000 02971nam a22004095i 4500
001 86286
003 ES-MaUEC
005 20240111050126.0
007 cr nn 008mamaa
008 161018s2016 gw | s |||| 0|eng d
020 _a9783319427164
040 _aES-MaUEC
050 4 _aGV1469.15
_bS535 2016
082 0 4 _a006.3
100 1 _aShaker, Noor.
_999895
_0Local
245 1 0 _aProcedural Content Generation in Games
_cby Noor Shaker, Julian Togelius, Mark J Nelson
260 _aCham
_bSpringer International Publishing
_c2016
300 _a1 recurso en línea (XVI, 237 páginas)
_b103 ilustraciones, 57 ilustraciones en color
336 _aTexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 0 _aComputational Synthesis and Creative Systems
_x2509-6575
505 0 _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.
520 3 _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.
710 2 _aSpringerLink (Online service)
_0Local
_9106996
942 _2lcc
_cLE
988 _aEBOOK, asignarmaterias , EBSPRINGER
650 0 7 _aInterfaces de usuario
_0
_2embne
_9149839
650 7 _aInteligencia artificial
_0comprobar BNE19900997218
_2embne
_9413115
700 1 _aTogelius, Julian.
_999600
_0Local
700 1 _aNelson, Mark J.
_999896
_0Local
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-42716-4
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
901 _ai9783319427164
907 _a.b12955644
_b10-10-17
_c21-11-16
998 _am
_a_alco
_a_vill
_b - -
_cm
_dz
_e-
_feng
_ggw
_h0
945 _aGV1469.15 S535 2016 EB
_g1
_ieBOOK
_j0
_lmae
_o-
_pEUR0.00
_q-
_r-
_sb
_t15
_u0
_v0
_w0
_x0
_y.i11597732
_z06-04-17
999 _c86286
_d86286
_x1