| 書目名稱 | Procedural Content Generation in Games | | 編輯 | Noor Shaker,Julian Togelius,Mark J. Nelson | | 視頻video | http://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 |  | | 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 | | doi | https://doi.org/10.1007/978-3-319-42716-4 | | isbn_softcover | 978-3-319-82643-1 | | isbn_ebook | 978-3-319-42716-4Series ISSN 2509-6575 Series E-ISSN 2509-6583 | | issn_series | 2509-6575 | | copyright | Springer International Publishing Switzerland 2016 |
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