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Titlebook: Procedural Content Generation in Games; Noor Shaker,Julian Togelius,Mark J. Nelson Textbook 2016 Springer International Publishing Switzer

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书目名称Procedural Content Generation in Games
编辑Noor Shaker,Julian Togelius,Mark J. Nelson
视频video
概述Procedural Content Generation (PCG) in games is the automatic or computer-assisted generation of content such as levels, landscapes, items, rules, and quests.Content class- and industry-tested by lead
丛书名称Computational Synthesis and Creative Systems
图书封面Titlebook: Procedural Content Generation in Games;  Noor Shaker,Julian Togelius,Mark J. Nelson Textbook 2016 Springer International Publishing Switzer
描述.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..
出版日期Textbook 2016
关键词Answer-set programming (ASP); Artificial intelligence (AI); Computational intelligence (CI); Constraint
版次1
doihttps://doi.org/10.1007/978-3-319-42716-4
isbn_softcover978-3-319-82643-1
isbn_ebook978-3-319-42716-4Series ISSN 2509-6575 Series E-ISSN 2509-6583
issn_series 2509-6575
copyrightSpringer International Publishing Switzerland 2016
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