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3. An Event-Level Clustering Framework for Process Mining Using Common Sequential Rules

4. Virtual Reality Design for Stroke Rehabilitation

5. Behavlet Analytics for Player Profiling and Churn Prediction

6. Adaptive Artificial Intelligence in Games: Issues, Requirements, and a Solution through Behavlets-based General Player Modelling

7. Utility of a Behavlets approach to a Decision theoretic predictive player model

8. Short Literature Review for a General Player Model Based on Behavlets

9. Economic Impact of Resource Optimisation in Cloud Environment Using Different Virtual Machine Allocation Policies

10. A Generic Model for End State Prediction of Business Processes Towards Target Compliance

17. Gaming for Health: Systematic Review and Meta-analysis of the Physical and Cognitive Effects of Active Computer Gaming in Older Adults

18. Adaptive Storytelling and Story Repair in a Dynamic Environment

20. MIST: An Interactive Storytelling System with Variable Character Behavior

21. Adaptive Virtual Reality Games for Rehabilitation of Motor Disorders

22. User-System-Experience Model for User Centered Design in Computer Games

24. Relevance-Based Adaptive Event Communication for Mobile Environments with Variable QoS Capabilities

25. Game-Based Feedback for Educational Multi-User Virtual Environments

26. AI: the Missing Link in Digital Game Interface Design?

27. Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games

41. Reinforcement Learning

46. Genetic Algorithms

50. Beyond the GA

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