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Artificial and Computational Intelligence in Games 2013
- Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius:

Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups 6, Schloss Dagstuhl - Leibniz-Zentrum für Informatik 2013, ISBN 978-3-939897-62-0 - Frontmatter.

- Peter I. Cowling, Michael Buro, Michal Bída, Adi Botea, Bruno Bouzy, Martin V. Butz, Philip Hingston, Hector Muñoz-Avila, Dana S. Nau, Moshe Sipper:

Search in Real-Time Video Games. 1-19 - Adi Botea, Bruno Bouzy, Michael Buro, Christian Bauckhage, Dana S. Nau:

Pathfinding in Games. 21-31 - Hector Muñoz-Avila, Christian Bauckhage, Michal Bída, Clare Bates Congdon, Graham Kendall:

Learning and Game AI. 33-43 - Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono

, Elisabeth André
:
Player Modeling. 45-59 - Julian Togelius, Alex J. Champandard, Pier Luca Lanzi

, Michael Mateas, Ana Paiva, Mike Preuss, Kenneth O. Stanley:
Procedural Content Generation: Goals, Challenges and Actionable Steps. 61-75 - John Levine, Clare Bates Congdon, Marc Ebner

, Graham Kendall, Simon M. Lucas, Risto Miikkulainen, Tom Schaul, Tommy Thompson:
General Video Game Playing. 77-83 - Marc Ebner

, John Levine, Simon M. Lucas, Tom Schaul, Tommy Thompson, Julian Togelius:
Towards a Video Game Description Language. 85-100 - Clare Bates Congdon, Philip Hingston, Graham Kendall:

Artificial and Computational Intelligence for Games on Mobile Platforms. 101-108

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