Procedural Content Generation in Games (Computational Synthesis and Creative Systems)
Shaker, Noor, Togelius, Julian, Nelson, Mark J.
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.
Κατηγορίες:
Έτος:
2016
Έκδοση:
1st ed. 2016
Εκδότης:
Springer
Γλώσσα:
english
Σελίδες:
253
ISBN 10:
3319427164
ISBN 13:
9783319427164
Αρχείο:
MOBI , 10.31 MB
IPFS:
,
english, 2016
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