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Can I read Procedural Content Generation in Games (Computational Synthesis and Creative Systems) on EtoBox?
Procedural Content Generation in Games (Computational Synthesis and Creative Systems) by Shaker, Noor, Togelius, Julian, Nelson, Mark J. is a computer science book available to read on EtoBox.
What is Procedural Content Generation in Games (Computational Synthesis and Creative Systems) about?
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
Who reads Procedural Content Generation in Games (Computational Synthesis and Creative Systems)?
It is typically read by working professionals who need an authoritative practice reference.
Common subject areas: medicine, law, business, engineering.
- Author
- Shaker, Noor, Togelius, Julian, Nelson, Mark J.
- Publisher
- Springer International Publishing Imprint: Springer
- Published
- 2016
- Language
- EN
- ISBN
- 9783319427164
- Category
- computer science
- Subjects
- Literary Criticism, Science, Engineering
- Updated
- 2026-03-25
Other editions & translations
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