Procedural Content Generation in Games
Softcover reprint of the original 1st ed. 2016
Book Details
Format
Paperback / Softback
Book Series
Computational Synthesis and Creative Systems
ISBN-10
3319826433
ISBN-13
9783319826431
Edition
Softcover reprint of the original 1st ed. 2016
Publisher
Springer International Publishing AG
Imprint
Springer International Publishing AG
Country of Manufacture
GB
Country of Publication
GB
Publication Date
Jun 28th, 2018
Print length
237 Pages
Weight
398 grams
Dimensions
15.40 x 23.40 x 1.90 cms
Product Classification:
Social research & statisticsSocial research and statisticsDigital and Information technology: general topicsInformation technology: general issuesGames development & programmingGames development and programmingArtificial intelligenceArtificial intelligence (AI)Human-computer interactionHuman–computer interaction
Ksh 8,100.00
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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.
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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