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Real-time adaptation of augmented-reality games for optimizing player satisfaction., and . CIG, page 103-110. IEEE, (2008)An architecture for efficient reuse in flexible production scenarios., , , and . CASE, page 151-157. IEEE, (2015)An Emerging Paradigm in Robot Architecture., , and . IAS, page 545-564. IOS Press, (1989)A Hybrid GP/GA Approach for Co-Evolving Controllers and Robot Bodies to Achieve Fitness-Specified Tasks., , and . International Conference on Evolutionary Computation, page 384-389. IEEE, (1996)Marr's Theory of the Neocortex as a Self-Organizing Neural Network., , , and . Neural Comput., 9 (4): 911-936 (1997)A Survey on Reproducibility by Evaluating Deep Reinforcement Learning Algorithms on Real-World Robots., , , and . CoRL, volume 100 of Proceedings of Machine Learning Research, page 466-489. PMLR, (2019)Robot Learning Driven by Emotions., and . Adaptive Behaviour, 9 (1): 42-64 (2001)Ranking vs. Preference: A Comparative Study of Self-reporting., and . ACII (1), volume 6974 of Lecture Notes in Computer Science, page 437-446. Springer, (2011)Capturing Player Enjoyment in Computer Games., and . Advanced Intelligent Paradigms in Computer Games, volume 71 of Studies in Computational Intelligence, Springer, (2007)Applying Genetic Programming to Evolve Behavior Primitives and Arbitrators for Mobile Robots, , and . Proceedings of IEEE 4th International Conference on Evolutionary Computation, 1, IEEE Press, (1997)to appear.