Description: Procedural Content Generation in Games by Noor Shaker, Julian Togelius, Mark J. Nelson Estimated delivery 3-12 business days Format Hardcover Condition Brand New 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. 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. 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. Details ISBN 3319427148 ISBN-13 9783319427140 Title Procedural Content Generation in Games Author Noor Shaker, Julian Togelius, Mark J. Nelson Format Hardcover Year 2016 Pages 237 Edition 1st Publisher Springer International Publishing AG GE_Item_ID:140441899; About Us Grand Eagle Retail is the ideal place for all your shopping needs! With fast shipping, low prices, friendly service and over 1,000,000 in stock items - you're bound to find what you want, at a price you'll love! Shipping & Delivery Times Shipping is FREE to any address in USA. Please view eBay estimated delivery times at the top of the listing. Deliveries are made by either USPS or Courier. We are unable to deliver faster than stated. International deliveries will take 1-6 weeks. NOTE: We are unable to offer combined shipping for multiple items purchased. This is because our items are shipped from different locations. Returns If you wish to return an item, please consult our Returns Policy as below: Please contact Customer Services and request "Return Authorisation" before you send your item back to us. Unauthorised returns will not be accepted. Returns must be postmarked within 4 business days of authorisation and must be in resellable condition. Returns are shipped at the customer's risk. We cannot take responsibility for items which are lost or damaged in transit. For purchases where a shipping charge was paid, there will be no refund of the original shipping charge. Additional Questions If you have any questions please feel free to Contact Us. Categories Baby Books Electronics Fashion Games Health & Beauty Home, Garden & Pets Movies Music Sports & Outdoors Toys
Price: 103.17 USD
Location: Fairfield, Ohio
End Time: 2024-11-04T09:06:49.000Z
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Restocking Fee: No
Return shipping will be paid by: Buyer
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Refund will be given as: Money Back
ISBN-13: 9783319427140
Book Title: Procedural Content Generation in Games
Number of Pages: Xvi, 237 Pages
Language: English
Publication Name: Procedural Content Generation in Games
Publisher: Springer International Publishing A&G
Subject: Programming / Games, Engineering (General), Intelligence (Ai) & Semantics, Video & Electronic
Publication Year: 2016
Item Weight: 179.5 Oz
Type: Textbook
Subject Area: Computers, Technology & Engineering, Games & Activities
Author: Noor Shaker, Julian Togelius, Mark J. Nelson
Item Length: 9.3 in
Series: Computational Synthesis and Creative Systems Ser.
Item Width: 6.1 in
Format: Hardcover