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| 001 | 387349 | ||
| 003 | ES-MaUEC | ||
| 005 | 20230314203159.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 220601s2018 sz | s |||| 0|eng d | ||
| 020 | _a9783031021206 | ||
| 024 | 7 |
_a10.1007/978-3-031-02120-6 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aTA347.E96 _b2018 EB |
|
| 100 | 1 |
_aAshlock, Daniel _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9686297 |
|
| 245 | 1 | 0 |
_aExploring Representation in Evolutionary Level Design _cby Daniel Ashlock |
| 250 | _a1st edition 2018 | ||
| 264 | 1 |
_aCham _bSpringer International Publishing _c2018 |
|
| 300 | _a1 recurso en línea (XIV, 141 páginas) | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_aarchivo de texto _bPDF |
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| 490 | 0 |
_aSynthesis Lectures on Games and Computational Intelligence _x2573-6493 |
|
| 505 | 0 | _aPreface -- Acknowledgments -- Introduction -- Contrasting Representations for Maze Generation -- Dual Mazes -- Terrain Maps -- Cellular Automata Based Maps -- Decomposition, Tiling, and Assembly -- Bibliography -- Author's Biography. | |
| 520 | _aAutomatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games. | ||
| 988 | _aSynthesis Collection of Technology_2018 | ||
| 650 | 7 |
_2embne _9141365 _aVideojuegos _xDiseño |
|
| 650 | 7 |
_2embne _9667195 _aComputación evolutiva |
|
| 776 | 0 | 8 |
_iPrinted edition: _z9783031001697 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031009921 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031032486 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-02120-6 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b03/2023 _dz _esc _zSI |
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