Posted February 2Feb 2 Procedural Content Generation in Games Procedural Content Generation in Games by Noor Shaker, Julian Togelius, Mark J. Nelson Publisher Springer Published Date 2016-10-18 Page Count 237 Categories Computers / Artificial Intelligence / General, Computers / Programming / Games, Technology & Engineering / Engineering (General), Computers / User Interfaces, Computers / Data Science / General, Computers / Information Technology, History / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3319427164 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. More Information
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