This new discipline would benefit from a canonical text from which new researchers and students could absorb the philosophy of the field and learn its methods, and this book aims to be such a canonical text.The proposed edited volume will be both a state-of-the-art survey and canonical reference book on a relatively new and emerging field.
This new discipline would benefit from a canonical text from which new researchers and students could absorb the philosophy of the field and learn its...
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;...
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels,...
This book introduces a computationally feasible, cognitively inspired formal model of concept invention, drawing on Fauconnier and Turner's theory of conceptual blending, a fundamental cognitive operation. The chapters present the mathematical and computational foundations of concept invention, discuss cognitive and social aspects, and further describe concrete implementations and applications in the fields of musical and mathematical creativity.
Featuring contributions from leading researchers in formal systems, cognitive science, artificial intelligence, computational...
This book introduces a computationally feasible, cognitively inspired formal model of concept invention, drawing on Fauconnier and Turner's theory ...