Verwandte Artikel zu Procedural Content Generation in Games (Computational...

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

 
9783319826431: Procedural Content Generation in Games (Computational Synthesis and Creative Systems)

Inhaltsangabe

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.

Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.

Über die Autorin bzw. den Autor

Noor Shaker is a postdoctoral researcher in the Center for Applied Game Research in the Dept. of Architecture, Design and Media Technology of Aalborg University Copenhagen (AAU CPH). She was previously a postdoctoral researcher at the Center for Computer Games Research, IT University of Copenhagen. She is the chair of the IEEE CIS Task Force on Player Modeling. Her research interests include player modeling, procedural content generation, computational creativity, affective computing, and player behavior imitation.

Julian Togelius is an associate professor in the Dept. of Computer Science and Engineering of New York University, and a codirector of the NYU Game Innovation Lab. He was previously an Associate Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on all aspects of computational intelligence and games and on selected topics in evolutionary computation and evolutionary reinforcement learning. His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions. He is a past chair of the IEEE CIS Technical Committee on Games, and an associate editor of the IEEE Trans. on Computational Intelligence and Games.

Mark J. Nelson is a senior research fellow at the MetaMakers Institute of Falmouth University, an institute dedicated to computational creativity and generative interactive entertainment. He was previously an Assistant Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on AI-based design support for videogames (and other creative design domains), focusing on formalization of things such as game mechanics to enable automated analysis and generation. A long-time vision is an interactive, semiautomated CAD-style system for game prototyping. Prior to the IT University of Copenhagen,he was affiliated with the Expressive Intelligence Studio at the University of California, Santa Cruz, and the School of Interactive Computing at Georgia Institute of Technology.

Von der hinteren Coverseite

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.


„Über diesen Titel“ kann sich auf eine andere Ausgabe dieses Titels beziehen.

  • VerlagSpringer
  • Erscheinungsdatum2018
  • ISBN 10 3319826433
  • ISBN 13 9783319826431
  • EinbandTapa blanda
  • SpracheEnglisch
  • Anzahl der Seiten256
  • Kontakt zum HerstellerNicht verfügbar

Gebraucht kaufen

Zustand: Gut
May have limited writing in cover...
Diesen Artikel anzeigen

EUR 6,72 für den Versand von USA nach Deutschland

Versandziele, Kosten & Dauer

EUR 5,91 für den Versand von Vereinigtes Königreich nach Deutschland

Versandziele, Kosten & Dauer

Weitere beliebte Ausgaben desselben Titels

9783319427140: Procedural Content Generation in Games (Computational Synthesis and Creative Systems)

Vorgestellte Ausgabe

ISBN 10:  3319427148 ISBN 13:  9783319427140
Verlag: Springer, 2016
Hardcover

Suchergebnisse für Procedural Content Generation in Games (Computational...

Beispielbild für diese ISBN

Shaker, Noor; Togelius, Julian; Nelson, Mark J.
Verlag: Springer, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Neu Softcover

Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich

Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

Zustand: New. In. Artikel-Nr. ria9783319826431_new

Verkäufer kontaktieren

Neu kaufen

EUR 34,17
Währung umrechnen
Versand: EUR 5,91
Von Vereinigtes Königreich nach Deutschland
Versandziele, Kosten & Dauer

Anzahl: Mehr als 20 verfügbar

In den Warenkorb

Beispielbild für diese ISBN

Shaker, Noor; Togelius, Julian; Nelson, Mark J.
Verlag: Springer, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Gebraucht Paperback

Anbieter: ThriftBooks-Dallas, Dallas, TX, USA

Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

Paperback. Zustand: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less 1.02. Artikel-Nr. G3319826433I4N00

Verkäufer kontaktieren

Gebraucht kaufen

EUR 34,63
Währung umrechnen
Versand: EUR 6,72
Von USA nach Deutschland
Versandziele, Kosten & Dauer

Anzahl: 1 verfügbar

In den Warenkorb

Foto des Verkäufers

Noor Shaker
ISBN 10: 3319826433 ISBN 13: 9783319826431
Neu Taschenbuch

Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland

Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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. Artikel-Nr. 9783319826431

Verkäufer kontaktieren

Neu kaufen

EUR 50,28
Währung umrechnen
Versand: Gratis
Innerhalb Deutschlands
Versandziele, Kosten & Dauer

Anzahl: 1 verfügbar

In den Warenkorb