Procedural Content Generation in Games

@inproceedings{Shaker2016ProceduralCG,
  title={Procedural Content Generation in Games},
  author={Noor Shaker and Julian Togelius and M. Nelson},
  booktitle={Computational Synthesis and Creative Systems},
  year={2016}
}
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… 

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