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...

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Bibliographic Details
Main Authors: Shaker, Noor (Author), Togelius, Julian (Author), Nelson, Mark J. (Author)
Corporate Author: SpringerLink (Online service)
Format: Electronic eBook
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2016.
Series:Computational Synthesis and Creative Systems,
Subjects:
Online Access:Full Text via HEAL-Link

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