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Procedural Content Generation in Games by Noor Shaker (English) Hardcover Book

Description: Procedural Content Generation in Games by Noor Shaker, Julian Togelius, Mark J. Nelson 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. FORMAT Hardcover LANGUAGE English CONDITION Brand New Publisher Description 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. Back Cover 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. Author Biography Noor Shaker is a postdoctoral researcher in the Center for Applied Game Research in the Dept. of Architecture, Design and Media Technology of Aalborg University Copenhagen (AAU CPH). She was previously a postdoctoral researcher at the Center for Computer Games Research, IT University of Copenhagen. She is the chair of the IEEE CIS Task Force on Player Modeling. Her research interests include player modeling, procedural content generation, computational creativity, affective computing, and player behavior imitation.Julian Togelius is an associate professor in the Dept. of Computer Science and Engineering of New York University, and a codirector of the NYU Game Innovation Lab. He was previously an Associate Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on all aspects of computational intelligence and games and on selected topics in evolutionary computation and evolutionary reinforcement learning. His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions. He is a past chair of the IEEE CIS Technical Committee on Games, and an associate editor of the IEEE Trans. on Computational Intelligence and Games.Mark J. Nelson is a senior research fellow at the MetaMakers Institute of Falmouth University, an institute dedicated to computational creativity and generative interactive entertainment. He was previously an Assistant Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on AI-based design support for videogames (and other creative design domains), focusing on formalization of things such as game mechanics to enable automated analysis and generation. A long-time vision is an interactive, semiautomated CAD-style system for game prototyping. Prior to the IT University of Copenhagen,he was affiliated with the Expressive Intelligence Studio at the University of California, Santa Cruz, and the School of Interactive Computing at Georgia Institute of Technology. Table of Contents Introduction.- The Search-Based Approach.- Constructive Generation Methods for Dungeons and Levels.- Fractals, Noise and Agents with Applications to Landscapes and Textures.- Grammars and L-Systems with Applications to Vegetation and Levels.- Rules and Mechanics.- Planning with Applications to Quests and Story.- ASP with Applications to Mazes and Levels.- Representations for Search-Based Methods.- The Experience-Driven Perspective.- Mixed-Initiative Approaches.- Evaluating Content Generators. Long Description 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. Feature 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 leading game developers Hot topic in game development and development and academic game research Details ISBN3319427148 Author Mark J. Nelson Short Title PROCEDURAL CONTENT GENERATION Language English ISBN-10 3319427148 ISBN-13 9783319427140 Media Book Format Hardcover Birth 1963 Year 2016 Series Computational Synthesis and Creative Systems Edition 1st Imprint Springer International Publishing AG Place of Publication Cham Country of Publication Switzerland Pages 237 Publication Date 2016-10-26 UK Release Date 2016-10-26 Publisher Springer International Publishing AG Edition Description 1st ed. 2016 Alternative 9783319826431 DEWEY 794.81526 Audience Professional & Vocational Illustrations 57 Illustrations, color; 46 Illustrations, black and white; XVI, 237 p. 103 illus., 57 illus. in color. We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:137610179;

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Procedural Content Generation in Games by Noor Shaker (English) Hardcover Book

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ISBN-13: 9783319427140

Book Title: Procedural Content Generation in Games

Number of Pages: 237 Pages

Language: English

Publication Name: Procedural Content Generation in Games

Publisher: Springer International Publishing Ag

Publication Year: 2016

Subject: Computer Science

Item Height: 235 mm

Item Weight: 5089 g

Type: Textbook

Author: Julian Togelius, Noor Shaker, Mark J. Nelson

Item Width: 155 mm

Format: Hardcover

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