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Procedural Content Generation in Games

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Procedural Content Generation in Games - Shaker, Noor, and Togelius, Julian, and Nelson, Mark J
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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 ...

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Procedural Content Generation in Games 2018, Springer, Cham

ISBN-13: 9783319826431

Trade paperback

Procedural Content Generation in Games 2016, Springer, Cham

ISBN-13: 9783319427140

2016 edition

Hardcover