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Procedural Content Generation via Machine Learning (PCGML)., , , , , , , and . IEEE Trans. Games, 10 (3): 257-270 (2018)Computational intelligence and cognitive performance assessment games., , and . CIG, page 1-8. IEEE, (2016)Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems., , , , , and . FDG, page 26:1-26:15. ACM, (2019)Stress Detection for PTSD via the StartleMart Game., , , and . ACII, page 523-528. IEEE Computer Society, (2013)To rank or to classify? Annotating stress for reliable PTSD profiling., , , and . ACII, page 719-725. IEEE Computer Society, (2015)Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics., , , and . IEEE Trans. Games, 11 (4): 352-362 (2019)Generative agents for player decision modeling in games., , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)The Teaching Efficacy of the Protégé Effect in Gamified Education., , , , and . CoG, page 1-8. IEEE, (2023)Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study., , and . AIIDE, AAAI, (2013)Guiding Game Design Decisions via Eye-Tracking: An Indie Game Case Study., , and . ETRA, page 54:1-54:7. ACM, (2022)