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procedural-content-generation-in-games
Publisher: Springer
Author: Noor Shaker, Julian Togelius, Mark J. Nelson
ISBN-13: 978-3319427140
ISBN-10: 3319427148
Pages: 253
Language: English
Year: 2016
File: ebook PDF

The book is designed to be used as a textbook.

Book 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.

About the Author

Noor Shaker is a postdoctoral researcher at the center for applied game research in the Department of architecture, design and media technology at the University of Copenhagen Aalborg (AAU CPH). Her research interests include player modeling, procedural content generation, computational creativity, affective computing, and player behavior simulation.

Julian Togelius is an associate Professor in the Department of computer science and engineering at new York University and co-Director of the game innovation lab at new York University. His current main research areas include search-based procedural content generation, game adaptation through player modeling, automatic game design, and fair and relevant benchmarking of game AI through contests.

Mark J. Nelson is a senior fellow at Falmouth University’s Metamaker Institute, an Institute dedicated to computational creativity and generative interactive entertainment. It works to support artificial intelligence-based design for video games (and other areas of creative design), focusing on formalizing things like game mechanics to automate analysis and generation.

Procedural Content Generation in Games

Описание книги:

В этой книге представлена самая современная информация о процедурной генерации контента (PCG) для игр, в частности о процедурной генерации уровней, ландшафтов, предметов, правил, квестов и других типов контента. Каждая глава объясняет тип алгоритма или предметную область, включая фрактальные методы, грамматические методы, поисковые и эволюционные методы, методы, основанные на ограничениях, а также повествование, ландшафт и генерацию подземелий.

Procedural Content Generation in Games

  • 1. Introduction
  • 2. The search-based approach
  • 3. Constructive generation methods for dungeons and levels
  • 4. Fractals, noise and agents with applications to landscapes
  • 5. Grammars and L-systems with applications to vegetation and levels
  • 6. Rules and mechanics
  • 7. Planning with applications to quests and story
  • 8. ASP with applications to mazes and levels
  • 9. Representations for search-based methods
  • 10. The experience-driven perspective
  • 11. Mixed-initiative content creation
  • 12. Evaluating content generators
  • Appendix A. Game-designer interviews

Procedural Content Generation in Games

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Procedural generation Wiki

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