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Using gameplay semantics to procedurally generate player-matching game worlds.

, , and . PCG@FDG, page 3:1-3:8. ACM, (2012)

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Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques., , , , and . IEEE Trans. Comput. Intellig. and AI in Games, 3 (3): 274-288 (2011)Scenario adaptivity in serious games.. FDG, page 268-270. ACM, (2010)Improving Memory Usage in the BEAM., and . PADL, volume 3350 of Lecture Notes in Computer Science, page 143-157. Springer, (2005)On Applying Program Transformation to Implement Suspension-Based Tabling in Prolog., , and . ICLP, volume 4670 of Lecture Notes in Computer Science, page 444-445. Springer, (2007)Gameplay semantics for authoring adaptivity in mobile games., , , and . FDG, page 435-436. Society for the Advancement of the Science of Digital Games, (2013)The BEAM: A first EAM Implementation., and . APPIA-GULP-PRODE, page 425-440. (1999)MultiTLS: using multiple and diverse ciphers for stronger secure channels., , , , and . Comput. Secur., (September 2023)Designing Procedurally Generated Levels., , and . AI in the Game Design Process @ AIIDE, volume WS-13-20 of AAAI Technical Report, AAAI, (2013)A design and implementation of the Extended Andorra Model., , and . Theory Pract. Log. Program., 12 (3): 319-360 (2012)Authoring Adaptive Game World Generation., , and . IEEE Trans. Games, 10 (1): 42-55 (2018)