Description: Procedural Content Generation in Games Please note: this item is printed on demand and will take extra time before it can be dispatched to you (up to 20 working days). Author(s): Noor Shaker, Julian Togelius, Mark J. Nelson Format: Hardback Publisher: Springer International Publishing AG, Switzerland Imprint: Springer International Publishing AG ISBN-13: 9783319427140, 978-3319427140 Synopsis 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.
Price: 24.12 GBP
Location: Aldershot
End Time: 2024-02-23T11:23:34.000Z
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Book Title: Procedural Content Generation in Games
Item Height: 235mm
Item Width: 155mm
Author: Mark J. Nelson, Noor Shaker, Julian Togelius
Publication Name: Procedural Content Generation in Games
Format: Hardcover
Language: English
Publisher: Springer International Publishing A&G
Subject: Computer Science
Publication Year: 2016
Type: Textbook
Item Weight: 5089g
Number of Pages: 237 Pages