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: | , , |
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Συγγραφή απο Οργανισμό/Αρχή: | |
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 |
Πίνακας περιεχομένων:
- 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.