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Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design., , and . IEEE Trans. Comput. Intell. AI Games, 3 (3): 201-215 (2011)A Modular Architecture for Procedural Generation of Towns, Intersections and Scenarios for Testing Autonomous Vehicles., , , , and . IV, page 162-168. IEEE, (2020)Generative Mixology: An Engine for Creating Cocktails., and . ICCC, page 212-219. computationalcreativity.net, (2015)Art and science of engineered design: what kind of discipline is PCG?. FDG, page 73:1-73:3. ACM, (2017)Introduction to game design in the large classroom.. GDCSE, page 61-65. ACM, (2008)Structure and Coherence in City Road Network Generation., and . CoG, page 1-8. IEEE, (2023)Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory., , , , and . AIIDE, page 138-144. AAAI Press, (2018)Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games., , , , , , , and . ICIDS, volume 7069 of Lecture Notes in Computer Science, page 326-329. Springer, (2011)Playing with Recipes., and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Fantasy, farms, and freemium: what game data mining teaches us about retention, conversion, and virality (keynote abstract).. MSR, page 1. ACM, (2011)