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Tools for Game Discovery Built Using Latent Semantic Analysis.

, , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)

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A methodology for requirements analysis of AI architecture authoring tools., , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Crafting in Games., , , , and . Digit. Humanit. Q., (2017)Build It to Understand It: Ludology Meets Narratology in Game Design Space., and . DiGRA Conference, (2005)Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box., , and . UbiComp, volume 344 of ACM International Conference Proceeding Series, page 134-143. ACM, (2008)The micro-rhetorics of Game-o-Matic., , , and . FDG, page 18-25. ACM, (2012)Game-O-Matic: Generating Videogames that Represent Ideas., , , and . PCG@FDG, page 11:1-11:8. ACM, (2012)Conceptual Neighborhoods for Retrieval in Case-Based Reasoning., and . ICCBR, volume 5650 of Lecture Notes in Computer Science, page 343-357. Springer, (2009)Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama., and . IVA, volume 4133 of Lecture Notes in Computer Science, page 446-448. Springer, (2006)An interactive game-design assistant., and . IUI, page 90-98. ACM, (2008)Reflective Creators., and . ICCC, page 309-318. Association for Computational Creativity (ACC), (2021)