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Procedural Content Generation in Games - Mark J. Nelson,Noor Shaker,Julian Togelius

inglise keel
2016-10-26
75,59 € 125,98 €

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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 ... Täielik kirjeldus

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Kirjeldus

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.

Lisateave

Autor Mark J. Nelson, Noor Shaker, Julian Togelius
Kirjastaja Springer Nature Switzerland
Series Computational Synthesis and Creative Systems
Väljalaskeaasta 2016
Kaanetüüp Kõvakaaneline
EAN 9783319427140
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75,59 € 125,98 €