Game Hacking

Game Hacking

Author: Nick Cano

Publisher: No Starch Press

Published: 2016-07-01

Total Pages: 305

ISBN-13: 1593276699

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You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.


Ask, Measure, Learn

Ask, Measure, Learn

Author: Lutz Finger

Publisher: "O'Reilly Media, Inc."

Published: 2014-01-23

Total Pages: 157

ISBN-13: 1449336833

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You can measure practically anything in the age of social media, but if you don’t know what you’re looking for, collecting mountains of data won’t yield a grain of insight. This non-technical guide shows you how to extract significant business value from big data with Ask-Measure-Learn, a system that helps you ask the right questions, measure the right data, and then learn from the results. Authors Lutz Finger and Soumitra Dutta originally devised this system to help governments and NGOs sift through volumes of data. With this book, these two experts provide business managers and analysts with a high-level overview of the Ask-Measure-Learn system, and demonstrate specific ways to apply social media analytics to marketing, sales, public relations, and customer management, using examples and case studies.


Shark and Bot

Shark and Bot

Author: Brian Yanish

Publisher: Random House Graphic

Published: 2020-09-01

Total Pages: 49

ISBN-13: 0593173376

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A shark and a robot are unlikely friends. But in this hilarious young graphic novel series, what makes you different makes for an EPIC friendship. Can a shark and a robot really be friends? What makes us different also makes for EPIC friendship in this hilarious new graphic series, perfect for reluctant readers, and fans of Narwhal and Jelly and Bad Guys. Shark loves water. Bot short circuits if he goes near water! Shark recites poetry. Bot recites facts. Can these two really be friends? They're both a little awkward... They both love comics... And just wait til you see their dance moves when they confront a playground bully. Readers won't just laugh along, they'll identify with real-life issues of making friends, accepting differences, and dealing with bullies in the best way possible.


Teaching Media Literacy with Social Media News

Teaching Media Literacy with Social Media News

Author: Roy S. Whitehurst

Publisher: Taylor & Francis

Published: 2024-08-30

Total Pages: 281

ISBN-13: 104010889X

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Featuring tools, activities, and insightful stories from a CIA analyst and instructor with 30+ years’ of experience, this practical and engaging book supports busy educators to teach the lifelong skills of news and media literacy to their students. Based on existing curriculum and teaching standards, this guidebook shows how social studies and English language arts (ELA) teachers can build students’ confidence with social media evaluation skills, which are critical to engaging in civic discourse and building a stronger democracy. In Part 1, Whitehurst gives an overview of the media evaluation techniques based on those you would learn as a CIA analyst, including understanding how our biases and mindset make us vulnerable to disinformation, learning how media tries to persuade us, checking facts, and spotting disinformation. Part 2 dives deeper by showing teachers how learners can check if an argument on social media is valid, and how fallacies and manipulation tactics in online arguments can complicate this important skill. It is illustrated by examples from social media and contemporary popular culture in different mediums, including videos, photos, memes, and AI-generated content. You can also find fresh and updated social media examples on the author’s website, News Literacy Sleuth. Packed with practical classroom resources, examples from popular culture, and engaging insights into the CIA analyst role, this book is designed to support middle and high school teachers with news and media literacy in social studies, civic education, and ELA.


I Forced a Bot to Write This Book

I Forced a Bot to Write This Book

Author: Keaton Patti

Publisher: Andrews McMeel Publishing

Published: 2020-11-17

Total Pages: 182

ISBN-13: 1524868396

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Humorist Keaton Patti "forced a bot" to digest massive amounts of human media to produce these absurdly funny, “totally real,” “bot-generated” scripts, essays, advertisements, and more. Ever wonder what an AI bot might come up with if tasked with creative writing? From Olive Garden commercials to White House press briefings to Game of Thrones scripts, writer and comedian Keaton Patti’s “bot” recognizes and heightens the tropes of whatever it’s reproducing to hilarious effect. Each “bot-generated” piece can be enjoyed as surrealist commentary on the media we consume every day or simply as silly robot jokes—either way, you’ll probably end up laughing.


Believable Bots

Believable Bots

Author: Philip Hingston

Publisher: Springer Science & Business Media

Published: 2012-10-19

Total Pages: 324

ISBN-13: 3642323235

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We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.


Bot’S Spots

Bot’S Spots

Author: Julie Rose

Publisher: Xlibris Corporation

Published: 2017-09-05

Total Pages: 19

ISBN-13: 1543403433

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This book contains learning concepts that can be used in a wide range of subject areas. They include the following: Language skills Color recognition Sequence recognition Number recognition Counting Understanding emotions Reinforcing math concepts Reinforcing concepts of high, low, up, down Reinforcing concepts of beginning, middle, end