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3. Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games

4. Contrastive Learning of Preferences with a Contextual InfoNCE Loss

5. Learning With Generalised Card Representations for 'Magic: The Gathering'

6. Efficiently Training Neural Networks for Imperfect Information Games by Sampling Information Sets

7. Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess

8. Expected Work Search: Combining Win Rate and Proof Size Estimation

9. COVID-19 Misinformation Spread in Eight Countries: Exponential Growth Modeling Study

10. Material Trajectories

11. Leben machen

12. Assessing Public Opinion on CRISPR-Cas9: Combining Crowdsourcing and Deep Learning

13. Monte Carlo Tree Search in the Presence of Transition Uncertainty

25. Solving NoGo on Small Rectangular Boards

26. Stockfish or Leela Chess Zero? A Comparison Against Endgame Tablebases

29. Dynamic Stall Computations of a Double-Swept Rotor Blade with Rigid and Elastic Modelling

40. Karyologische Variabilität in Kreuzungsnachkommen – eine Herausforderung bei der Züchtung neuer Baldriansorten (Valeriana officinalis L. s.l.)

42. Supervised and Reinforcement Learning from Observations in Reconnaissance Blind Chess

43. Developing and piloting a multifactorial intervention to address participation and quality of life in nursing home residents with joint contractures (JointConImprove): study protocol

44. Quantity vs Quality: Investigating the Trade-Off between Sample Size and Label Reliability

46. Cedille: A large autoregressive French language model

47. Efficient Sampling-Based Bayesian Active Learning for synaptic characterization

48. Nachwort

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