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Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130).

, , and . NII Shonan Meet. Rep., (2019)

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Emerging Cooperation With Minimal Effort: Rewarding Over Mimicking., , and . IEEE Trans. Evol. Comput., 11 (3): 382-396 (2007)Quality Diversity Through Surprise., , and . IEEE Trans. Evol. Comput., 23 (4): 603-616 (2019)The 2010 IEEE Conference on Computational Intelligence and Games Report Society Briefs., and . IEEE Comput. Intell. Mag., 6 (2): 10-14 (2011)Search-Based Procedural Content Generation: A Taxonomy and Survey., , , and . IEEE Trans. Comput. Intell. AI Games, 3 (3): 172-186 (2011)A Panorama of Artificial and Computational Intelligence in Games., and . IEEE Trans. Comput. Intell. AI Games, 7 (4): 317-335 (2015)Guest Editorial: Special Issue on Computational Aesthetics in Games., , and . IEEE Trans. Comput. Intellig. and AI in Games, 4 (3): 149-151 (2012)Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model., , and . FDG, page 51:1-51:10. ACM, (2018)Learning the patterns of balance in a multi-player shooter game., , and . FDG, page 70:1-70:10. ACM, (2017)Erratum: Ranking vs. Preference: A Comparative Study of Self-reporting., and . ACII (1), volume 6974 of Lecture Notes in Computer Science, page 1. Springer, (2011)Learning from preferences and selected multimodal features of players.. ICMI, page 115-118. ACM, (2009)