Hardcover. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Hardcover. Condizione: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
hardcover. Condizione: Fine.
Lingua: Inglese
Editore: Springer International Publishing AG, 2016
ISBN 10: 3319427148 ISBN 13: 9783319427140
Da: Better World Books: West, Reno, NV, U.S.A.
Condizione: Fine. Used book that is in almost brand-new condition. May contain a remainder mark. Better World Books: Buy Books. Do Good.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 41,14
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 46,38
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
Lingua: Inglese
Editore: Springer International Publishing AG, CH, 2016
ISBN 10: 3319427148 ISBN 13: 9783319427140
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 48,73
Quantità: Più di 20 disponibili
Aggiungi al carrelloHardback. Condizione: New. 1st ed. 2016.
Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 39,81
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. In English.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 39,80
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Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 43,26
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Hardback or Cased Book. Condizione: New. Procedural Content Generation in Games. Book.
Condizione: New. pp. XVI, 237 103 illus., 57 illus. in color. 1st ed. 2016 edition NO-PA16APR2015-KAP.
Lingua: Inglese
Editore: Springer International Publishing AG, CH, 2016
ISBN 10: 3319427148 ISBN 13: 9783319427140
Da: Rarewaves.com UK, London, Regno Unito
EUR 41,15
Quantità: Più di 20 disponibili
Aggiungi al carrelloHardback. Condizione: New. 1st ed. 2016.
Da: Revaluation Books, Exeter, Regno Unito
EUR 113,53
Quantità: 2 disponibili
Aggiungi al carrelloHardcover. Condizione: Brand New. 256 pages. 9.25x6.25x0.75 inches. In Stock.
Da: Mooney's bookstore, Den Helder, Paesi Bassi
EUR 114,83
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Very good.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 74,89
Quantità: 1 disponibili
Aggiungi al carrelloBuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Da: Brook Bookstore On Demand, Napoli, NA, Italia
EUR 62,23
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: new. Questo è un articolo print on demand.
Lingua: Inglese
Editore: Springer, Springer Okt 2016, 2016
ISBN 10: 3319427148 ISBN 13: 9783319427140
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 74,89
Quantità: 2 disponibili
Aggiungi al carrelloBuch. Condizione: 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.
Da: Majestic Books, Hounslow, Regno Unito
EUR 106,99
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. Print on Demand pp. XVI, 237 103 illus., 57 illus. in color.
Lingua: Inglese
Editore: Springer International Publishing, 2016
ISBN 10: 3319427148 ISBN 13: 9783319427140
Da: moluna, Greven, Germania
EUR 64,33
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: 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.
Da: Biblios, Frankfurt am main, HESSE, Germania
EUR 106,59
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. PRINT ON DEMAND pp. XVI, 237 103 illus., 57 illus. in color.
Lingua: Inglese
Editore: Springer, Springer Okt 2016, 2016
ISBN 10: 3319427148 ISBN 13: 9783319427140
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 74,89
Quantità: 1 disponibili
Aggiungi al carrelloBuch. Condizione: 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.