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Procedural Content Generation in Games (Computational Synthesis and Creative Systems) [9783319427140]

Hardcover
SKU: 9783319427140
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Format Sturdy and long-lasting. Ideal for libraries and classrooms, and a polished choice for corporate gifts, leadership programs, or event takeaways.

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Overview

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.



The book, Procedural Content Generation in Games (Computational Synthesis and Creative Systems) [Bulk, Wholesale, Quantity] ISBN#9783319427140 in Hardcover by Noor Shaker, Julian Togelius, Mark J. Nelson may be ordered in bulk quantities. Minimum starts at 25 copies. Availability based on publisher status and quantity being ordered.

Details

Author:
Noor Shaker Julian Togelius Mark J. Nelson
Format:
Hardcover
Publication Date:
10/26/2016
ISBN-13:
9783319427140
Pages:
237
Publisher:
Springer International Publishing

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