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Idioma: Inglés
Publicado por Springer International Publishing AG, CH, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
EUR 38,68
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Añadir al carritoPaperback. Condición: New. Softcover reprint of the original 1st ed. 2016.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 36,34
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Librería: Ria Christie Collections, Uxbridge, Reino Unido
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Librería: GreatBookPricesUK, Woodford Green, Reino Unido
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Librería: Books Puddle, New York, NY, Estados Unidos de America
EUR 47,39
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Añadir al carritoCondición: New. pp. 253.
Librería: Basi6 International, Irving, TX, Estados Unidos de America
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Añadir al carritoCondición: Brand New. New. US edition. Expediting shipping for all USA and Europe orders excluding PO Box. Excellent Customer Service.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 36,37
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Librería: PBShop.store UK, Fairford, GLOS, Reino Unido
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Añadir al carritoPAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.
Librería: Majestic Books, Hounslow, Reino Unido
EUR 46,98
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Añadir al carritoCondición: New. pp. 253.
Librería: Biblios, Frankfurt am main, HESSE, Alemania
EUR 44,39
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Añadir al carritoCondición: New. pp. 253.
Librería: Romtrade Corp., STERLING HEIGHTS, MI, Estados Unidos de America
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Añadir al carritoCondición: New. This is a Brand-new US Edition. This Item may be shipped from US or any other country as we have multiple locations worldwide.
Librería: Basi6 International, Irving, TX, Estados Unidos de America
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Librería: SMASS Sellers, IRVING, TX, Estados Unidos de America
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Idioma: Inglés
Publicado por Springer, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: Wegmann1855, Zwiesel, Alemania
EUR 53,49
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware -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.
Idioma: Inglés
Publicado por Springer International Publishing AG, CH, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: Rarewaves.com UK, London, Reino Unido
EUR 32,65
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Añadir al carritoPaperback. Condición: New. Softcover reprint of the original 1st ed. 2016.
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 55,91
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware - 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.
Librería: preigu, Osnabrück, Alemania
EUR 48,10
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Añadir al carritoTaschenbuch. Condición: Neu. Procedural Content Generation in Games | Noor Shaker (u. a.) | Taschenbuch | Computational Synthesis and Creative Systems | xvi | Englisch | 2018 | Springer | EAN 9783319826431 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
Librería: Mispah books, Redhill, SURRE, Reino Unido
EUR 93,13
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Añadir al carritoPaperback. Condición: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.
Librería: Brook Bookstore On Demand, Napoli, NA, Italia
EUR 46,22
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Añadir al carritoCondición: new. Questo è un articolo print on demand.
Idioma: Inglés
Publicado por Springer, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 53,49
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Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 256 pp. Englisch.
Idioma: Inglés
Publicado por Springer, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: Rheinberg-Buch Andreas Meier eK, Bergisch Gladbach, Alemania
EUR 53,49
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 256 pp. Englisch.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 68,16
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Añadir al carritoPaperback. Condición: Brand New. reprint edition. 9.25x6.10 inches. In Stock. This item is printed on demand.
Idioma: Inglés
Publicado por Springer International Publishing, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: moluna, Greven, Alemania
EUR 47,23
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Añadir al carritoCondición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Procedural Content Generation (PCG) in games is the automatic or computer-assisted generation of content such as levels, landscapes, items, rules, and questsContent class- and industry-tested by leading game developersHot topic in game deve.
Idioma: Inglés
Publicado por Springer, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319826433 ISBN 13: 9783319826431
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 53,49
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 256 pp. Englisch.