Procedural Content Generation in Games [electronic resource] 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. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based...
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Language: | English |
Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2016.
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Edition: | 1st ed. 2016. |
Series: | Computational Synthesis and Creative Systems,
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Online Access: | |
Format: | Electronic eBook |
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