04180nam 22007215 450 991025501330332120200630090106.03-319-42716-410.1007/978-3-319-42716-4(CKB)3710000000909098(DE-He213)978-3-319-42716-4(MiAaPQ)EBC6315325(MiAaPQ)EBC5589211(Au-PeEL)EBL5589211(OCoLC)961805582(PPN)196325838(EXLCZ)99371000000090909820161018d2016 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierProcedural Content Generation in Games /by Noor Shaker, Julian Togelius, Mark J. Nelson1st ed. 2016.Cham :Springer International Publishing :Imprint: Springer,2016.1 online resource (XVI, 237 p. 103 illus., 57 illus. in color.) Computational Synthesis and Creative Systems,2509-65753-319-42714-8 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.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.Computational Synthesis and Creative Systems,2509-6575Artificial intelligenceComputer games—ProgrammingComputational intelligenceUser interfaces (Computer systems)Application softwareArtificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Game Developmenthttps://scigraph.springernature.com/ontologies/product-market-codes/I29040Computational Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/T11014User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Computer Appl. in Arts and Humanitieshttps://scigraph.springernature.com/ontologies/product-market-codes/I23036Artificial 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.004Shaker Noorauthttp://id.loc.gov/vocabulary/relators/aut959439Togelius Julianauthttp://id.loc.gov/vocabulary/relators/autNelson Mark Jauthttp://id.loc.gov/vocabulary/relators/autMiAaPQMiAaPQMiAaPQBOOK9910255013303321Procedural Content Generation in Games2174062UNINA