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.