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&lt;/span&gt;&lt;em&gt;ICIDS, &lt;/em&gt;&lt;em&gt;volume 7069 of Lecture Notes in Computer Science, &lt;/em&gt;&lt;em&gt;page 326-329. &lt;/em&gt;&lt;em&gt;Springer, &lt;/em&gt;(&lt;em&gt;2011&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/dblp"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/28d03c2988fa2c58fe6d7b038f2f190a5/dblp"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/28d03c2988fa2c58fe6d7b038f2f190a5/dblp"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/conf/icids/icids2011.html#SmithAKLSWWM11"/><swrc:date>Fri Dec 02 00:00:00 CET 2011</swrc:date><swrc:booktitle>ICIDS</swrc:booktitle><swrc:crossref>conf/icids/2011</swrc:crossref><swrc:pages>326-329</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Springer"/></swrc:publisher><swrc:series>Lecture Notes in Computer Science</swrc:series><swrc:title>Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games.</swrc:title><swrc:volume>7069</swrc:volume><swrc:year>2011</swrc:year><swrc:keywords>dblp </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="http://dx.doi.org/10.1007/978-3-642-25289-1_40" swrc:key="ee"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="978-3-642-25288-4" swrc:key="isbn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Gillian Smith"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Ryan Anderson"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Brian Kopleck"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Zach Lindblad"/></rdf:_4><rdf:_5><swrc:Person swrc:name="Lauren Scott"/></rdf:_5><rdf:_6><swrc:Person swrc:name="Adam Wardell"/></rdf:_6><rdf:_7><swrc:Person swrc:name="Jim Whitehead"/></rdf:_7><rdf:_8><swrc:Person swrc:name="Michael Mateas"/></rdf:_8></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Mei Si"/></rdf:_1><rdf:_2><swrc:Person swrc:name="David Thue"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Elisabeth André"/></rdf:_3><rdf:_4><swrc:Person swrc:name="James C. 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Intellig. and AI in Games&lt;/em&gt; &lt;em&gt;3(3):187-200&lt;/em&gt; (&lt;em&gt;2011&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/dblp"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/291e833b8a7c5bc227b0f96e55b8e6050/dblp"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/291e833b8a7c5bc227b0f96e55b8e6050/dblp"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/journals/tciaig/tciaig3.html#SmithM11"/><swrc:date>Wed Nov 16 00:00:00 CET 2011</swrc:date><swrc:journal>IEEE Trans. Comput. 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Mawhorter&lt;/a&gt;,  and &lt;a href=&#034;/author/Mateas&#034;&gt;Michael Mateas&lt;/a&gt; &lt;/span&gt;&lt;em&gt;CIG, &lt;/em&gt;&lt;em&gt;page 351-358. &lt;/em&gt;&lt;em&gt;IEEE, &lt;/em&gt;(&lt;em&gt;2010&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/dblp"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/25a309c5c3be0ab83bcb9ea804756c527/dblp"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/25a309c5c3be0ab83bcb9ea804756c527/dblp"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/conf/cig/cig2010.html#MawhorterM10"/><swrc:date>Wed Sep 07 00:00:00 CEST 2011</swrc:date><swrc:booktitle>CIG</swrc:booktitle><swrc:crossref>conf/cig/2010</swrc:crossref><swrc:pages>351-358</swrc:pages><swrc:publisher><swrc:Organization swrc:name="IEEE"/></swrc:publisher><swrc:title>Procedural level generation using occupancy-regulated extension.</swrc:title><swrc:year>2010</swrc:year><swrc:keywords>dblp </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="http://doi.ieeecomputersociety.org/10.1109/ITW.2010.5593333" swrc:key="ee"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="978-1-4244-6295-7" swrc:key="isbn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Peter A. 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Smith&lt;/a&gt;,  and &lt;a href=&#034;/author/Mateas&#034;&gt;Michael Mateas&lt;/a&gt; &lt;/span&gt;&lt;em&gt;CIG, &lt;/em&gt;&lt;em&gt;page 273-280. &lt;/em&gt;&lt;em&gt;IEEE, &lt;/em&gt;(&lt;em&gt;2010&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/dblp"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2b3222eafc567a5be0cd102a4cd181c3f/dblp"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2b3222eafc567a5be0cd102a4cd181c3f/dblp"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/conf/cig/cig2010.html#SmithM10"/><swrc:date>Wed Sep 07 00:00:00 CEST 2011</swrc:date><swrc:booktitle>CIG</swrc:booktitle><swrc:crossref>conf/cig/2010</swrc:crossref><swrc:pages>273-280</swrc:pages><swrc:publisher><swrc:Organization swrc:name="IEEE"/></swrc:publisher><swrc:title>Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games.</swrc:title><swrc:year>2010</swrc:year><swrc:keywords>dblp </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="http://doi.ieeecomputersociety.org/10.1109/ITW.2010.5593343" swrc:key="ee"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="978-1-4244-6295-7" swrc:key="isbn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Adam M. 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Nelson&lt;/a&gt;,  and &lt;a href=&#034;/author/Mateas&#034;&gt;Michael Mateas&lt;/a&gt; &lt;/span&gt;&lt;em&gt;CIG, &lt;/em&gt;&lt;em&gt;page 91-98. &lt;/em&gt;&lt;em&gt;IEEE, &lt;/em&gt;(&lt;em&gt;2010&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/dblp"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2bf7580272f1be739a967ef27aa589008/dblp"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2bf7580272f1be739a967ef27aa589008/dblp"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/conf/cig/cig2010.html#SmithNM10"/><swrc:date>Wed Sep 07 00:00:00 CEST 2011</swrc:date><swrc:booktitle>CIG</swrc:booktitle><swrc:crossref>conf/cig/2010</swrc:crossref><swrc:pages>91-98</swrc:pages><swrc:publisher><swrc:Organization swrc:name="IEEE"/></swrc:publisher><swrc:title>LUDOCORE: A logical game engine for modeling videogames.</swrc:title><swrc:year>2010</swrc:year><swrc:keywords>dblp </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="http://doi.ieeecomputersociety.org/10.1109/ITW.2010.5593368" swrc:key="ee"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="978-1-4244-6295-7" swrc:key="isbn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Adam M. Smith"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Mark J. Nelson"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Michael Mateas"/></rdf:_3></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Georgios N. Yannakakis"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Julian Togelius"/></rdf:_2></rdf:Seq></swrc:editor></rdf:Description></burst:publication></item><item rdf:about="http://www.bibsonomy.org/bibtex/203d2fc5f407dd9cc02dc4b8f5115a3ce/dblp"><title>Modeling Player Retention in Madden NFL 11.</title><link>http://www.bibsonomy.org/bibtex/203d2fc5f407dd9cc02dc4b8f5115a3ce/dblp</link><dc:creator>dblp</dc:creator><dc:date>2011-08-09T00:00:00+02:00</dc:date><dc:subject>dblp </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Weber&#034;&gt;Ben George Weber&lt;/a&gt;, &lt;a href=&#034;/author/John&#034;&gt;Michael John&lt;/a&gt;, &lt;a href=&#034;/author/Mateas&#034;&gt;Michael Mateas&lt;/a&gt;,  and &lt;a href=&#034;/author/Jhala&#034;&gt;Arnav Jhala&lt;/a&gt; &lt;/span&gt;&lt;em&gt;IAAI, &lt;/em&gt;&lt;em&gt;AAAI, &lt;/em&gt;(&lt;em&gt;2011&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/dblp"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/203d2fc5f407dd9cc02dc4b8f5115a3ce/dblp"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/203d2fc5f407dd9cc02dc4b8f5115a3ce/dblp"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/conf/iaai/iaai2011.html#WeberJMJ11"/><swrc:date>Tue Aug 09 00:00:00 CEST 2011</swrc:date><swrc:booktitle>IAAI</swrc:booktitle><swrc:crossref>conf/iaai/2011</swrc:crossref><swrc:publisher><swrc:Organization swrc:name="AAAI"/></swrc:publisher><swrc:title>Modeling Player Retention in Madden NFL 11.</swrc:title><swrc:year>2011</swrc:year><swrc:keywords>dblp </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="http://www.aaai.org/ocs/index.php/IAAI/IAAI-11/paper/view/3526" swrc:key="ee"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Ben George Weber"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Michael John"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Michael Mateas"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Arnav Jhala"/></rdf:_4></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Daniel G. Shapiro"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Markus P. J. Fromherz"/></rdf:_2></rdf:Seq></swrc:editor></rdf:Description></burst:publication></item><item rdf:about="http://www.bibsonomy.org/bibtex/224c144aec381c4c706b55811f41eb88a/veronicasu"><title>Towards an Ontological Language for Game Analysis.</title><link>http://www.bibsonomy.org/bibtex/224c144aec381c4c706b55811f41eb88a/veronicasu</link><dc:creator>veronicasu</dc:creator><dc:date>2011-07-29T09:19:23+02:00</dc:date><dc:subject>game ontology semanticweb </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Zagal&#034;&gt;José Pablo Zagal&lt;/a&gt;, &lt;a href=&#034;/author/Mateas&#034;&gt;Michael Mateas&lt;/a&gt;, &lt;a href=&#034;/author/Fernández-Vara&#034;&gt;Clara Fernández-Vara&lt;/a&gt;, &lt;a href=&#034;/author/Hochhalter&#034;&gt;Brian Hochhalter&lt;/a&gt;,  and &lt;a href=&#034;/author/Lichti&#034;&gt;Nolan Lichti&lt;/a&gt; &lt;/span&gt;&lt;em&gt;DIGRA Conf., &lt;/em&gt;(&lt;em&gt;2005&lt;/em&gt;)</content:encoded><taxo:topics><rdf:Bag><rdf:li rdf:resource="http://www.bibsonomy.org/tag/game"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/ontology"/><rdf:li rdf:resource="http://www.bibsonomy.org/tag/semanticweb"/></rdf:Bag></taxo:topics><burst:publication><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/224c144aec381c4c706b55811f41eb88a/veronicasu"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/224c144aec381c4c706b55811f41eb88a/veronicasu"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://dblp.uni-trier.de/db/conf/digra/digra2005.html#ZagalMFHL05"/><swrc:date>Fri Jul 29 09:19:23 CEST 2011</swrc:date><swrc:booktitle>DIGRA Conf.</swrc:booktitle><swrc:crossref>conf/digra/2005</swrc:crossref><swrc:title>Towards an Ontological Language for Game Analysis.</swrc:title><swrc:year>2005</swrc:year><swrc:keywords>game ontology semanticweb </swrc:keywords><swrc:abstract>The Game Ontology Project (GOP) is creating a framework for describing, analyzing and
studying games, by defining a hierarchy of concepts abstracted from an analysis of many specific
games. GOP borrows concepts and methods from prototype theory as well as grounded theory to
achieve a framework that is always growing and changing as new games are analyzed or
particular research questions are explored. The top level of the ontology (interface, rules, goals,
entities, and entity manipulation) is described as well as a particular ontological entry. Finally,
by engaging in three short discussions centered on relevant games studies research questions, the
ontology’s utility is demonstrated.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="http://www.gamesconference.org/digra2005/viewabstract.php?id=224" swrc:key="ee"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="José Pablo Zagal"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Michael Mateas"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Clara Fernández-Vara"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Brian Hochhalter"/></rdf:_4><rdf:_5><swrc:Person swrc:name="Nolan Lichti"/></rdf:_5></rdf:Seq></swrc:author></rdf:Description></burst:publication><description>dblp</description></item><item rdf:about="http://www.bibsonomy.org/bibtex/23f4771e83ecc1ef737bad89e31b34eb4/dblp"><title>Natural Language Understanding in Façade: Surface-Text Processing.</title><link>http://www.bibsonomy.org/bibtex/23f4771e83ecc1ef737bad89e31b34eb4/dblp</link><dc:creator>dblp</dc:creator><dc:date>2011-07-07T00:00:00+02:00</dc:date><dc:subject>dblp </dc:subject><content:encoded>&lt;span class=&#034;authorEditorList&#034;&gt;&lt;a href=&#034;/author/Mateas&#034;&gt;Michael Mateas&lt;/a&gt;,  and &lt;a href=&#034;/author/Stern&#034;&gt;Andrew Stern&lt;/a&gt; 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