Procedural Content Generation in Games pdf epub mobi txt 电子书 下载 2024


Procedural Content Generation in Games

简体网页||繁体网页
Noor Shaker
Springer
2016-11-20
237
USD 49.99
Hardcover
9783319427140

图书标签: game  generative-art   


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发表于2024-11-13

Procedural Content Generation in Games epub 下载 mobi 下载 pdf 下载 txt 电子书 下载 2024

Procedural Content Generation in Games epub 下载 mobi 下载 pdf 下载 txt 电子书 下载 2024

Procedural Content Generation in Games pdf epub mobi txt 电子书 下载 2024



图书描述

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.

Procedural Content Generation in Games 下载 mobi epub pdf txt 电子书

著者简介

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.


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Procedural Content Generation in Games pdf epub mobi txt 电子书 下载
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前六章还可以,后面就开始变深奥了。建议想通过随机诞生大量内容的程序策划都看看。

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machine learning与game design的另一接点

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前六章还可以,后面就开始变深奥了。建议想通过随机诞生大量内容的程序策划都看看。

评分

machine learning与game design的另一接点

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前六章还可以,后面就开始变深奥了。建议想通过随机诞生大量内容的程序策划都看看。

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