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.
A great entry point to procedural content generation. As someone who was looking for a quick introduction to the topic, I find this book brief and satisfactory. However, one might find the book lacking depth if they are looking for a more specific concept.
It's been a while since I've read a textbook. :) This is exactly the sort I would have lost myself in during undergrad (and to some extent did even now).
On one level, there is a lot more summary and general content that I could probably have done without. But on the other, the few concrete examples were intriguing and even the summary sections gave me other papers and terms to search for and read more.
If you're into procedural content, it's worth a read (for games or not). You can buy a copy or (up until a few days ago), you could read it online. The domain seems to have recently expired though... so that's a bummer.
An uneven, but ultimately worthwhile read. 4.5 stars. I had bought the hardback, not realizing that the book is available for free online: http://pcgbook.com/