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
book is appropriate for undergraduate and graduate students of courses
on games and creativity; game developers who want to learn new methods
for content generation; and researchers in related areas of artificial
intelligence and computational intelligence.