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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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Bibliographic Details
Call Number:Libro Electrónico
Main Authors: Shaker, Noor (Author), Togelius, Julian (Author), Nelson, Mark J. (Author)
Corporate Author: SpringerLink (Online service)
Format: Electronic eBook
Language:Inglés
Published: Cham : Springer International Publishing : Imprint: Springer, 2016.
Edition:1st ed. 2016.
Series:Computational Synthesis and Creative Systems,
Subjects:
Online Access:Texto Completo

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