Isbn: 9783031847585 - procedural content generation via machine learning: an overview (5 risultati)

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  • Lingua: Inglese

    Editore: Springer, 2026

    303184758X / 9783031847585

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    EUR 64,16

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    Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This second edition updates and expands upon the first beginner-focused guide to Procedural Content Generation via Machine Learning (PCGML), which is the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content. The authors survey current and future approaches to generating video game content and illustrate the major impact that PCGML has had on video games industry. In order to provide the most up-to-date information, this new edition incorporates the last two years of research and advancements in this rapidly developing area. The book guides readers on how best to set up a PCGML project and identify open problems appropriate for a research project or thesis. The authors discuss the practical and ethical considerations for PCGML projects and demonstrate how to avoid the common pitfalls. This second edition also introduces a new chapter on Generative AI, which covers the benefits, risks, and methods for applying pre-trained transformers to PCG problems.

  • Lingua: Inglese

    Editore: Springer, 2026

    303184758X / 9783031847585

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    Da: preigu, Osnabrück, Germaniapreigu

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    EUR 41,45

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    Taschenbuch. Condizione: Neu. Procedural Content Generation via Machine Learning | An Overview | Matthew Guzdial (u. a.) | Taschenbuch | Synthesis Lectures on Games and Computational Intelligence | xv | Englisch | 2026 | Springer | EAN 9783031847585 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Lingua: Inglese

    Editore: Springer Mai 2026, 2026

    303184758X / 9783031847585

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This second edition updates and expands upon the first beginner-focused guide to Procedural Content Generation via Machine Learning (PCGML), which is the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content.The authors survey current and future approaches to generating video game content and illustrate the major impact that PCGML has had on video games industry. In order to provide the most up-to-date information, this new edition incorporates the last two years of research and advancements in this rapidly developing area. The book guides readers on how best to set up a PCGML project and identify open problems appropriate for a research project or thesis. The authors discuss the practical and ethical considerations for PCGML projects and demonstrate how to avoid the common pitfalls. This second edition also introduces a new chapter on Generative AI, which covers the benefits, risks, and methods for applying pre-trained transformers to PCG problems. 312 pp. Englisch.

  • Lingua: Inglese

    Editore: Springer Verlag GmbH, 2026

    303184758X / 9783031847585

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    Da: moluna, Greven, Germaniamoluna

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    EUR 38,69

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    Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Lingua: Inglese

    Editore: Springer Mai 2026, 2026

    303184758X / 9783031847585

    • Brossura
    • Print on Demand

    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    EUR 42,79

    EUR 60,00 spedizione 
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    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This second edition updates and expands upon the first beginner-focused guide to Procedural Content Generation via Machine Learning (PCGML), which is the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content. The authors survey current and future approaches to generating video game content and illustrate the major impact that PCGML has had on video games industry. In order to provide the most up-to-date information, this new edition incorporates the last two years of research and advancements in this rapidly developing area. The book guides readers on how best to set up a PCGML project and identify open problems appropriate for a research project or thesis. The authors discuss the practical and ethical considerations for PCGML projects and demonstrate how to avoid the common pitfalls. This second edition also introduces a new chapter on Generative AI, which covers the benefits, risks, and methods for applying pre-trained transformers to PCG problems. 312 pp. Englisch.