找回密碼
 To register

QQ登錄

只需一步,快速開始

掃一掃,訪問(wèn)微社區(qū)

打印 上一主題 下一主題

Titlebook: Procedural Content Generation in Games; Noor Shaker,Julian Togelius,Mark J. Nelson Textbook 2016 Springer International Publishing Switzer

[復(fù)制鏈接]
查看: 37700|回復(fù): 35
樓主
發(fā)表于 2025-3-21 17:45:21 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Procedural Content Generation in Games
編輯Noor Shaker,Julian Togelius,Mark J. Nelson
視頻videohttp://file.papertrans.cn/758/757345/757345.mp4
概述Procedural Content Generation (PCG) in games is the automatic or computer-assisted generation of content such as levels, landscapes, items, rules, and quests.Content class- and industry-tested by lead
叢書名稱Computational Synthesis and Creative Systems
圖書封面Titlebook: Procedural Content Generation in Games;  Noor Shaker,Julian Togelius,Mark J. Nelson Textbook 2016 Springer International Publishing Switzer
描述.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..
出版日期Textbook 2016
關(guān)鍵詞Answer-set programming (ASP); Artificial intelligence (AI); Computational intelligence (CI); Constraint
版次1
doihttps://doi.org/10.1007/978-3-319-42716-4
isbn_softcover978-3-319-82643-1
isbn_ebook978-3-319-42716-4Series ISSN 2509-6575 Series E-ISSN 2509-6583
issn_series 2509-6575
copyrightSpringer International Publishing Switzerland 2016
The information of publication is updating

書目名稱Procedural Content Generation in Games影響因子(影響力)




書目名稱Procedural Content Generation in Games影響因子(影響力)學(xué)科排名




書目名稱Procedural Content Generation in Games網(wǎng)絡(luò)公開度




書目名稱Procedural Content Generation in Games網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Procedural Content Generation in Games被引頻次




書目名稱Procedural Content Generation in Games被引頻次學(xué)科排名




書目名稱Procedural Content Generation in Games年度引用




書目名稱Procedural Content Generation in Games年度引用學(xué)科排名




書目名稱Procedural Content Generation in Games讀者反饋




書目名稱Procedural Content Generation in Games讀者反饋學(xué)科排名




單選投票, 共有 0 人參與投票
 

0票 0%

Perfect with Aesthetics

 

0票 0%

Better Implies Difficulty

 

0票 0%

Good and Satisfactory

 

0票 0%

Adverse Performance

 

0票 0%

Disdainful Garbage

您所在的用戶組沒有投票權(quán)限
沙發(fā)
發(fā)表于 2025-3-21 23:45:50 | 只看該作者
第157345主題貼--第2樓 (沙發(fā))
板凳
發(fā)表于 2025-3-22 04:06:10 | 只看該作者
板凳
地板
發(fā)表于 2025-3-22 06:20:58 | 只看該作者
第4樓
5#
發(fā)表于 2025-3-22 12:06:13 | 只看該作者
5樓
6#
發(fā)表于 2025-3-22 16:23:59 | 只看該作者
6樓
7#
發(fā)表于 2025-3-22 17:02:05 | 只看該作者
7樓
8#
發(fā)表于 2025-3-22 23:24:52 | 只看該作者
8樓
9#
發(fā)表于 2025-3-23 01:22:12 | 只看該作者
9樓
10#
發(fā)表于 2025-3-23 05:54:18 | 只看該作者
10樓
 關(guān)于派博傳思  派博傳思旗下網(wǎng)站  友情鏈接
派博傳思介紹 公司地理位置 論文服務(wù)流程 影響因子官網(wǎng) 吾愛論文網(wǎng) 大講堂 北京大學(xué) Oxford Uni. Harvard Uni.
發(fā)展歷史沿革 期刊點(diǎn)評(píng) 投稿經(jīng)驗(yàn)總結(jié) SCIENCEGARD IMPACTFACTOR 派博系數(shù) 清華大學(xué) Yale Uni. Stanford Uni.
QQ|Archiver|手機(jī)版|小黑屋| 派博傳思國(guó)際 ( 京公網(wǎng)安備110108008328) GMT+8, 2026-1-26 00:23
Copyright © 2001-2015 派博傳思   京公網(wǎng)安備110108008328 版權(quán)所有 All rights reserved
快速回復(fù) 返回頂部 返回列表
武威市| 通渭县| 苏尼特右旗| 喀喇沁旗| 崇礼县| 札达县| 隆昌县| 隆安县| 泽库县| 巧家县| 岑溪市| 伊宁县| 太保市| 新兴县| 平顺县| 昂仁县| 巨野县| 喀喇沁旗| 神木县| 都江堰市| 武穴市| 台南市| 登封市| 通州区| 沈丘县| 虹口区| 塔城市| 惠安县| 银川市| 景东| 宝应县| 龙州县| 肇源县| 白水县| 霞浦县| 雷波县| 双柏县| 南宫市| 长宁县| 北川| 荃湾区|