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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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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Shaker, Noor (Autor), Togelius, Julian (Autor), Nelson, Mark J. (Autor)
Autor Corporativo: SpringerLink (Online service)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cham : Springer International Publishing : Imprint: Springer, 2016.
Edición:1st ed. 2016.
Colección:Computational Synthesis and Creative Systems,
Temas:
Acceso en línea:Texto Completo

MARC

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250 |a 1st ed. 2016. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2016. 
300 |a XVI, 237 p. 103 illus., 57 illus. in color.  |b online resource. 
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490 1 |a Computational Synthesis and Creative Systems,  |x 2509-6583 
505 0 |a 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. 
520 |a 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. 
650 0 |a Artificial intelligence. 
650 0 |a Computer games-Programming. 
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650 0 |a User interfaces (Computer systems). 
650 0 |a Human-computer interaction. 
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650 2 4 |a Computational Intelligence. 
650 2 4 |a User Interfaces and Human Computer Interaction. 
650 2 4 |a Digital Humanities. 
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700 1 |a Nelson, Mark J.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
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