rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Practical Video Game Bots
    sub title: Automating Game Processes using C++, Python, and AutoIt
  name:
    name part: Shpigor, Ilya.
    role:
      role term: creator
    role:
      role term: author.
    role:
      role term: aut
    role:
      role term: http://id.loc.gov/vocabulary/relators/aut
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: xxu
    date issued: 2018
    edition: 1st ed. 2018.
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: XV, 328 p. 81 illus., 12 illus. in color. online resource.
  abstract: Develop 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.
  table of contents: 1. Bots Overview -- 2. Clicker Bots -- 3. In-Game Bots -- 4. Out-Game Bots -- 5. Extra Techniques -- .
  note: by Ilya Shpigor.
  subject:
    topic: Computer games-Programming
  subject:
    topic: Programming languages (Electronic computers)
  subject:
    topic: Python (Computer program language)
  subject:
    topic: Microsoft software
  subject:
    topic: Microsoft .NET Framework
  subject:
    topic: Game Development
  subject:
    topic: Programming Languages, Compilers, Interpreters
  subject:
    topic: Python
  subject:
    topic: Microsoft and .NET
  classification: QA76.76.C672
  classification: 794.815
  related item:
    title info:
      title: Springer eBooks
  identifier: 9781484237366
  identifier: https://doi.org/10.1007/978-1-4842-3736-6
  record info:
    record creation date: 180821
    record change date: 20191028101023.0
    record identifier: 978-1-4842-3736-6