Procedural Content Generation in Games

Procedural Content Generation in Games

EnglishPaperback / softbackPrint on demand
Shaker Noor
Springer, Berlin
EAN: 9783319826431
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Detailed information

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.

EAN 9783319826431
ISBN 3319826433
Binding Paperback / softback
Publisher Springer, Berlin
Publication date June 28, 2018
Pages 237
Language English
Dimensions 235 x 155
Country Switzerland
Readership General
Authors Nelson Mark J.; Shaker Noor; Togelius Julian
Illustrations XVI, 237 p. 103 illus., 57 illus. in color.
Edition Softcover reprint of the original 1st ed. 2016
Series Computational Synthesis and Creative Systems