Procedural Content Generation in Games (Computational Synthesis and Creative Systems)

by Noor Shaker, Julian Togelius, and Mark J. Nelson

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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.

  • ISBN13 9783319826431
  • Publish Date 28 June 2018 (first published 26 October 2016)
  • Publish Status Active
  • Publish Country CH
  • Imprint Springer International Publishing AG
  • Edition Softcover reprint of the original 1st ed. 2016
  • Format Paperback
  • Pages 237
  • Language English