000 | 03286nam a22005775i 4500 | ||
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001 | 978-3-319-42716-4 | ||
003 | DE-He213 | ||
005 | 20200421111846.0 | ||
007 | cr nn 008mamaa | ||
008 | 161018s2016 gw | s |||| 0|eng d | ||
020 |
_a9783319427164 _9978-3-319-42716-4 |
||
024 | 7 |
_a10.1007/978-3-319-42716-4 _2doi |
|
050 | 4 | _aQ334-342 | |
050 | 4 | _aTJ210.2-211.495 | |
072 | 7 |
_aUYQ _2bicssc |
|
072 | 7 |
_aTJFM1 _2bicssc |
|
072 | 7 |
_aCOM004000 _2bisacsh |
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082 | 0 | 4 |
_a006.3 _223 |
100 | 1 |
_aShaker, Noor. _eauthor. |
|
245 | 1 | 0 |
_aProcedural Content Generation in Games _h[electronic resource] / _cby Noor Shaker, Julian Togelius, Mark J. Nelson. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2016. |
|
300 |
_aXVI, 237 p. 103 illus., 57 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aComputational Synthesis and Creative Systems, _x2509-6575 |
|
505 | 0 | _aIntroduction -- 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. | |
520 | _aThis 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aArtificial intelligence. | |
650 | 0 | _aApplication software. | |
650 | 0 | _aComputational intelligence. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aArtificial Intelligence (incl. Robotics). |
650 | 2 | 4 | _aGame Development. |
650 | 2 | 4 | _aComputational Intelligence. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aComputer Appl. in Arts and Humanities. |
700 | 1 |
_aTogelius, Julian. _eauthor. |
|
700 | 1 |
_aNelson, Mark J. _eauthor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319427140 |
830 | 0 |
_aComputational Synthesis and Creative Systems, _x2509-6575 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-319-42716-4 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c55822 _d55822 |