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Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing trackdoi:10.1109/cig.2007.368106 dblp:conf/cig/TogeliusNL07 fatcat:3klaeinkxfa2pfrbgoedbg32mi