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Biased random sequence generation for making common player believe it unbiased., , and . GEM, page 1-8. IEEE, (2014)Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG., , and . IEEE Trans. Games, 14 (3): 488-501 (2022)Learning human-like behaviors using neuroevolution with statistical penalties., , and . CIG, page 207-214. IEEE, (2017)Improving Human Players' T-Spin Skills in Tetris with Procedural Problem Generation., , and . ACG, volume 12516 of Lecture Notes in Computer Science, page 41-52. Springer, (2019)Instance-Based Policy Search using Binomial Distribution Crossover and Iterated Refreshment., , , , and . IEEE Congress on Evolutionary Computation, page 378-385. IEEE, (2006)Procedural Content Generation of Super Mario Levels Considering Natural Connection., , and . JCSSE, page 291-296. IEEE, (2023)Puyo Puyo.. Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Adaptive Fighting Game Computer Player by Switching Multiple Rule-Based Controllers., , , and . ACIT-CSI, page 52-59. IEEE, (2015)Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning., and . CoG, page 1-8. IEEE, (2019)Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method., , and . CIG, page 51-59. IEEE, (2015)