Description: Procedural Content Generation in Games Please note: this item is printed on demand and will take extra time before it can be dispatched to you (up to 20 working days). Author(s): Noor Shaker, Julian Togelius, Mark J. Nelson Format: Paperback Publisher: Springer International Publishing AG, Switzerland Imprint: Springer International Publishing AG ISBN-13: 9783319826431, 978-3319826431 Synopsis 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.
Price: 32.84 GBP
Location: Aldershot
End Time: 2024-11-23T15:34:41.000Z
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Book Title: Procedural Content Generation in Games
Number of Pages: 237 Pages
Language: English
Publication Name: Procedural Content Generation in Games
Publisher: Springer International Publishing A&G
Publication Year: 2018
Subject: Computer Science
Item Height: 235 mm
Item Weight: 397 g
Type: Textbook
Author: Julian Togelius, Mark J. Nelson, Noor Shaker
Series: Computational Synthesis and Creative Systems
Item Width: 155 mm
Format: Paperback