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Procedural Content Generation in Games / by Noor Shaker, Julian Togelius, Mark J. Nelson.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Author/Creator:
Shaker, Noor, author.
Togelius, Julian, author.
Nelson, Mark J., 1981- author.
Contributor:
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Computational synthesis and creative systems 2509-6575
Computational Synthesis and Creative Systems, 2509-6575
Language:
English
Subjects (All):
Artificial intelligence.
Video games--Programming.
Video games.
Computational intelligence.
User interfaces (Computer systems).
Application software.
Artificial Intelligence.
Game Development.
Computational Intelligence.
User Interfaces and Human Computer Interaction.
Computer Appl. in Arts and Humanities.
Local Subjects:
Artificial Intelligence.
Game Development.
Computational Intelligence.
User Interfaces and Human Computer Interaction.
Computer Appl. in Arts and Humanities.
Physical Description:
1 online resource (XVI, 237 pages) : 103 illustrations, 57 illustrations in color.
Edition:
First edition 2016.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2016.
System Details:
text file PDF
Summary:
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.
Contents:
Introduction
The Search-Based Approach
Constructive Generation Methods for Dungeons and Levels
Fractals, Noise and Agents with Applications to Landscapes and Textures
Grammars and L-Systems with Applications to Vegetation and Levels
Rules and Mechanics
Planning with Applications to Quests and Story
ASP with Applications to Mazes and Levels
Representations for Search-Based Methods
The Experience-Driven Perspective
Mixed-Initiative Approaches
Evaluating Content Generators.
Other Format:
Printed edition:
ISBN:
978-3-319-42716-4
9783319427164
Access Restriction:
Restricted for use by site license.

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