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
https://doi.org/10.1007/978-3-319-42716-4


LibraryMaterial TypeItem BarcodeShelf Number[[missing key: search.ChildField.HOLDING]]Status
Online LibraryE-Book611006-1001ONLINESpringer E-Kitap Koleksiyonu