Table of Contents

 

1 Introduction Julian Togelius, Noor Shaker, Mark Nelson
2 The search-based approach Julian Togelius and Noor Shaker
3 Constructive generation methods for dungeons and levels  Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes and Rafael Bidarra
4 Fractals, noise and agents with applications to landscapes and textures Noor Shaker, Julian Togelius and Mark Nelson
5 Grammars and L-systems with applications to vegetation and levels Julian Togelius, Noor Shaker and Joris Dormans
6 Rules and mechanics Mark Nelson, Julian Togelius, Cameron Browne and Michael Cook
7 Planning with applications to quests and story Yun-Gyung Cheong, Mark Riedl, Byung-Chull Bae and Mark Nelson
8 ASP with applications to mazes and levels Mark Nelson and Adam Smith
9 Representations for search-based methods Dan Ashlock, Sebastian Risi and Julian Togelius
10 The experience-driven perspective Noor Shaker, Julian Togelius and Georgios Yannakakis
11 Mixed-initiative approaches Antonios Liapis, Noor Shaker and Gillian Smith
12 Evaluating content generators Noor Shaker, Gillian Smith and Georgios Yannakakis

14 thoughts on “Table of Contents

    1. Please let the authors know via email or other social media alternatives so that future readers who wishes to obtain the references will be able to access them.

    1. All you need to do is to do a “Save As…” on each of the chapters, and you will obtain the PDF files that you wished to read.

    1. There is a converter available that allows you to change the PDF files into EPUB files for your media consumption on your iDevices. However, the disadvantages is that you will lose some of the text formatting structures in the original PDF files, which can make some of the contents not as easy to read as one would think.

    1. No. But you can contribute by using an Office suite of your choice and some programs enabling some ways of combining multiple separate PDFs together into one big PDF file.

  1. Are plans for a hard copy still underway? I would buy it in a heartbeat; procedural content generation is one of my favourite game design topics. Also, reading paper books feels so nice.

  2. This is great! Thanks for making it available.

    I noticed a typo in Chapter 1 Sec 1.5.6 where it says “rough-like games” I assume it should be “roguelike games”

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