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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.
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.
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