{
"item_title" : "Procedural Content Generation in Games",
"item_author" : [" Noor Shaker", "Julian Togelius", "Mark J. Nelson "],
"item_description" : "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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Procedural Content Generation in Games
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.This item is Non-Returnable
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Details
- ISBN-13: 9783319427140
- ISBN-10: 3319427148
- Publisher: Springer
- Publish Date: October 2016
- Dimensions: 9.21 x 6.14 x 0.63 inches
- Shipping Weight: 1.18 pounds
- Page Count: 237
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