Free global shipping on orders over $50
Exploring Representation in Evolutionary Level Design - Synthesis Lectures on Games and Computational Intelligence | Game Development Research & AI Design Theory for Video Game Creators
$46.72
$84.95
Safe 45%
Exploring Representation in Evolutionary Level Design - Synthesis Lectures on Games and Computational Intelligence | Game Development Research & AI Design Theory for Video Game Creators Exploring Representation in Evolutionary Level Design - Synthesis Lectures on Games and Computational Intelligence | Game Development Research & AI Design Theory for Video Game Creators
Exploring Representation in Evolutionary Level Design - Synthesis Lectures on Games and Computational Intelligence | Game Development Research & AI Design Theory for Video Game Creators
Exploring Representation in Evolutionary Level Design - Synthesis Lectures on Games and Computational Intelligence | Game Development Research & AI Design Theory for Video Game Creators
Exploring Representation in Evolutionary Level Design - Synthesis Lectures on Games and Computational Intelligence | Game Development Research & AI Design Theory for Video Game Creators
$46.72
$84.95
45% Off
Quantity:
Delivery & Return: Free shipping on all orders over $50
Estimated Delivery: 10-15 days international
23 people viewing this product right now!
SKU: 73810591
Guranteed safe checkout
amex
paypal
discover
mastercard
visa
apple pay
shop
Description
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features.The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
More
Shipping & Returns

For all orders exceeding a value of 100USD shipping is offered for free.

Returns will be accepted for up to 10 days of Customer’s receipt or tracking number on unworn items. You, as a Customer, are obliged to inform us via email before you return the item.

Otherwise, standard shipping charges apply. Check out our delivery Terms & Conditions for more details.


You Might Also Like