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Real-time adaptation of augmented-reality games for optimizing player satisfaction., and . CIG, page 103-110. IEEE, (2008)Evolving missions to create game spaces., , and . CIG, page 1-8. IEEE, (2016)Sonancia: A multi-faceted generator for horror., , and . CIG, page 1-2. IEEE, (2016)The games for health prototype., , and . FDG, page 396-399. Society for the Advancement of the Science of Digital Games, (2013)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)Game AI revisited.. Conf. Computing Frontiers, page 285-292. ACM, (2012)AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay., , , and . EvoMUSART, volume 9027 of Lecture Notes in Computer Science, page 101-112. Springer, (2015)Diversified Virtual Camera Composition., , and . EvoApplications, volume 7248 of Lecture Notes in Computer Science, page 265-274. Springer, (2012)RankNEAT: outperforming stochastic gradient search in preference learning tasks., , , and . GECCO, page 1084-1092. ACM, (2022)Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130)., , and . NII Shonan Meet. Rep., (2019)