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Procedural Content Generation in Games / by Noor Shaker, Julian Togelius, Mark J. Nelson.
- Format:
- Book
- Author/Creator:
- Shaker, Noor, author.
- Togelius, Julian, author.
- Nelson, Mark J., 1981- author.
- 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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