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An integrated process for game balancing., , , , , , , , , and 1 other author(s). CIG, page 1-8. IEEE, (2016)Language Models for Procedural Content Generation, , , , , , , and . Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 34-37 (January 2023)Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games., , , , and . CHI, page 366:1-366:23. ACM, (2024)A Local Approach to Forward Model Learning: Results on the Game of Life Game., , , , , , , , and . CoG, page 1-8. IEEE, (2019)Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning., , , , , , , and . CoG, page 399-406. IEEE, (2020)Towards Better Integration of Surrogate Models and Optimizers., , , and . High-Performance Simulation-Based Optimization, volume 833 of Studies in Computational Intelligence, Springer, (2020)Single- and multi-objective game-benchmark for evolutionary algorithms., , , and . GECCO, page 647-655. ACM, (2019)A Social Science-based Approach to Explanations for (Game) AI., , and . CIG, page 1-2. IEEE, (2018)Interactive evolution and exploration within latent level-design space of generative adversarial networks., , , , , and . GECCO, page 148-156. ACM, (2020)Measuring strategic depth in games using hierarchical knowledge bases., and . CIG, page 9-16. IEEE, (2017)