Procedural Content Generation in Games (Computational Synthesis and Creative Systems)
by Noor Shaker, Julian Togelius and Mark J. Nelson
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Fulfillment optionsProcedural Content Generation in Games (Computational Synthesis and Creative Systems)
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.Details
- Publisher
- Springer International Publishing
- Authors
- Noor Shaker, Julian Togelius, Mark J. Nelson
- Format
- Hardcover
- Published
- Oct 26, 2016
- ISBN-13
- 9783319427140
- Pages
- 237
- Printing
- Printed on demand
Procedural Content Generation in Games (Computational Synthesis and Creative Systems) for groups: pricing
Volume pricing applies automatically in your cart. No codes, no account needed.
| Copies | Price per copy | You save |
|---|---|---|
| 25 – 49 | $70.39 | 12% off list |
| 50 – 99 | $69.59 | 13% off list |
| 100+ | $68.79 | 14% off list |
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