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Procedural Content Generation in Games (Hardcover, 1st ed. 2016) Loot Price: R1,436
Discovery Miles 14 360
You Save: R540 (27%)
Procedural Content Generation in Games (Hardcover, 1st ed. 2016): Noor Shaker, Julian Togelius, Mark J Nelson

Procedural Content Generation in Games (Hardcover, 1st ed. 2016)

Noor Shaker, Julian Togelius, Mark J Nelson

Series: Computational Synthesis and Creative Systems

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List price R1,976 Loot Price R1,436 Discovery Miles 14 360 | Repayment Terms: R135 pm x 12* You Save R540 (27%)

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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.

General

Imprint: Springer International Publishing AG
Country of origin: Switzerland
Series: Computational Synthesis and Creative Systems
Release date: October 2016
First published: 2016
Authors: Noor Shaker • Julian Togelius • Mark J Nelson
Dimensions: 235 x 155 x 21mm (L x W x T)
Format: Hardcover
Pages: 237
Edition: 1st ed. 2016
ISBN-13: 978-3-319-42714-0
Categories: Books > Computing & IT > Computer programming > General
Books > Computing & IT > Computer software packages > Computer games
Books > Computing & IT > Applications of computing > Artificial intelligence > General
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LSN: 3-319-42714-8
Barcode: 9783319427140

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