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Learning to Predict Driver Behavior from Observation., , , , and . AAAI Spring Symposia, AAAI Press, (2017)Player Movement Models for Video Game Level Generation., and . IJCAI, page 757-763. ijcai.org, (2017)General Statistical Approaches to Procedural Map Generation.. IJCAI, page 4028-4029. IJCAI/AAAI Press, (2016)"Rather Solve the Problem from Scratch": Gamesploring Human-Machine Collaboration for Optimizing the Debris Collection Problem., , , , and . IUI, page 604-619. ACM, (2022)The Development of a Methodology for Gamifying Surveys., , , , , and . CHI PLAY (Companion), page 461-467. ACM, (2018)Towards a generalized player model through the PEAS framework., , and . FDG, page 98:1-98:7. ACM, (2019)Learning to Generate Video Game Maps Using Markov Models., and . IEEE Trans. Comput. Intellig. and AI in Games, 9 (4): 410-422 (2017)Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders., and . FDG, page 4:1-4:11. ACM, (2020)Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning., , , , , , , and . CoG, page 399-406. IEEE, (2020)An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels., and . AIIDE, page 79-85. AAAI Press, (2016)