Procedural Content Generation in Games
by
Shaker, Noor. author.
Title
:
Procedural Content Generation in Games
Author
:
Shaker, Noor. author.
ISBN
:
9783319427164
Edition
:
1st ed. 2016.
Physical Description
:
XVI, 237 p. 103 illus., 57 illus. in color. online resource.
Series
:
Computational Synthesis and Creative Systems,
Abstract
:
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.
Subject Term
:
Artificial intelligence.
Computer games -- Programming.
Computational intelligence.
User interfaces (Computer systems).
Human-computer interaction.
Digital humanities.
Game Development.
User Interfaces and Human Computer Interaction.
Added Author
:
Togelius, Julian.
Nelson, Mark J.
Added Corporate Author
:
SpringerLink (Online service)
Electronic Access
:
| Library | Material Type | Item Barcode | Shelf Number | [[missing key: search.ChildField.HOLDING]] | Status |
|---|
| Online Library | E-Book | 611006-1001 | ONLINE | | Springer E-Kitap Koleksiyonu |