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A High Population, Fault Tolerant Parallel Raytracer., , and . SEDE, page 122-127. ISCA, (2006)Building Human-Level AI for Real-Time Strategy Games., , and . AAAI Fall Symposium: Advances in Cognitive Systems, volume FS-11-01 of AAAI Technical Report, AAAI, (2011)A Particle Model for State Estimation in Real-Time Strategy Games., , and . AIIDE, The AAAI Press, (2011)Case-Based Reasoning for Build Order in Real-Time Strategy Games., and . AIIDE, The AAAI Press, (2009)Conceptual Neighborhoods for Retrieval in Case-Based Reasoning., and . ICCBR, volume 5650 of Lecture Notes in Computer Science, page 343-357. Springer, (2009)A Framework for Truth Maintenance in Multi-Agent Systems., , and . OR, page 403-408. (2006)AIIDE 2010 StarCraft Competition.. AIIDE, The AAAI Press, (2010)Recap of the 2010 AI and Interactive Digital Entertainment Conference., , and . AI Magazine, 32 (2): 131-132 (2011)A data mining approach to strategy prediction., and . CIG, page 140-147. IEEE, (2009)Learning from Demonstration for Goal-Driven Autonomy., , and . AAAI, page 1176-1182. AAAI Press, (2012)