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Creating densely populated virtual environments., , , and . AAMAS, page 265. IFAAMAS, (2007)A Language for Modeling Cultural Norms, Biases and Stereotypes for Human Behavior Models, , , , and . Proceedings of the 17th Conference on Behavior Representation in Modeling and Simulation (BRIMS), (2008)Perfect Recall and Pruning in Games with Imperfect Information., , and . Comput. Intell., (1996)Massive Media Shift.. Computer, 41 (4): 100-101 (2008)Game Smarts.. Computer, 40 (4): 99-101 (2007)AAAI 2001 Spring Symposium Series Reports., , , , , , , , , and . AI Mag., 22 (3): 117-122 (2001)Making a game of system design., and . Commun. ACM, 46 (7): 32-39 (2003)An explainable artificial intelligence system for small-unit tactical behavior, , and . IAAI'04: Proc. 16th Conf. on Innovative Applications of Artificial Intelligence, page 900--907. San Jose, CA, USA, AAAI Press, (2004)Learning Hierarchical Performance Knowledge by Observation., and . ICML, page 229-238. Morgan Kaufmann, (1999)Increasing Replayability with Deliberative and Reactive Planning., , , , and . AIIDE, page 135-140. AAAI Press, (2005)