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Procedural Content Generation in Games
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Procedural Content Generation in Games

37,80 €

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.
Upplaga
Softcover reprint of the original 1st ed. 2016
ISBN
9783319826431
Språk
Engelska
Vikt
310 gram
Utgivningsdatum
2018-06-28
Sidor
237