ;en_US
dc.subjectMicrosoft software. ;en_US
dc.subjectMicrosoft .NET Framework. ;en_US
dc.subjectGame Development. ; http://scigraph.springernature.com/things/product-market-codes/I29040. ;en_US
dc.subjectProgramming Languages and Compilers and Interpretersen_US
dc.subjectPython. ; http://scigraph.springernature.com/things/product-market-codes/I29080. ;en_US
dc.subjectMicrosoft and .NET. ; http://scigraph.springernature.com/things/product-market-codes/I29030. ;en_US
dc.subject.ddc794.815 ; 23 ;en_US
dc.subject.lccQA76.76.C672 ;en_US
dc.titlePractical Video Game Botsen_US
dc.title.alternativeAutomating Game Processes using C++, Python, and AutoIt /en_US
dc.typeBooken_US
dc.publisher.placeBerkeley, CA :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9781484237359.pdf12.23 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorShpigor, Ilya. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:21:25Z-
dc.date.available2020-05-17T08:21:25Z-
dc.date.issued2018en_US
dc.identifier.isbn9781484237366 ;en_US
dc.identifier.isbn9781484237359 (print) ;en_US
dc.identifier.isbn9781484237373 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/733-
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9781484237359. ;en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9781484237373. ;en_US
dc.description.abstractDevelop 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. You will: 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. ;en_US
dc.description.statementofresponsibilityby Ilya Shpigor.en_US
dc.description.tableofcontents1. Bots Overview -- 2. Clicker Bots -- 3. In-Game Bots -- 4. Out-Game Bots -- 5. Extra Techniques -- . ;en_US
dc.format.extentXV, 328 p. 81 illus., 12 illus. in color. ; online resource. ;en_US
dc.publisherApress :en_US
dc.publisherImprint: Apress,en_US
dc.relation.haspart9781484237359.pdfen_US
dc.subjectComputer gameseeProgramming. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectPython (Computer program language). ;en_US
dc.subjectMicrosoft software. ;en_US
dc.subjectMicrosoft .NET Framework. ;en_US
dc.subjectGame Development. ; http://scigraph.springernature.com/things/product-market-codes/I29040. ;en_US
dc.subjectProgramming Languages and Compilers and Interpretersen_US
dc.subjectPython. ; http://scigraph.springernature.com/things/product-market-codes/I29080. ;en_US
dc.subjectMicrosoft and .NET. ; http://scigraph.springernature.com/things/product-market-codes/I29030. ;en_US
dc.subject.ddc794.815 ; 23 ;en_US
dc.subject.lccQA76.76.C672 ;en_US
dc.titlePractical Video Game Botsen_US
dc.title.alternativeAutomating Game Processes using C++, Python, and AutoIt /en_US
dc.typeBooken_US
dc.publisher.placeBerkeley, CA :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9781484237359.pdf12.23 MBAdobe PDFThumbnail
Preview File