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Experiencias con Repositorios Institucionales de Recursos Educativos: Del Libre Acceso a las Secuencias Guiadas de Aprendizaje., , , , and . Rev. Iberoam. de Tecnol. del Aprendiz., 6 (2): 80-86 (2011)A CBR Module for a Strategy Videogame., , and . ICCBR Workshops, page 217-226. (2005)Adjusting game difficulty level through Formal Concept Analysis., , , and . SGAI Conf., page 217-230. Springer, (2006)On Developing a Distributed CBR Framework through Semantic Web Services., , , and . OWLED, volume 188 of CEUR Workshop Proceedings, CEUR-WS.org, (2005)Knowledge Guided Development of Videogames., , , and . IDP@AIIDE, volume WS-11-19 of AAAI Technical Report, AAAI, (2011)Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design., , , and . AIIDE, page 10-17. AAAI Press, (2021)Extending Case-Based Planning with Behavior Trees., , , and . FLAIRS, AAAI Press, (2011)Opportunities for CBR in Learning by Doing., , , and . ICCBR, volume 3620 of Lecture Notes in Computer Science, page 267-281. Springer, (2005)Combining Neural Networks for Controlling Non-player Characters in Games., , , and . IWANN (2), volume 10306 of Lecture Notes in Computer Science, page 694-705. Springer, (2017)Using Metaphors in Game-Based Education., , , and . Edutainment, volume 4469 of Lecture Notes in Computer Science, page 477-488. Springer, (2007)