Practical Video Game Bots
Apress (Verlag)
978-1-4842-3735-9 (ISBN)
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.
What You Will Learn
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
Who This Book Is For
Those with some prior experience in game development and coding experience in Python, C++, and Windows APIs.
Ilya Shpigor is a software developer in a flight simulator manufacturing company in Saint Petersburg, Russia. His work is in developing real-time computing systems that work under heavy computational loads. Ilya prefers to use open source software products, such as the Linux operating system and GNU toolchain, for his daily tasks. He has participated in ALT Linux distribution and Wine open source software development before his current job. Ilya has experience in cross-platform software development, porting applications to other computing platforms, and real-time computing systems design. He is interested in automating routine tasks and researching the capacities of different programming languages to solve specific problems.
1. Bots Overview.- 2. Clicker Bots.- 3. In-Game Bots.- 4. Out-Game Bots.- 5. Extra Techniques.-
Erscheinungsdatum | 03.09.2018 |
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Zusatzinfo | 12 Illustrations, color; 69 Illustrations, black and white; XV, 328 p. 81 illus., 12 illus. in color. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
Schlagworte | AI • automating • Bots • C++ • Coding • gamedev • Games • programming • Python • Video • Windows API |
ISBN-10 | 1-4842-3735-8 / 1484237358 |
ISBN-13 | 978-1-4842-3735-9 / 9781484237359 |
Zustand | Neuware |
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