Procedural Content Generation in Games

Language: English

Published by Springer International Publishing AG, CH, 2016

3319427148 / 9783319427140

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

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

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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.

Seller Inventory # LU-9783319427140

Title
Procedural Content Generation in Games
Author
Noor Shaker, Julian Togelius, Mark J. Nelson
Publisher
Springer International Publishing AG, CH
Publication year
2016
Condition
New
Binding
Hardback
Language
English
ISBN 10
3319427148
ISBN 13
9783319427140
Edition
1st ed. 2016.
Dimensions
15.88 x 1.91 x 23.5 cm
Series
Book 1 of 7: Computational Synthesis and Creative Systems

Rarewaves.com UK

London, United Kingdom

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