Procedural Content Generation via Machine Learning (Record no. 84880)

000 -LEADER
fixed length control field 03789nam a22005895i 4500
001 - CONTROL NUMBER
control field 978-3-031-16719-5
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240730163704.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 221206s2022 sz | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783031167195
-- 978-3-031-16719-5
082 04 - CLASSIFICATION NUMBER
Call Number 006.31
100 1# - AUTHOR NAME
Author Guzdial, Matthew.
245 10 - TITLE STATEMENT
Title Procedural Content Generation via Machine Learning
Sub Title An Overview /
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2022.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XIII, 238 p. 82 illus., 63 illus. in color.
490 1# - SERIES STATEMENT
Series statement Synthesis Lectures on Games and Computational Intelligence,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Introduction -- Classical PCG -- An Introduction of ML Through PCG -- PCGML Process Overview -- Constraint-based PCGML Approaches -- Probabilistic PCGML Approaches -- Neural Networks: Introduction -- Sequence-based DNN PCGML -- Grid-based DNN PCGML -- Reinforcement Learning PCG -- Mixed-Initiative PCGML -- Open Problems -- Resource and Conclusions.
520 ## - SUMMARY, ETC.
Summary, etc This book surveys current and future approaches to generating video game content with machine learning or Procedural Content Generation via Machine Learning (PCGML). Machine learning is having a major impact on many industries, including the video game industry. PCGML addresses the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content. The authors illustrate how PCGML is poised to transform the video games industry and provide the first ever beginner-focused guide to PCGML. This book features an accessible introduction to machine learning topics, and readers will gain a broad understanding of currently employed PCGML approaches in academia and industry. The authors provide guidance on how best to set up a PCGML project and identify open problems appropriate for a research project or thesis. This book is written with machine learning and games novices in mind and includes discussions of practical and ethical considerations along with resources and guidance for starting a new PCGML project.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Programming.
700 1# - AUTHOR 2
Author 2 Snodgrass, Sam.
700 1# - AUTHOR 2
Author 2 Summerville, Adam J.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.1007/978-3-031-16719-5
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2022.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Machine learning.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial intelligence.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational intelligence.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Machine Learning.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Game Development.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial Intelligence.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Science.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2573-6493
912 ## -
-- ZDB-2-SXSC

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