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The challenge of designing scientific discovery games., , , , , , , , , and 1 other author(s). FDG, page 40-47. ACM, (2010)Layered acting for character animation., , and . ACM Trans. Graph., 22 (3): 409-416 (2003)Model reduction for real-time fluids., , and . ACM Trans. Graph., 25 (3): 826-834 (2006)Brain points: a growth mindset incentive structure boosts persistence in an educational game., , , , and . CHI, page 3339-3348. ACM, (2014)A trace-based framework for analyzing and synthesizing educational progressions., , and . CHI, page 773-782. ACM, (2013)On the harmfulness of secondary game objectives., , , , , and . FDG, page 30-37. ACM, (2011)Quantifying over play: Constraining undesirable solutions in puzzle design., , and . FDG, page 221-228. Society for the Advancement of the Science of Digital Games, (2013)Benchmarking Distribution Shift in Tabular Data with TableShift., , and . NeurIPS, (2023)Automated redesign of local playspace properties., , and . FDG, page 190-197. Society for the Advancement of the Science of Digital Games, (2013)Automatic Generation of Problems and Explanations for an Intelligent Algebra Tutor., , , and . AIED (1), volume 11625 of Lecture Notes in Computer Science, page 383-395. Springer, (2019)