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Procedural Content Generation in Games (Softcover Reprint of the Original 1st 2016)

Contributor(s): Shaker, Noor (Author), Togelius, Julian (Author), Nelson, Mark J (Author)

ISBN: 9783319826431

Publisher: Springer

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Pub Date: June 28, 2018

Dewey: 004

Lexile Code: 0000

Features: Illustrated

Target Age Group: NA to NA

Physical Info: 0.54" H x 9.21" L x 6.14" W ( 0.80 lbs) 237 pages

Series: Computational Synthesis and Creative Systems

Descriptions, Reviews, etc.

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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