Procedural content generation in games
Noor Shaker (Author), Julian Togelius (Author), Mark J. Nelson (Author)
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
xvi, 237 pages : illustrations (some color) ; 25 cm
9783319427140, 3319427148
952384172
Introduction
The Search-Based Approach
Constructive Generation Methods for Dungeons and Levels
Fractals, Noise and Agents with Applications to Landscapes
Grammars and L-Systems with Applications to Vegetation and Levels
Rules and Mechanics
Planning with Applications to Quests and Story
ASP with Applications to Mazes and Levels
Representations for Search-Based Methods
The Experience-Driven Perspective
Mixed-Initiative Content Creation
Evaluating Content Generators