Shaker, Noor, Togelius, Julian and Nelson, Mark (2016) Procedural Content Generation in Games. Computational Synthesis and Creative Systems . Springer, USA. ISBN 9783319427140
Official URL: http://www.springer.com/gp/book/9783319427140
Abstract / Summary
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.
Item Type: | Book |
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ISBN: | 9783319427140 |
Subjects: | Computing & Data Science Computing & Data Science > Game Design |
Depositing User: | Mark Nelson |
Date Deposited: | 08 Mar 2017 10:52 |
Last Modified: | 18 Nov 2024 14:25 |
URI: | https://repository.falmouth.ac.uk/id/eprint/2456 |
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