Procedural Content Generation in Games

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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Shaker, Noor (Συγγραφέας), Togelius, Julian (Συγγραφέας), Nelson, Mark J. (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2016.
Σειρά:Computational Synthesis and Creative Systems,
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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100 1 |a Shaker, Noor.  |e author. 
245 1 0 |a Procedural Content Generation in Games  |h [electronic resource] /  |c by Noor Shaker, Julian Togelius, Mark J. Nelson. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2016. 
300 |a XVI, 237 p. 103 illus., 57 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
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490 1 |a Computational Synthesis and Creative Systems,  |x 2509-6575 
505 0 |a 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. 
520 |a 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. 
650 0 |a Computer science. 
650 0 |a User interfaces (Computer systems). 
650 0 |a Artificial intelligence. 
650 0 |a Application software. 
650 0 |a Computational intelligence. 
650 1 4 |a Computer Science. 
650 2 4 |a Artificial Intelligence (incl. Robotics). 
650 2 4 |a Game Development. 
650 2 4 |a Computational Intelligence. 
650 2 4 |a User Interfaces and Human Computer Interaction. 
650 2 4 |a Computer Appl. in Arts and Humanities. 
700 1 |a Togelius, Julian.  |e author. 
700 1 |a Nelson, Mark J.  |e author. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783319427140 
830 0 |a Computational Synthesis and Creative Systems,  |x 2509-6575 
856 4 0 |u http://dx.doi.org/10.1007/978-3-319-42716-4  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)