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Using rating arrays to estimate score distributions for player-versus-level matchmaking.

, and . FDG, page 12:1-12:8. ACM, (2019)

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Transforming Game Difficulty Curves using Function Composition., and . CHI, page 551. ACM, (2019)Desire Path-Inspired Procedural Placement of Coins in a Platformer Game., , , and . AIIDE Workshops, volume 2282 of CEUR Workshop Proceedings, CEUR-WS.org, (2018)Ordering Levels in Human Computation Games using Playtraces and Level Structure., and . CoG, page 620-623. IEEE, (2022)Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder., and . FDG, page 3:1-3:11. ACM, (2021)Predicting Human Computation Game Scores with Player Rating Systems., , and . ICEC, volume 10507 of Lecture Notes in Computer Science, page 284-289. Springer, (2017)Blending Levels from Different Games using LSTMs., and . AIIDE Workshops, volume 2282 of CEUR Workshop Proceedings, CEUR-WS.org, (2018)Level Difficulty and Player Skill Prediction in Human Computation Games., and . AIIDE, page 228-233. AAAI Press, (2017)Using rating arrays to estimate score distributions for player-versus-level matchmaking., and . FDG, page 12:1-12:8. ACM, (2019)Meet your match rating: providing skill information and choice in player-versus-level matchmaking., and . FDG, page 36:1-36:8. ACM, (2018)Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data., and . CoG, page 1-4. IEEE, (2019)