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Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study.

, , and . CoG, page 1-9. IEEE, (2021)

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Crowdsourcing the Aesthetics of Platform Games., , and . IEEE Trans. Comput. Intell. AI Games, 5 (3): 276-290 (2013)Editorial Leveling Up!. IEEE Trans. Games, 14 (1): 1-2 (2022)Play With One's Feelings: A Study on Emotion Awareness for Player Experience., , , and . IEEE Trans. Games, 14 (1): 3-12 (2022)Guest Editorial Special Issue on AI-Based and AI-Assisted Game Design., , , and . IEEE Trans. Games, 11 (1): 1-4 (2019)Game AI revisited.. Conf. Computing Frontiers, page 285-292. ACM, (2012)Ranking vs. Preference: A Comparative Study of Self-reporting., and . ACII (1), volume 6974 of Lecture Notes in Computer Science, page 437-446. Springer, (2011)Capturing Player Enjoyment in Computer Games., and . Advanced Intelligent Paradigms in Computer Games, volume 71 of Studies in Computational Intelligence, Springer, (2007)Fusing novelty and surprise for evolving robot morphologies., , and . GECCO, page 93-100. ACM, (2018)Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130)., , and . NII Shonan Meet. Rep., (2019)Choose Your Weapon: Survival Strategies for Depressed AI Academics., and . CoRR, (2023)