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Springer 2016 2016 ed. Hardcover Good Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
ISBN10: 3319427148, ISBN13: 9783319427140, [publisher: Springer] Hardcover Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority! [Dallas, TX, U.S.A.] [Publication Year: 2016]
Hard Cover. New. New Book; Fast Shipping from UK; Not signed; Not First Edition; The Procedural Content Generation in Games. ISBN 3319427148 9783319427140 [GB]
Hardback. New. 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. ISBN 3319427148 9783319427140 [GB]
ISBN10: 3319427148, ISBN13: 9783319427140, [publisher: Springer] Hardcover Buy with confidence! Book is in good condition with minor wear to the pages, binding, and minor marks within 1.05 [Amherst, NY, U.S.A.] [Publication Year: 2016]
ISBN10: 3319427148, ISBN13: 9783319427140, [publisher: Springer International Publishing] Hardcover Druck auf Anfrage Neuware - Printed after ordering - 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. [Einbeck, Germany] [Publication Year: 2016]
ISBN10: 3319427148, ISBN13: 9783319427140, [publisher: Springer International Publishing] Hardcover Druck auf Anfrage Neuware - Printed after ordering - 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. [Einbeck, Germany] [Publication Year: 2016]
ISBN10: 3319427148, ISBN13: 9783319427140, [publisher: Springer International Publishing AG] Hardcover Num Pages: 253 pages, 46 black & white illustrations, 57 colour illustrations, 60 colour tables, biography. BIC Classification: UMK; UYQ. Category: (P) Professional & Vocational. Dimension: 244 x 164 x 21. Weight in Grams: 536. . 2016. 1st ed. 2016. Hardcover. . . . . Books ship from the US and Ireland. [Olney, MD, U.S.A.] [Publication Year: 2016]
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