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Towards the automatic generation of card games through grammar-guided genetic programming., , , and . FDG, page 360-363. Society for the Advancement of the Science of Digital Games, (2013)Dota 2 Bot Competition., and . IEEE Trans. Games, 11 (3): 285-289 (2019)Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types., , and . EvoApplications (1), volume 6624 of Lecture Notes in Computer Science, page 93-102. Springer, (2011)Procedural Generation of 3D Caves for Games on the GPU., , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Evolving card sets towards balancing dominion., , and . IEEE Congress on Evolutionary Computation, page 1-8. IEEE, (2012)Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search., , , and . IEEE Trans. Games, 10 (3): 281-291 (2018)Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games., , , and . Sandbox@SIGGRAPH, page 7-14. ACM, (2008)Online Evolution for Multi-action Adversarial Games., , and . EvoApplications (1), volume 9597 of Lecture Notes in Computer Science, page 590-603. Springer, (2016)Predicting player behavior in Tomb Raider: Underworld., , , , and . CIG, page 178-185. IEEE, (2010)The Dota 2 Bot Competition., and . CoRR, (2021)