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Play-Persona: Modeling Player Behaviour in Computer Games

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generated content and flow ma<strong>in</strong>tenance, with respect to play-styles/difficulty, i.e. adaptation to<br />

the player behavior <strong>in</strong> real-time.<br />

7. ACKNOWLEDGEMENTS<br />

The authors would like to extend their gratitude to colleagues at IO Interactive, the Danish Design<br />

School and the Center for <strong>Computer</strong> <strong>Games</strong> Research, IT University of Copenhagen.<br />

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