1.

Record Nr.

UNINA9910255013303321

Autore

Shaker Noor

Titolo

Procedural Content Generation in Games / / by Noor Shaker, Julian Togelius, Mark J. Nelson

Pubbl/distr/stampa

Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016

ISBN

3-319-42716-4

Edizione

[1st ed. 2016.]

Descrizione fisica

1 online resource (XVI, 237 p. 103 illus., 57 illus. in color.)

Collana

Computational Synthesis and Creative Systems, , 2509-6575

Disciplina

004

Soggetti

Artificial intelligence

Computer games—Programming

Computational intelligence

User interfaces (Computer systems)

Application software

Artificial Intelligence

Game Development

Computational Intelligence

User Interfaces and Human Computer Interaction

Computer Appl. in Arts and Humanities

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Introduction -- The Search-Based Approach -- Constructive Generation Methods for Dungeons and Levels -- Fractals, Noise and Agents with Applications to Landscapes and Textures -- Grammars and L-Systems with Applications to Vegetation and Levels -- Rules and Mechanics -- Planning with Applications to Quests and Story -- ASP with Applications to Mazes and Levels -- Representations for Search-Based Methods -- The Experience-Driven Perspective -- Mixed-Initiative Approaches -- Evaluating Content Generators.

Sommario/riassunto

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.