Procedural Content Generation in Games

Shaker, Noor, Togelius, Julian and Nelson, Mark (2016) Procedural Content Generation in Games. Computational Synthesis and Creative Systems . Springer, USA. ISBN 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
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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