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    • AI in Games
      • Data Adventures
      • Diverse agents in Hanabi
      • Generating Heuristics for Novice Players
      • Procedural Personas
      • Simulating Strategy and Dexterity
      • Two-Step Constructive Approaches for Dungeon Generation
    • Automatic Tutorial Generation
      • Intentional Computational Level Design
      • AtDELFI Tutorial Generator
      • “Press Space To Fire”: Automatic Video Game Tutorial Generation
    • Data Games
    • Deep Interactive Evolution
    • Generative Design in Minecraft
      • Settlement Generation Challenge
      • Chronicle Challenge
      • Organic Building Generation in Minecraft
    • GVGAI
      • General Video Game Rule Generation
      • Evolving game-specific UCB alternatives for General Video Game Playing
      • Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games
      • Matching Games and Algorithms for General Video Game Playing
      • General Video Game Level Generation
    • Human Capital Analytics Laboratory
    • Marahel: A Language for Constructive Level Generation
    • Playtesting
      • Exploring Game Space
      • Catch-Up: A Game in Which the Lead Alternates
      • Characterizing Score Distributions in Dice Games
      • Human-like General Video Game Playing
      • Player Improvement and Single-Player High Scores
      • Playing Games Across the Superintelligence Divide
      • Search Driven Playtesting of Contemporary Board Games
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