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Building Human-Level AI for Real-Time Strategy Games., , and . AAAI Fall Symposium: Advances in Cognitive Systems, volume FS-11-01 of AAAI Technical Report, AAAI, (2011)Search-Based Drama Management in the Interactive Fiction Anchorhead., and . AIIDE, page 99-104. AAAI Press, (2005)Structuring Content in the Façade Interactive Drama Architecture., and . AIIDE, page 93-98. AAAI Press, (2005)Architecture, Authorial Idioms and Early Observations of the Interactive Drama Facade, and . (2002)Procedural level generation using occupancy-regulated extension., and . CIG, page 351-358. IEEE, (2010)Automatic mapping of NES games with mappy., , and . FDG, page 78:1-78:9. ACM, (2017)Natural Language Understanding in Façade: Surface-Text Processing., and . TIDSE, volume 3105 of Lecture Notes in Computer Science, page 3-13. Springer, (2004)Ice-Bound: Combining richly-realized story with expressive gameplay., , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Author assistance visualizations for Ice-Bound, a combinatorial narrative., , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade., , and . Advances in Computer Entertainment Technology, volume 352 of ACM International Conference Proceeding Series, page 373-380. ACM, (2008)