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Titlebook: Procedural Content Generation in Games; Noor Shaker,Julian Togelius,Mark J. Nelson Textbook 2016 Springer International Publishing Switzer

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書目名稱Procedural Content Generation in Games
編輯Noor Shaker,Julian Togelius,Mark J. Nelson
視頻videohttp://file.papertrans.cn/758/757345/757345.mp4
概述Procedural Content Generation (PCG) in games is the automatic or computer-assisted generation of content such as levels, landscapes, items, rules, and quests.Content class- and industry-tested by lead
叢書名稱Computational Synthesis and Creative Systems
圖書封面Titlebook: Procedural Content Generation in Games;  Noor Shaker,Julian Togelius,Mark J. Nelson Textbook 2016 Springer International Publishing Switzer
描述.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..
出版日期Textbook 2016
關(guān)鍵詞Answer-set programming (ASP); Artificial intelligence (AI); Computational intelligence (CI); Constraint
版次1
doihttps://doi.org/10.1007/978-3-319-42716-4
isbn_softcover978-3-319-82643-1
isbn_ebook978-3-319-42716-4Series ISSN 2509-6575 Series E-ISSN 2509-6583
issn_series 2509-6575
copyrightSpringer International Publishing Switzerland 2016
The information of publication is updating

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