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Produktbild: Procedural Content Generation in Games

Procedural Content Generation in Games

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Beschreibung

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...

Beschreibung

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.

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

28.06.2018

Abbildungen

XVI, 237 p. 103 illus., 57 illus. in color.

Verlag Springer

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

28.06.2018

Abbildungen

XVI, 237 p. 103 illus., 57 illus. in color.

Verlag Springer
Seitenzahl

237

Maße (L/B/H)

23,5/15,5/1,5 cm

Gewicht

394 g

Auflage

Softcover reprint of the original 1st ed. 2016

Sprache

Englisch

ISBN

978-3-319-82643-1

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Procedural Content Generation in Games

  • 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.