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Procedural Content Generation in Games, Noor Shaker; Julian Togelius; Mark J. Nelson


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Цена: 8384.00р.
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Автор: Noor Shaker; Julian Togelius; Mark J. Nelson
Название:  Procedural Content Generation in Games
Перевод названия: Шейкер Нур: Процедурное генерирование контента в компьютерных играх
ISBN: 9783319427140
Издательство: Springer
Классификация:

ISBN-10: 3319427148
Обложка/Формат: Hardback
Страницы: 237
Вес: 0.54 кг.
Дата издания: 2016
Серия: Computational synthesis and creative systems
Язык: English
Издание: 1st ed. 2016
Иллюстрации: 60 tables, color; 57 illustrations, color; 46 illustrations, black and white; xvi, 237 p. 103 illus., 57 illus. in color.
Размер: 242 x 160 x 21
Читательская аудитория: Professional & vocational
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Германии
Описание: 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.
Дополнительное описание: Introduction.- The Search-Based Approach.- Constructive Generation Methods for Dungeons and Levels.- Fractals, Noise and Agents with Applications to Landscapes and Textures.- Grammars and L-Systems with Applications to Vegetation and Levels.- Rules and Me



Procedural Generation In Game Desig

Название: Procedural Generation In Game Desig
ISBN: 1498799191 ISBN-13(EAN): 9781498799195
Издательство: Taylor&Francis
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Цена: 7961.00 р.
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Описание:

Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.

Key Features:

  • Introduces the differences between static/traditional game design and procedural game design
  • Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways
  • Includes industry leaders' experiences and lessons from award-winning games
  • World's finest guide for how to begin thinking about procedural design

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