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...
Κύριοι συγγραφείς: | Shaker, Noor (Συγγραφέας), Togelius, Julian (Συγγραφέας), Nelson, Mark J. (Συγγραφέας) |
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Συγγραφή απο Οργανισμό/Αρχή: | SpringerLink (Online service) |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Cham :
Springer International Publishing : Imprint: Springer,
2016.
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Σειρά: | Computational Synthesis and Creative Systems,
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Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
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