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2nd AIIDE Workshop on AI in the Game Design Process 2013: Palo Alto, California, USA
- Mark J. Nelson, Adam M. Smith, Gillian Smith:
Artificial Intelligencein the Game Design Process 2, Papers from the 2013 AIIDE Workshop, Palo Alto, California, USA, October 15, 2013. AAAI Technical Report WS-13-20, AAAI 2013 - Mark J. Nelson, Adam M. Smith, Gillian Smith:
Preface. - Marlon Etheredge, Ricardo Lopes, Rafael Bidarra:
A Generic Method for Classification of Player Behavior. - David Llansó, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín, Pedro Antonio González-Calero:
A Declarative Domain Model Can Serve as Design Document. - Charles E. Myers, Pushpak Karnick:
Distance-Based Construction Behaviors for Dynamic Grid-Based Worlds. - Adam M. Smith:
Open Problem: Reusable Gameplay Trace Samplers. - Nathan R. Sturtevant:
An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling! - Jonathan Tremblay, Pedro Andrade Torres, Nir Rikovitch, Clark Verbrugge:
An Exploration Tool for Predicting Stealthy Behaviour. - Roland van der Linden, Ricardo Lopes, Rafael Bidarra:
Designing Procedurally Generated Levels.
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