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portada Procedural Content Generation in Games
Type
Physical Book
Publisher
Language
English
Pages
237
Format
Paperback
Dimensions
23.4x15.6x1.4 cm
Weight
0.36 kg.
ISBN13
9783319826431

Procedural Content Generation in Games

Noor Shaker (Author) · Julian Togelius (Author) · Mark J. Nelson (Author) · Springer · Paperback

Procedural Content Generation in Games - Shaker, Noor ; Togelius, Julian ; Nelson, Mark J.

New Book Imported to Netherlands
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Synopsis "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 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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All books in our catalog are Original.
The book is written in English.
The binding of this edition is Paperback.

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