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Large-scale finite state game engines.

, , , , , , and . Symposium on Computer Animation, page 221-229. Eurographics Association / ACM, (2016)

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Procedural Content Generation via Machine Learning (PCGML)., , , , , , , and . CoRR, (2017)Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask., , , and . KEG@AAAI, volume 2313 of CEUR Workshop Proceedings, page 43-50. CEUR-WS.org, (2019)A hybrid search agent in pommerman., , , , , and . FDG, page 46:1-46:4. ACM, (2018)Generating heuristics for novice players., , , and . CIG, page 1-8. IEEE, (2016)A Statistical Analysis of Player Improvement and Single-Player High Scores., and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Evolving Agents for the Hanabi 2018 CIG Competition., , , , , and . CIG, page 1-8. IEEE, (2018)SeekWhence a retrospective analysis tool for general game design., , and . FDG, page 4:1-4:6. ACM, (2017)Simulating strategy and dexterity for puzzle games., , , and . CIG, page 142-149. IEEE, (2017)Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers., , , , and . FDG, page 25:1-25:4. ACM, (2020)Playing Games Across the Superintelligence Divide., , , and . AAAI Workshop: AI, Ethics, and Society, volume WS-16-02 of AAAI Technical Report, AAAI Press, (2016)978-1-57735-759-9.