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DOOM Level Generation Using Generative Adversarial Networks., , and . GEM, page 316-323. IEEE, (2018)Explainable AI for Games, , , , , , , , , and 1 other author(s). Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 73-75 (January 2023)An analysis of DOOM level generation using Generative Adversarial Networks., , and . Entertain. Comput., (May 2023)The 2009 Simulated Car Racing Championship., , , , , , , , , and 2 other author(s). IEEE Trans. Comput. Intell. AI Games, 2 (2): 131-147 (2010)On-line neuroevolution applied to The Open Racing Car Simulator., , and . IEEE Congress on Evolutionary Computation, page 2622-2629. IEEE, (2009)Learning drivers for TORCS through imitation using supervised methods., , and . CIG, page 148-155. IEEE, (2009)Learning a context-aware weapon selection policy for Unreal Tournament III., , and . CIG, page 310-316. IEEE, (2009)Applying data mining to extract design patterns from Unreal Tournament levels., , and . CIG, page 1-8. IEEE, (2014)Evolving maps for match balancing in first person shooters., , and . CIG, page 1-8. IEEE, (2014)Searching for the optimal racing line using genetic algorithms., , , and . CIG, page 388-394. IEEE, (2010)