Procedural Content Generation in Games

Procedural Content Generation in Games - Computational Synthesis and Creative Systems

Softcover reprint of the original 1st Edition 2016

Paperback (28 Jun 2018)

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Publisher's Synopsis

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.

Book information

ISBN: 9783319826431
Publisher: Springer International Publishing
Imprint: Springer
Pub date:
Edition: Softcover reprint of the original 1st Edition 2016
Language: English
Number of pages: 237
Weight: 398g
Height: 154mm
Width: 234mm
Spine width: 19mm