Procedural Content Generation in Games

Mark J. Nelson

40 ratings by Goodreads

Language: English

Published by Springer Jun 2018, 2018

3319826433 / 9783319826431

Series: Book 1 of 7 - Computational Synthesis and Creative Systems

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Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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Softcover

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Item description from seller

Neuware - 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.

Seller Inventory # 9783319826431

Title
Procedural Content Generation in Games
Author
Mark J. Nelson
Publisher
Springer Jun 2018
Publication year
2018
Condition
Neu
Binding
Taschenbuch
Language
English
ISBN 10
3319826433
ISBN 13
9783319826431
Item weight
394 grams
Dimensions
235x155x15 mm
Series
Book 1 of 7: Computational Synthesis and Creative Systems

AHA-BUCH GmbH

Einbeck, Germany

5-star seller

AbeBooks seller since August 14, 2006

Shipping rates from Germany to U.S.A.

Item7 to 10 business days5 to 7 business days
First itemUS$ 38.83US$ 49.92
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Einbeck, Germany 37574