Procedural Content Generation in Games

Capa do livro Procedural Content Generation in Games, de Noor Shaker, Julian Togelius, Mark J. Nelson

Livro digital

Título:
Procedural Content Generation in Games

Autor:
Noor Shaker, Julian Togelius, Mark J. Nelson

Categoria:
Tecnologia > Geral

Doador:
Raffaello D. N.

Sinopse:
Procedural Content Generation in Games introduces PCG as the algorithmic creation of game content with limited or indirect user input. The opening chapters define the field, distinguish generated content from player and non-player character behavior, and establish the design constraints that make generated levels, stories, rules, and assets playable. The twelve chapters survey a broad set of methods and applications: search-based generation, constructive methods for dungeons and levels, noise and fractals, grammars and L-systems, rules and mechanics, planning for quests and stories, answer set programming, representations for search, experience-driven generation, mixed-initiative creation, and evaluation. The volume also includes game-designer interviews and chapter exercises shaped by a graduate and advanced-undergraduate course at the IT University of Copenhagen. Written by Noor Shaker, Julian Togelius, Mark J. Nelson, and contributing researchers, the final author-version volume connects algorithms with practical game design. It gives students, researchers, and game developers a shared vocabulary for comparing PCG approaches and a structured path from foundational concepts to research-level techniques.

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