Procedural Content Generation in Games

Language: English

Published by Springer International Publishing AG, CH, 2018

3319826433 / 9783319826431

Series: Book 1 of 7 - Computational Synthesis and Creative Systems

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Seller: Rarewaves.com USA, London, London, United KingdomRarewaves.com USA

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This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence. Softcover reprint of the original 1st ed. 2016.

Seller Inventory # LU-9783319826431

Title
Procedural Content Generation in Games
Author
Noor Shaker, Julian Togelius, Mark J. Nelson
Publisher
Springer International Publishing AG, CH
Publication year
2018
Condition
New
Binding
Paperback
Language
English
ISBN 10
3319826433
ISBN 13
9783319826431
Dimensions
15.5 x 1.47 x 23.5 cm
Series
Book 1 of 7: Computational Synthesis and Creative Systems

Rarewaves.com USA

London, London, United Kingdom

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