Exploring Representation in Evolutionary Level Design (Record no. 84993)
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fixed length control field | 03634nam a22005655i 4500 |
001 - CONTROL NUMBER | |
control field | 978-3-031-02120-6 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240730163812.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 220601s2018 sz | s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
ISBN | 9783031021206 |
-- | 978-3-031-02120-6 |
082 04 - CLASSIFICATION NUMBER | |
Call Number | 510 |
100 1# - AUTHOR NAME | |
Author | Ashlock, Daniel. |
245 10 - TITLE STATEMENT | |
Title | Exploring Representation in Evolutionary Level Design |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. 2018. |
300 ## - PHYSICAL DESCRIPTION | |
Number of Pages | XIV, 141 p. |
490 1# - SERIES STATEMENT | |
Series statement | Synthesis Lectures on Games and Computational Intelligence, |
505 0# - FORMATTED CONTENTS NOTE | |
Remark 2 | Preface -- Acknowledgments -- Introduction -- Contrasting Representations for Maze Generation -- Dual Mazes -- Terrain Maps -- Cellular Automata Based Maps -- Decomposition, Tiling, and Assembly -- Bibliography -- Author's Biography. |
520 ## - SUMMARY, ETC. | |
Summary, etc | 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. |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | https://doi.org/10.1007/978-3-031-02120-6 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks |
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-- | Springer International Publishing : |
-- | Imprint: Springer, |
-- | 2018. |
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-- | computer |
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-- | online resource |
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-- | text file |
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650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Mathematics. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Engineering. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computational intelligence. |
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-- | Popular Culture. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Artificial intelligence. |
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-- | Mathematics. |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Technology and Engineering. |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computational Intelligence. |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Popular Culture. |
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Artificial Intelligence. |
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE | |
-- | 2573-6493 |
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