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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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Détails bibliographiques
Cote:Libro Electrónico
Auteurs principaux: Shaker, Noor (Auteur), Togelius, Julian (Auteur), Nelson, Mark J. (Auteur)
Collectivité auteur: SpringerLink (Online service)
Format: Électronique eBook
Langue:Inglés
Publié: Cham : Springer International Publishing : Imprint: Springer, 2016.
Édition:1st ed. 2016.
Collection:Computational Synthesis and Creative Systems,
Sujets:
Accès en ligne:Texto Completo
Table des matières:
  • 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.