LEADER 03926nam 22005895 450 001 9910300366903321 005 20200704220611.0 010 $a1-4842-3736-6 024 7 $a10.1007/978-1-4842-3736-6 035 $a(CKB)4100000005958389 035 $a(MiAaPQ)EBC5497077 035 $a(DE-He213)978-1-4842-3736-6 035 $a(CaSebORM)9781484237366 035 $a(PPN)229919782 035 $a(EXLCZ)994100000005958389 100 $a20180821d2018 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPractical Video Game Bots $b[electronic resource] $eAutomating Game Processes using C++, Python, and AutoIt /$fby Ilya Shpigor 205 $a1st ed. 2018. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2018. 215 $a1 online resource (336 pages) 311 $a1-4842-3735-8 327 $a1. Bots Overview -- 2. Clicker Bots -- 3. In-Game Bots -- 4. Out-Game Bots -- 5. Extra Techniques -- . 330 $aDevelop 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. 606 $aComputer games?Programming 606 $aProgramming languages (Electronic computers) 606 $aPython (Computer program language) 606 $aMicrosoft software 606 $aMicrosoft .NET Framework 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aProgramming Languages, Compilers, Interpreters$3https://scigraph.springernature.com/ontologies/product-market-codes/I14037 606 $aPython$3https://scigraph.springernature.com/ontologies/product-market-codes/I29080 606 $aMicrosoft and .NET$3https://scigraph.springernature.com/ontologies/product-market-codes/I29030 615 0$aComputer games?Programming. 615 0$aProgramming languages (Electronic computers). 615 0$aPython (Computer program language). 615 0$aMicrosoft software. 615 0$aMicrosoft .NET Framework. 615 14$aGame Development. 615 24$aProgramming Languages, Compilers, Interpreters. 615 24$aPython. 615 24$aMicrosoft and .NET. 676 $a629.89251 700 $aShpigor$b Ilya$4aut$4http://id.loc.gov/vocabulary/relators/aut$01059669 906 $aBOOK 912 $a9910300366903321 996 $aPractical Video Game Bots$92507530 997 $aUNINA