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Dissertations / Theses on the topic 'Game Programming'

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1

Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. Th
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the
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Pantaloni, Tommaso. "Game programming: Grafica 3d." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6595/.

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Tesi riguardante la creazione di tutte le risorse grafiche necessarie ad un videogioco tridimensionale in prima persona con Blender e Unity3D. Gli argomenti trattati sono: prgettazione, 3D modeling, texturing e shading.
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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<p>This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using
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Sasso, Michele. "Game programming: sviluppo di un gioco." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6596/.

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Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.

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Maggiore, Giuseppe <1985&gt. "Casanova: a language for game development." Doctoral thesis, Università Ca' Foscari Venezia, 2013. http://hdl.handle.net/10579/3046.

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In this work we present Casanova, a programming language. Its novelty lies in the fact that it was designed with an exclusive focus on making games. The goal of Casanova is to change the landscape of game development, by show-ing how programming languages, and not game engines and game development sys-tems, are the real frontier to explore in order to make game development truly easier. In this work we do not just show Casanova. We also present an extensive eval-uation of our own experience in using the current implementation of Casanova in order to build games and simulations. We conclude tha
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Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.

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This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to th
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Jonsson, Jenna. "Game Development : Using UML Class Diagram." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19253.

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In my thesis I have planned the structure of a game that I have developed together with two developers and an art director. The structure of the game is planned using class diagram. Class diagram is included in UML and can be used in many areas, one area is programming. Other fields where class diagram can be useful are enterprise information systems. The report shows the advantages and disadvantages of using class diagram when developing games. Examples are shown of how it can be used and how I have used it in my work. The outcome shows that using class diagram can facilitate the development
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McKee-Scott, Jamie. "A study of an educational game for learning programming." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/53704.

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Introductory, first-year programming classes are challenging for many students. Unlike other first year science courses, computer science is not required for entry to most first-year science programs, and students struggle with bug hunting and code planning, especially if they have never programmed before. This thesis introduces the development of a web-based educational game, called Code Age, as a tool for supporting the learning of basic programming concepts. Code Age is a mini-game style game designed to be used at the students convenience, and currently consists of three minigames related
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Yang, Zijian. "May's Journey: a serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/454.

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May’s Journey is a game where you help a video game character, May, finding her friend and repairing the broken game world. This is a 3D puzzle game in which players solve an environmental maze by using the game’s pseudo code to manipulate the environment. The game is aimed at 12 to 18 year old girls and the purpose is to attract them into Computer Science fields by teaching them basics of programming by focusing on logics and concepts while still asking them to type simple instructions in our programming language. Players do this in a compelling environment, with characters they can ide
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Jemmali, Chaima. "May's Journey: A serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/455.

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May’s Journey is a game where you help a video game character, May, finding her friend and repairing the broken game world. This is a 3D puzzle game in which players solve an environmental maze by using the game’s pseudo code to manipulate the environment. The game is aimed at 12 to 18-year-old girls and the purpose is to attract them into Computer Science fields by teaching them basics of programming by focusing on logics and concepts while still asking them to type simple instructions in our programming language. Players do this in a compelling environment, with characters they can ident
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Kondrak, Krzysztof. "Design and implementation of application independent easy-to-use game engine." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18460.

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<p>The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Pell, Barney Darryl. "Strategy generation and evaluation for meta-game playing." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.308363.

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Jackson, E. P. "A representation language based on a game-theoretic interpretation of logic." Thesis, University of Leeds, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376515.

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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Unsal, Omur. "Two-person zero-sum network-interdiction game with multiple inspector types." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Jun/10Jun%5FUnsal.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, June 2010.<br>Thesis Advisor(s): Wood, R. Kevin ; Second Reader: Salmeron, Javier. "June 2010." Description based on title screen as viewed on July 14, 2010. Author(s) subject terms: Two-person zero-sum network-interdiction game, game theoretic network interdiction, column generation, pure inspection-assignment strategy, inspector-to-edge assignment and mixed strategies, marginal probability, Cournet's simultaneous play game. Includes bibliographical references (p. 47-48). Also available in print.
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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning
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Wallentin, Olof. "Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227240.

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This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. Since the focus is on component-based entity systems, a clarification on traditional entity systems are required, thus this thesis focuses on entity systems that are traditional, property-based, container-based, and aggravated component-based. The design and implementa
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Hasslund, Mikael. "Analysis and improvement of tools used in a game-pipeline." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12548.

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<p>Tools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.</p><br><p>Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvec
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Pazzini, Fabio. "Game Design & Programming: progettazione e sviluppo di un videogioco 3D con Unity." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11869/.

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Questa Tesi prende in esame tutte le fasi che portano alla realizzazione di un generico videogioco applicandole per creare, dal principio, un gioco 3D con Unity. Se ne analizzerà l'ideazione, la progettazione degli ambienti ma anche degli algoritmi implementati, la produzione e quindi la scrittura del codice per poi terminare con i test effettuati.
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Scott, Michael James. "Self-beliefs in the introductory programming lab and game-based fantasy role-play." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/11047.

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It is important for students to engage in adequate deliberate practice in order to develop programming expertise. However, students often encounter anxiety when they begin to learn. This can present a challenge to educators because such anxiety can influence practice behaviour. This thesis situates this challenge within the Control- Value Theory of Achievement Emotions, emphasising a need for domain-specific research and presenting new research tools which can be used to investigate the area. Analysis of data collected from three cohorts of introductory programming students on web programming
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Nivens, Ryan Andrew. "A Review of Robot Turtles: The Game for Little Programmers." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/2637.

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Sanjabi, Sam Bakhtiar. "A semantics for aspects by compositional translation." Thesis, University of Oxford, 2008. http://ora.ox.ac.uk/objects/uuid:9cb4d365-afb9-4f9f-b18b-59857e2c85d6.

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We analyse the semantics of aspect-oriented extensions to functional languages by presenting compositional translations of these primitives into languages with traditional notions of state and control. As a first step, we examine an existing semantic description of aspects which allows the labelling of program points. We show that a restriction of these semantics to aspects which do not preempt the execution of code can be fully abstractly translated into a functional calculus with higher order references, but that removing this restriction requires a notion of exception handling to be added t
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Gaddoni, Giacomo. "Modeling of Evolutionary Cancer Dynamics and Optimal Treatment via Dynamic Programming." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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Cancer is one of the biggest challenges in healthcare. Fast diagnosis and personalized pharmacological therapies are essential for lowering the mortality rate. In this thesis, we propose a general-purpose model for cancer and an optimal control strategy to minimize its volume. Firstly, we analyze the literature about cancer in the System and Control community and produce a taxonomy of cancer typologies. We identify four main behaviors arising in these models: growth, mutation, migration, and drug response. After this preliminary analysis, we propose a cancer treatment model based on Ordinary D
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Leleno, Joanna M. "A mathematical programming-based analysis of a two stage model of interacting producers." Diss., Virginia Polytechnic Institute and State University, 1987. http://hdl.handle.net/10919/77818.

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This dissertation is concerned with the characterization, existence and computation of equilibrium solutions in a two-stage model of interacting producers. The model represents an industry involved with two major stages of production. On the production side there exist some (upstream) firms which perform the first stage of production and manufacture a semi-finished product, and there exist some other (downstream) firms which perform the second stage of production and convert this semi-finished product to a final commodity. There also exist some (vertically integrated) firms which handle the en
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Abate, Shalom (Shalom A. ). "A numerical analysis of the NPA semidenite programming hierarchy for the Mod P game." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112827.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 67-68).<br>The Mod P game is a generalization of the famous CHSH game [6] to a field of order p. The CHSH game corresponds to the Mod P game for the value of p = 2. The CHSH game was one of the earliest and most important re
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Scherer, Scott D. "Game-Theoretic Anti-Submarine Warfare Mission Planner (heuristic-based, fully Excel capable)." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FScherer.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, September 2009.<br>Thesis Advisor(s): Brown, Gerald G. "September 2009." Description based on title screen as viewed on November 5, 2009. Author(s) subject terms: Optimization, Mathematical Programming, Heuristic Algorithms, Network Flows, Anti-Submarine Warfare, Search and Detection, Game Theory. Includes bibliographical references (p. 53). Also available in print.
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Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augm
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Jordine, Tobias Johannes Gerhardus. "A mobile game-based framework for learning object-oriented programming : development and evaluation of the new framework with a mobile Java learning game." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.739389.

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Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

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This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzl
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Gaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.

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Digital games are part of our culture and have gained significant attention over the last decade. The growing capabilities of home computers, gaming consoles and mobile phones allow current games to visualise 3D virtual worlds, photo-realistic characters and the inclusion of complex physical simulations. The growing computational power of those devices enables the usage of complex algorithms while visualising data. Therefore, opportunities arise for developers of interactive products such as digital games which introduce new, challenging and exciting elements to the next generation of highly i
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Douglas, Brady D. "Using Video Game Development as a Stepping Stone into the World of Technology." Ashland University Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=auhonors1525247444242345.

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Huang, Angela Tzujui. "Develop heuristics to the popular Minesweeper game." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2545.

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This project describes Automine, a program intended to aid in the solving of the Minesweeper computer game. Automine is based on the Linux xwindow C program with xwindow graphic library. The program uses heuristics and probability statistics to help in determining safe squares and squares concealing mines with the goal of allowing a player to achieve minimal time performance. The source code for Automine and for a game simulation is provided in the appendices.
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Andrews, Martin. "Learning strategies for the financial markets." Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336624.

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Thomas, Adam J. "Tri-level optimization for anti-submarine warfare mission planning." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://edocs.nps.edu/npspubs/scholarly/theses/2008/Sept/08Sep%5FThomas.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, September 2008.<br>Thesis Advisor(s): Brown, Gerald G. ; Wood, R. Kevin. "September 2008." Description based on title screen as viewed on November 5, 2008. Includes bibliographical references (p. 53-54). Also available in print.
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Marais, Craig. "Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience." Thesis, Nelson Mandela Metropolitan University, 2013.

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This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating
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Shedied, Samy Aly. "Optimal Control for a Two Player Dynamic Pursuit Evasion Game; The Herding Problem." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/26110.

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In this dissertation we introduce a new class of pursuit-evasion games; the herding problem. Unlike regular pursuit evasion games where the pursuer aims to hunt the evader the objective of the pursuer in this game is to drive the evader to a certain location on the x-y grid. The dissertation deals with this problem using two different methodologies. In the first, the problem is introduced in the continuous-time, continuous-space domain. The continuous time model of the problem is proposed, analyzed and we came up with an optimal control law for the pursuer is obtained so that the evader is dri
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Saberi, Amin. "Algorithmic Aspects of the Internet." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.

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The goal of this thesis is to use and advance the techniques developed in the field of exact and approximation algorithms for many of the problems arising in the context of the Internet. We will formalize the method of dual fitting and the idea of factor-revealing LP. We use this combination to design and analyze two greedy algorithms for the metric uncapacitated facility location problem. Their approximation factors are 1.861 and 1.61 respectively. We also provide the first polynomial time algorithm for the linear version of a market equilibrium model defined by Irving Fisher in 1891. Our alg
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Ji, Ang. "Traffic programming: Aligning incentives for socially efficient lane changes among non-connected vehicles." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/28190.

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This dissertation explores the rationality of drivers' risky and aggressive behaviors in lane-changing scenarios and discusses some feasible ways to hold selfish drivers accountable for their decisions. Regardless of potential congestion and crashes suffering by other road users, rational drivers prefer to maximize their gains and demand others' yielding. However, when all of them have such thoughts, conflicts (dilemmas) are embedded in their interactions, leading to unexpected consequences for the whole traffic. This question is investigated analytically by exploiting the game theory concept.
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Westberg, Johannes. "UniRx and Unity 5 : Working with C# and object-oriented reactive programming." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323737.

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Gameplay programming is vital for video game development and benefits from good tools and techniques. However, techniques are still used in the industry that involves describing how the computer operates. Reactive programming is a way to describe eventful and stateful computer programs declaratively, focusing on what the program should accomplish. This thesis uses the reactive library UniRx with the game engine Unity 5 to create an FPS with reactive techniques, and discusses the advantages and disadvantages of these. Object-oriented reactive programming is used to combine reactive objects with
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Kinyua, Patrick Irungu Dishon. "Game ranching in Machakos District, Kenya : an application of mathematical programming to the study of wildlife policy." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ34563.pdf.

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Aziz, Yunus Emre. "Improving The Programming Logic of Children by Creating Computer Games on Greenfoot Framework." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10121.

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In our modern time, age of education is decreasing day by day. People have started tolearn more advanced things at earlier ages. This fact is also true for children. They arelearning more advanced thing now because they are facing new technology in everyaspect of life. Today, one of the most popular subject is computer programming so it is also one ofthe most popular technologies to investigate, inevitably. One reason to such popularity isthat computer programming is very important in every field of life or business and itseems that this importance will improve with time. Certain levels of log
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Hannah, Jason. "Design pattern usage in designing web services for a video game inventory application /." View PDF document on the Internet, 2005. http://library.athabascau.ca/drr/download.php?filename=scis/JasonHannah.PDF.

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Vijayvargiya, Abhishek. "Multiobjective Optimization of Uncertain Mechanical Systems." Scholarly Repository, 2009. http://scholarlyrepository.miami.edu/oa_theses/224.

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This thesis is aimed at the optimum design of uncertain mechanical components and systems involving multiple objectives and constraints. There are various mechanical and design problems that are encountered every now and then which require the output that equalize several conflicting objectives. In recent years several methods have been developed to find a solution to multiobjective problems. The most efficient method for obtaining a compromise solution is the game theory method, which is based on the Pareto minimum or optimum solution. A thorough methodology is developed, and subsequently app
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Yousef-Sibdari, Soheil. "Essays in Revenue Management and Dynamic Pricing." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/27127.

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In this dissertation, I study two topics in the context of revenue management. The First topic involves building a mathematical model to analyze the competition between many retailers who can change the price of their respective products in real time. I develop a game-theoretic model for the dynamic price competition where each retailer's objective is to maximize its own expected total revenue. I use the Nash equilibrium to predict market equilibrium and provide managerial insights into how each retailer should take into account its competitors' behavior when setting the price. The second top
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48

Mateus, Pedro Farias. "Jogo para aprender a programar." Master's thesis, Universidade de Évora, 2016. http://hdl.handle.net/10174/19804.

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Neste documento foi feita a apresentação do conceito de Programação Visual, estudados alguns exemplos de Linguagens de Programação Visual e investigado vantagens e desvantagens sobre o seu uso comparativamente à programação tradicional (por texto) e, adicionalmente, foram estudados três jogos para aprender a programar com fortes características visuais. A partir desta investigação, foi criada uma nova Linguagem de Programação Visual(LPV) sendo a base de um prototipo de um jogo para aprender a programar. Este jogo é representado pela deslocação e execução de tarefas feitas por um robô dentro de
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49

Lee, Moon Gul. "New fictitious play procedure for solving Blotto games." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Dec%5FLee%5Moon.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, Dec. 2004.<br>Thesis Advisor(s): James N. Eagle, W. Matthew Carlyle. Includes bibliographical references (p. 35). Also available online.
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50

Lewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.

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Given mobile devices’ weak computational power, game programmers must learn to create games with simple graphics that are engaging and easy to play. Though seldom created for phones and tablets, puzzle games are a perfect fit. In recent years, the genre has gained a following and even won some acclaim. Games like Myst, The Seventh Guest and Portal all engage gamers with challenging puzzles and then reward them with story components upon task fulfillment. Few such games have been created for mobile devices, in part due to the difficulty of developing for devices with different operating systems
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