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Mainly motivated by the current lack of a qualitative and quantitative entertainment formulation of computer games and the procedures to generate it, this article covers the following issues: It presents the features-extracted primarily from the opponent behavior-that make a predator/prey game appealing; provides the qualitative and quantitative means for measuring player entertainment in real time, and introduces a successful methodology for obtaining games of high satisfaction. This methodology is based on online (during play) learning opponents who demonstrate cooperative action. By testing the game against humans, we confirm our hypothesis that the proposed entertainment measure is consistent with the judgment of human players. As far as learning in real time against human players is concerned, results suggest that longer games are required for humans to notice some sort of change in their entertainment.