Procedural Content Generation in Games (Computational Synthesis and Creative Systems)






[PDF.fw96] Procedural Content Generation in Games (Computational Synthesis and Creative Systems)
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 | #1405313 in Books |  2016-10-19 | Original language:English | PDF # 1 |  9.21 x.63 x6.14l,.0 | File type: PDF | 237 pages

||7 of 12 people found the following review helpful.| Mostly useless.|By Stephen Coy|TL;DR version : Mostly useless.

The book is described as being good for both game developers and students. The lack of useful detail makes it useless for either. Consistently, throughout the book, the authors will pick a problem space and then mention some algorithms and or techniques which have been used to address the problems. Th|From the Back Cover||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 algorit

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 research...



You easily download any file type for your device.Procedural Content Generation in Games (Computational Synthesis and Creative Systems)   |  Noor Shaker, Julian Togelius, Mark J. Nelson. Which are the reasons I like to read books. Great story by a great author.

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