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Procedural Content Generation in Games 2016 Edition
Contributor(s): Shaker, Noor (Author), Togelius, Julian (Author), Nelson, Mark J. (Author)
ISBN: 3319427148     ISBN-13: 9783319427140
Publisher: Springer
OUR PRICE:   $66.49  
Product Type: Hardcover - Other Formats
Published: October 2016
Qty:
Additional Information
BISAC Categories:
- Computers | Programming - Games
- Computers | Intelligence (ai) & Semantics
- Computers | User Interfaces
Dewey: 004
Series: Computational Synthesis and Creative Systems
Physical Information: 0.63" H x 6.14" W x 9.21" (1.18 lbs) 237 pages
 
Descriptions, Reviews, Etc.
Publisher Description:

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.