000 03286nam a22005775i 4500
001 978-3-319-42716-4
003 DE-He213
005 20200421111846.0
007 cr nn 008mamaa
008 161018s2016 gw | s |||| 0|eng d
020 _a9783319427164
_9978-3-319-42716-4
024 7 _a10.1007/978-3-319-42716-4
_2doi
050 4 _aQ334-342
050 4 _aTJ210.2-211.495
072 7 _aUYQ
_2bicssc
072 7 _aTJFM1
_2bicssc
072 7 _aCOM004000
_2bisacsh
082 0 4 _a006.3
_223
100 1 _aShaker, Noor.
_eauthor.
245 1 0 _aProcedural Content Generation in Games
_h[electronic resource] /
_cby Noor Shaker, Julian Togelius, Mark J. Nelson.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2016.
300 _aXVI, 237 p. 103 illus., 57 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aComputational Synthesis and Creative Systems,
_x2509-6575
505 0 _aIntroduction -- 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.
520 _aThis 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.
650 0 _aComputer science.
650 0 _aUser interfaces (Computer systems).
650 0 _aArtificial intelligence.
650 0 _aApplication software.
650 0 _aComputational intelligence.
650 1 4 _aComputer Science.
650 2 4 _aArtificial Intelligence (incl. Robotics).
650 2 4 _aGame Development.
650 2 4 _aComputational Intelligence.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer Appl. in Arts and Humanities.
700 1 _aTogelius, Julian.
_eauthor.
700 1 _aNelson, Mark J.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319427140
830 0 _aComputational Synthesis and Creative Systems,
_x2509-6575
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-42716-4
912 _aZDB-2-SCS
942 _cEBK
999 _c55822
_d55822