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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.
Computational creativity is an emerging field of research within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would, if produced by a human, be considered creative. This book is intended to be a canonical text for this new discipline, through which researchers and students can absorb the philosophy of the field and learn its methods. After a comprehensive introduction to the idea of systematizing creativity the contributions address topics such as autonomous intentionality, conceptual blending, literature mining, computational design, models of novelty, evaluating progress in related research, computer-supported human creativity and human-supported computer creativity, common-sense knowledge, and models of social creativity.Products of this research will have real consequences for the worlds of entertainment, culture, science, education, design, and art, in addition to artificial intelligence, and the book will be of value to practitioners and students in all these domains.
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