Procedural Content Generation in Games (2016)

Procedural Content Generation in Games (2016)

Julian Togelius, Noor Shaker, Mark J. Nelson

Published: 2016, October 26
Authors: Julian Togelius, Noor Shaker, Mark J. Nelson
Publishers: Springer
Print type: 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. 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.