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Procedural Content Generation in Games

Julian Togelius author Mark J Nelson author Noor Shaker author

Format:Paperback

Publisher:Springer International Publishing AG

Published:28th Jun '18

Currently unavailable, and unfortunately no date known when it will be back

This paperback is available in another edition too:

Procedural Content Generation in Games cover

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.

ISBN: 9783319826431

Dimensions: unknown

Weight: unknown

237 pages

Softcover reprint of the original 1st ed. 2016