Exploring Representation in Evolutionary Level Design (Record no. 84993)

000 -LEADER
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
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Koha item type eBooks
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-- Springer International Publishing :
-- Imprint: Springer,
-- 2018.
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-- online resource
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650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Mathematics.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Engineering.
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-- Computational intelligence.
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-- Popular Culture.
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-- Artificial intelligence.
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-- Mathematics.
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-- Technology and Engineering.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational Intelligence.
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-- Popular Culture.
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-- Artificial Intelligence.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2573-6493
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