LEADER 04180nam 22007215 450 001 9910255013303321 005 20200630090106.0 010 $a3-319-42716-4 024 7 $a10.1007/978-3-319-42716-4 035 $a(CKB)3710000000909098 035 $a(DE-He213)978-3-319-42716-4 035 $a(MiAaPQ)EBC6315325 035 $a(MiAaPQ)EBC5589211 035 $a(Au-PeEL)EBL5589211 035 $a(OCoLC)961805582 035 $a(PPN)196325838 035 $a(EXLCZ)993710000000909098 100 $a20161018d2016 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aProcedural Content Generation in Games /$fby Noor Shaker, Julian Togelius, Mark J. Nelson 205 $a1st ed. 2016. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2016. 215 $a1 online resource (XVI, 237 p. 103 illus., 57 illus. in color.) 225 1 $aComputational Synthesis and Creative Systems,$x2509-6575 311 $a3-319-42714-8 327 $aIntroduction -- 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. 330 $aThis book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence. 410 0$aComputational Synthesis and Creative Systems,$x2509-6575 606 $aArtificial intelligence 606 $aComputer games?Programming 606 $aComputational intelligence 606 $aUser interfaces (Computer systems) 606 $aApplication software 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 615 0$aArtificial intelligence. 615 0$aComputer games?Programming. 615 0$aComputational intelligence. 615 0$aUser interfaces (Computer systems). 615 0$aApplication software. 615 14$aArtificial Intelligence. 615 24$aGame Development. 615 24$aComputational Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Appl. in Arts and Humanities. 676 $a004 700 $aShaker$b Noor$4aut$4http://id.loc.gov/vocabulary/relators/aut$0959439 702 $aTogelius$b Julian$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aNelson$b Mark J$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910255013303321 996 $aProcedural Content Generation in Games$92174062 997 $aUNINA