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Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation., , and . Games Cult., 3 (2): 175-198 (2008)Reflective Creators., and . ICCC, page 309-318. Association for Computational Creativity (ACC), (2021)Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design., , and . IEEE Trans. Comput. Intell. AI Games, 3 (3): 201-215 (2011)Toward Using ChatGPT to Generate Theme-Relevant Simulated Storyworlds., , and . EXAG@AIIDE, volume 3626 of CEUR Workshop Proceedings, CEUR-WS.org, (2023)Game-O-Matic: Generating Videogames that Represent Ideas., , , and . PCG@FDG, page 11:1-11:8. ACM, (2012)The micro-rhetorics of Game-o-Matic., , , and . FDG, page 18-25. ACM, (2012)Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box., , and . UbiComp, volume 344 of ACM International Conference Proceeding Series, page 134-143. ACM, (2008)Conceptual Neighborhoods for Retrieval in Case-Based Reasoning., and . ICCBR, volume 5650 of Lecture Notes in Computer Science, page 343-357. Springer, (2009)Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama., and . IVA, volume 4133 of Lecture Notes in Computer Science, page 446-448. Springer, (2006)An interactive game-design assistant., and . IUI, page 90-98. ACM, (2008)