Procedural Content Generation in Games

Shaker, Noor.

Procedural Content Generation in Games by Noor Shaker, Julian Togelius, Mark J Nelson - Cham Springer International Publishing 2016 - 1 recurso en línea (XVI, 237 páginas) 103 ilustraciones, 57 ilustraciones en color - Computational Synthesis and Creative Systems 2509-6575 .

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.

9783319427164


Interfaces de usuario
Inteligencia artificial

GV1469.15 / S535 2016

006.3