Procedural Content Generation in Games

 Paperback

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ISBN-13:
9783319826431
Veröffentl:
2018
Einband:
Paperback
Erscheinungsdatum:
28.06.2018
Seiten:
256
Autor:
Noor Shaker
Gewicht:
394 g
Format:
235x155x15 mm
Serie:
Computational Synthesis and Creative Systems
Sprache:
Englisch
Beschreibung:

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.
Procedural Content Generation (PCG) in games is the automatic or computer-assisted generation of content such as levels, landscapes, items, rules, and quests
Introduction.- 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.

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