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Towards Automatic Personalized Content Generation for Platform Games., , and . AIIDE, The AAAI Press, (2010)Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds., , , , and . CIG, IEEE, (2011)The games for health prototype., , and . FDG, page 396-399. Society for the Advancement of the Science of Digital Games, (2013)AI in computer games : generating interesting interactive opponents by the use of evolutionary computation.. University of Edinburgh, UK, (2005)British Library, EThOS.Crowdsourcing the Aesthetics of Platform Games., , and . IEEE Trans. Comput. Intellig. and AI in Games, 5 (3): 276-290 (2013)The 2010 Mario AI Championship: Level Generation Track., , , , , , , , , and 2 other author(s). IEEE Trans. Comput. Intellig. and AI in Games, 3 (4): 332-347 (2011)Modelling Affect for Horror Soundscapes., , and . IEEE Trans. Affective Computing, 10 (2): 209-222 (2019)Don't Classify Ratings of Affect; Rank Them!, , and . IEEE Trans. Affective Computing, 5 (3): 314-326 (2014)Ranking vs. Preference: A Comparative Study of Self-reporting., and . ACII (1), volume 6974 of Lecture Notes in Computer Science, page 437-446. Springer, (2011)Generic Physiological Features as Predictors of Player Experience., , and . ACII (1), volume 6974 of Lecture Notes in Computer Science, page 267-276. Springer, (2011)