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(2021) Statistical Modelling of Level Difficulty in Puzzle Games, 2021 IEEE Conference on Games (CoG) 2021-Augus, p. 1-8, IEEE, pdf, doi:10.1109/CoG52621.2021.9619050
(2020) Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering, User Modeling and User-Adapted Interaction 30(1), p. 81-125, url, doi:10.1007/s11257-019-09252-5
(2020) Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games, International Conference on the Foundations of Digital Games, p. 1-10, New York, NY, USA: ACM, pdf, doi:10.1145/3402942.3402944
(2020) Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning, 2020 IEEE Conference on Games (CoG), p. 636-639, Osaka: IEEE, url, doi:10.1109/CoG47356.2020.9231581
(2020) Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks, International Conference on the Foundations of Digital Games, p. 1-9, New York, NY, USA: ACM, url, doi:10.1145/3402942.3409601
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(2019) Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games, 2019 IEEE Conference on Games (CoG), p. 1-8, London: IEEE, url, doi:10.1109/CIG.2019.8848106
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(2016) Storytelling in Serious Games, Entertainment Computing and Serious Games, p. 521-539, Springer, pdf, doi:10.1007/978-3-319-46152-6_19
(2015) Adapting virtual camera behaviour through player modelling, User Modeling and User-Adapted Interaction 25(2), p. 155-183, pdf, doi:10.1007/s11257-015-9156-4
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(2015) The Quality System - An Attempt to Increase Cohesiveness Between Quest Givers and Quest Types, International Conference on Interactive Digital Storytelling, p. 381-384, Copenhagen, Denmark: Springer, pdf, doi:10.1007/978-3-319-27036-4_41
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(2013) Haptic feedback for enhancing realism of walking simulations., IEEE transactions on haptics 6(1), p. 35-45, pdf, doi:10.1109/TOH.2012.51
(2013) Virtual Cinematography in Games : Investigating the Impact on Player Experience, International Conference On The Foundations Of Digital Games, p. 134-141, Chania, Greece: Society for the Advancement of the Science of Digital Games, pdf, doi:10.13140/2.1.4643
(2013) Adapting Virtual Camera Behaviour, FDG Workshop On Intelligent Cinematography and Editing, pdf, doi:10.13140/2.1.2545.9525
(2012) Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition, FDG Workshop On Intelligent Cinematography and Editing, pdf, doi:10.13140/2.1.3250.4643
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(2011) Modelling virtual camera behaviour through player gaze, Proceedings of the 6th International Conference on Foundations of Digital Games - FDG '11, p. 107-114, New York, New York, USA: ACM Press, pdf, doi:10.1145/2159365.2159380
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(2009) Dynamic Artificial Potential Fields for Autonomous Camera Control, AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, Palo Alto: AAAI, pdf, doi:10.13140/2.1.1284.3847
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