Book: Procedural Content Generation in Games: A textbook and an overview of current research

Available for preorder

“Procedural Content Generation in Games: A textbook and an overview of current research”, by Noor Shaker, Julian Togelius and Mark J. Nelson, will be published by Springer on November 20. It is available for preorder already now at:

https://www.amazon.com/Procedural-Generation-Computational-Synthesis-Creative/dp/3319427148/ref=as_li_ss_tl?ie=UTF8&linkCode=ll1&tag=pcgbook-20&linkId=cf064284f4aa7d2b4c8585fa20b2b07e

The book includes chapter contributions from 14 experts in various methods and domains for PCG: Dan Ashlock, Byung-Chull Bae, Rafael Bidarra, Cameron Browne, Yun-Gyung Cheong, Michael Cook, Joris Dormans, Antonios Liapis, Ricardo Lopes, Mark Riedl, Sebastian Risi, Adam Smith, Gillian Smith, and Georgios N. Yannakakis. It also includes interviews with five developers of important PCG-heavy games. The book is a true community effort, and as such it captures a variety of perspectives on and approaches to PCG in games.

As the name suggests, the book is equally useful as an overview of what happens in the research community, and as a textbook for a course on PCG in games. (It could also be useful for teaching part of a course on AI in games or on computational creativity.)

Course slides are available at the book’s website, along with open access versions of all chapters: http://pcgbook.com/

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Julian Togelius

Associate Professor, New York University

Department of Computer Science and Engineering

mail: julian@togelius.com, web: http://julian.togelius.com

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