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Procedural Content Generation in Games

Procedural Content Generation in Games

by Julian TogeliusNoor Shaker and Mark J. Nelson
Paperback
Publication Date: 28/06/2018
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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.
ISBN:
9783319826431
9783319826431
Category:
Artificial intelligence
Format:
Paperback
Publication Date:
28-06-2018
Publisher:
Springer International Publishing AG
Country of origin:
Switzerland
Pages:
237
Dimensions (mm):
235x155x14mm
Weight:
0.4kg

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