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Procedural Content Generation in Games
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SpringerLink (Online service)
Procedural Content Generation in Games
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Procedural Content Generation in Games/ by Noor Shaker, Julian Togelius, Mark J. Nelson.
Author:
Shaker, Noor.
other author:
Togelius, Julian.
Description:
XVI, 237 p. 103 illus., 57 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Artificial intelligence. -
Online resource:
https://doi.org/10.1007/978-3-319-42716-4
ISBN:
9783319427164
Procedural Content Generation in Games
Shaker, Noor.
Procedural Content Generation in Games
[electronic resource] /by Noor Shaker, Julian Togelius, Mark J. Nelson. - 1st ed. 2016. - XVI, 237 p. 103 illus., 57 illus. in color.online resource. - Computational Synthesis and Creative Systems,2509-6575. - Computational Synthesis and Creative Systems,.
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.
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: 9783319427164
Standard No.: 10.1007/978-3-319-42716-4doiSubjects--Topical Terms:
559380
Artificial intelligence.
LC Class. No.: Q334-342
Dewey Class. No.: 006.3
Procedural Content Generation in Games
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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.
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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.
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