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008 220601s2018 sz | s |||| 0|eng d
020 _a9783031021206
024 7 _a10.1007/978-3-031-02120-6
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
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
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
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
998 _b03/2023
_dz
_esc
_zSI