IEEE Transactions on Games

Papers
(The median citation count of IEEE Transactions on Games is 1. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2022-08-01 to 2026-08-01.)
ArticleCitations
IEEE Transactions on Games Publication Information108
IEEE Transactions on Games Publication Information61
Modeling Game Mechanics With Ceptre51
Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning43
Rediscovering the Past: Serious Games for Archaeology39
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning36
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games31
MobaQA: MOBA Games Prediction Based on Large Language Model Fine-Tuning30
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games30
Toward Real-Time G-Buffer-Guided Style Transfer in Computer Games29
Procedural Generation of Rollercoasters28
Adapter-RL: Adaptation of Any Agent Using Reinforcement Learning27
PandaSkill—Player Performance and Skill Rating in Esports: Application to League of Legends27
Elastic Monte Carlo Tree Search27
Switch, Reason, and Revise: Enhancing Reasoning Capability of Video Game AI by Large Language Models26
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess26
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping26
GPT for Games: An Updated Scoping Review (2020-2024)25
Vision-Based Mouse-Pointer Control: A Real-Time Object Detection Framework for Game Automation23
IEEE Computational Intelligence Society Information23
Improving Conditional Level Generation Using Automated Validation in Match-3 Games22
Reinforcement Learning With Dual-Observation for General Video Game Playing21
A Quantum Adaptation for the Morra Game and Some of Its Variants21
Hierarchically Composing Level Generators for the Creation of Complex Structures21
Long-horizon prediction of who quits : League of Legends as a case study20
Reusing Multimodal Agents: Efficient Evaluation of Sound Designs in Games20
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem19
A Comprehensive Review of Multiagent Reinforcement Learning in Video Games19
Adapting to Teammates in a Cooperative Language Game17
Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews17
Detecting Discrepancies Between Subtitles and Audio in Gameplay Videos With EchoTest17
Cognition-Driven Multiagent Policy Learning Framework for Promoting Cooperation17
IEEE Transactions on Games Publication Information17
Acute Effects of Exergaming Session and Play Mode on Physiological and Psychosocial Responses in Sedentary Young Adults: A Quasi-Experimental Study16
Letter to the Editor: Risk Management in Game Development16
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends15
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game15
Emoception: Selective Affective Layer Fine-Tuning of Video Vision Transformers for Player Arousal Change Recognition From Gameplay Footage15
Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics15
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation14
Opponent Exploitation Based on Bayesian Strategy Inference and Policy Tracking14
Toward Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues13
Game Plot Design With an LLM-Powered Assistant: An Empirical Study With Game Designers13
Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay13
BenchING: A Benchmark for Evaluating Large Language Models in Following Structured Output Format Instruction in Text-Based Narrative Game Tasks12
AstroBug: Automatic Game Bug Detection Using Deep Learning12
The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach12
Applying Importance Sampling to MCTS for Mahjong12
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents11
Solution Density and Search Strategy in Narrative Generation11
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation11
STEP: A Framework for Automated Point Cost Estimation11
Searching Bug Instances in Gameplay Video Repositories11
Proof Number-Based Monte Carlo Tree Search10
Table of Contents10
The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game10
Student-Initiated Action Advising via Advice Novelty10
LetheVR: A First-Person Serious Game for Empathy and Public Understanding of Dementia9
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study9
Genetic-WFC: Extending Wave Function Collapse With Genetic Search9
Gamification of Citizen Participation: A Systematic Mapping9
Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer9
Deep Reinforcement Learning Using Optimized Monte Carlo Tree Search in EWN9
Personality Assessment System Using Artificial Intelligence in a Game Environment9
Predictive Dead Reckoning for Online Peer-to-Peer Games9
Task and Data Complexity in Gamified Text Labelling: When Do Real and AI-Generated Images Help?9
Tabletop Escape Room Activities for Engaging Outreach in Engineering—A Preliminary Approach9
Subgame Pruning: Efficiently Solving Two-Player Imperfect Information Games by Accelerated Public Tree Traversal in CFR9
From Play to Pedagogy: A Structured Topic Modeling Analysis of Escape Rooms Research8
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms8
A Modular Framework for Automated Evaluation of Procedural Content Generation in Serious Games With Deep Reinforcement Learning Agents8
Explainable AI for Cheating Detection and Churn Prediction in Online Games8
More Plays than Atoms in the Universe: The Digitization of a 19th-Century Generator for One-Act Comedies8
Automatic Chart Generation in Rhythm Games Using Deep Learning: A Case Study on “Taiko no Tatsujin”8
Open-Ended Evolution for Minecraft Building Generation8
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games8
Measuring Diversity of Game Scenarios8
IEEE Computational Intelligence Society Information7
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach7
Examining the Usability of the Moirai Serious Game Authoring Platform7
Rinascimento: Playing Splendor-Like Games With Event-Value Functions7
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players7
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration7
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning7
IEEE Transactions on Games Information for Authors7
Transfer Dynamics in Emergent Evolutionary Curricula7
Developing Agents for Complete DouDizhu Game Enhanced With Concurrent and Multistage Training Methods7
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning7
Endless Runner F0: Loudness-Based and Pitch-Based Voice Control for VR Arcade Games7
A Genetic Algorithm for Solving Sudoku Based on Multiarmed Bandit Selection6
IEEE Computational Intelligence Society Information6
Could vs Should: Exploring Prompting Strategies and Writer Perspectives Towards LLM Assistance in Storylet Authoring6
HIFAS: A Hybrid Interactive FPS Agent System for Large Game Maps6
Digital Human Generation for Games via Tightness-Aware Multi-Cue Modeling6
Heuristic Proposal to Design and Assess Pervasiveness in Video Games6
IEEE Transactions on Games Publication Information6
Demystifying the Peeker's Advantage in Multiplayer First-Person Shooter Games6
Multi-Armed Bandits for Minesweeper: Profiting From Exploration–Exploitation Synergy6
Toward Designer Modeling Through Design Style Clustering6
Evaluating a VR Game Featuring Optical Illusion Challenges: A Study on Workload, VR Sickness, and User Experience6
Emotional Design Through Visual Aesthetics in Serious Games: A Scoping Review6
REGEN: Real-Time Photorealism Enhancement in Games via a Dual-Stage Generative Network Framework6
Infrared-Visible Synthetic Data from Game Engine for Image Fusion Improvement5
Table of Contents5
Adaptive Graph Coordination Strategy in Multiagent Reinforcement Learning5
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks5
Personalized Feature Importance Ranking for Affect Recognition From Behavioral and Physiological Data5
Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives5
WagerWin: An Efficient Reinforcement Learning Framework for Gambling Games5
Revisiting of AlphaStar5
DIJS: Methodology for the Design and Development of Digital Educational Serious Games5
Call for Papers—IEEE Transactions on Games Special Issue on Computer Vision and Games5
Table of Contents5
Crafting Usability in Neuro-Narrative Games: The Joint Influence of Imagery Perspectives and Task Sequences in BCI–VR System5
J-POP: Japanese Puzzles as Optimization Problems5
Keep Calm and Aim for the Head: Biofeedback-Controlled Dynamic Difficulty Adjustment in a Horror Game5
CreativeStone: A Creativity Booster for Hearthstone Card Decks5
Deep Multitask Multiagent Reinforcement Learning With Knowledge Transfer4
A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles4
Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic4
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation4
The Fittest Wins: A Multistage Framework Achieving New SOTA in ViZDoom Competition4
EEG-Induced Autonomous Game-Teaching to a Robot Arm by Human Trainers Using Reinforcement Learning4
Puzzle-Level Generation With Simple-Tiled and Graph-Based Wave Function Collapse Algorithms4
Video-Based Engagement Estimation of Game Streamers: An Interpretable Multimodal Neural Network Approach4
Requirements for Location-Based Games for Social Interaction4
CTDS: Centralized Teacher With Decentralized Student for Multiagent Reinforcement Learning4
Table of Contents4
A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone-Based Solvers4
Latent Combinational Game Design4
Adaptivity of Card Recommendation Systems for Legends of Code and Magic4
Bidding Efficiently in Simultaneous Ascending Auctions With Budget and Eligibility Constraints Using Simultaneous Move Monte Carlo Tree Search4
Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG4
An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education4
Bidding Efficiently in Simultaneous Ascending Auctions With Incomplete Information Using Monte Carlo Tree Search and Determinization4
Identifying Strategies in Dominion Using Playtrace Clustering4
HOLA: Hierarchical OODA-LLM Agent Architecture with Commander-like Cognition3
Impact of Multiple Sensory Cues in Immersive Virtual Reality: Evidence From a Full-Body Haptic Suit3
Large Language Models and Games: A Survey and Roadmap3
Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning3
Procedural Generation of Narrative Worlds3
IEEE Transactions on Games Publication Information3
Toward Stress Detection During Gameplay: A Survey3
User-Centric Locomotion Techniques for Virtual Reality Games: A Survey of User Needs and Issues3
IEEE Transactions on Games Publication Information3
Do Mistakes Provoke New Mistakes? Evidence From Chess3
Automated Gameplay Testing and Validation With Curiosity-Conditioned Proximal Trajectories3
MDou: Accelerating DouDiZhu Self-Play Learning Using Monte-Carlo Method With Minimum Split Pruning and a Single Q-Network3
Goal-Oriented Interactions in Games Using LLMs3
Predicting Wargame Outcomes and Evaluating Player Performance From an Integrated Strategic and Operational Perspective3
Fighting-Game Gameplay Generation Using Highlight Cues3
A Multidimensional Assessment of Embodied Interaction in Large-Scale Full-Body Interactive Environments3
Turing Completeness andSid Meier’s Civilization3
Unlocking the Metaverse: A Gateway to Multiplayer Game via 3-D Object Security Technologies3
Extending Heuristic Knowledge Transfer for General Game Playing3
Physics-Based Novel Task Generation Through Disrupting and Constructing Causal Interactions3
Procedural Level Generation for Sokoban via Deep Learning: An Experimental Study3
PreGLAM: A Predictive Gameplay-Based Layered Affect Model3
PQDAST: Depth-Aware Arbitrary Style Transfer for Games via Perceptual Quality-Guided Distillation3
GameSR: Real-Time Super-Resolution for Interactive Gaming3
From Generation to Gameplay: Authoring Race Tracks With Repulsive Curves3
Learning to Generalize With Object-Centric Agents in the Open World Survival Game Crafter3
Personality and Emotion in Strong-Story Narrative Planning3
Procedural Content Generation for Cooperative Games—A Systematic Review3
Go-Explore Complex 3-D Game Environments for Automated Reachability Testing3
IEEE Computational Intelligence Society Information3
Relation-Aware Learning for Multitask Multiagent Cooperative Games3
IEEE Computational Intelligence Society Information3
CuDA2: An Approach for Incorporating Traitor Agents Into Cooperative Multiagent Systems3
IEEE Computational Intelligence Society Information3
Playtesting Box Art: Player Perceptions and Expectations3
Optimizing Camera Setup for In-Home First-Person Rendering Mixed-Reality Gaming System3
CovLBCG: A Covert Communication Framework Using Live Broadcast Bullet Comment Game2
Real-Time Player Tracking Framework on MOBA Game Video Through Object Detection2
Seeding for Success: Skill and Stochasticity in Tabletop Games2
Measuring Control to Dynamically Induce Flow in Tetris2
Find Your Organization in MMORPGs2
How Could Fault-Tolerant Quantum Computers Be Used In Procedural Content Generation?2
Human-Like Bots for Tactical Shooters Using Compute-Efficient Sensors2
Deployment of Causal Effect Estimation in Live Games of Dota 22
DPBL: Denoised Player Behavior Representation Learning2
Procedural Content Generation via Knowledge Transformation (PCG-KT)2
Learning to Play Football From Sports Domain Perspective: A Knowledge-Embedded Deep Reinforcement Learning Framework2
Non-Euclidean Video Games: Exploring Player Perceptions and Experiences Inside Impossible Spaces2
Educating Youth About Human Impact on Freshwater Ecosystems Using an Online Serious Game2
DanZero+: Dominating the GuanDan Game Through Reinforcement Learning2
Two-Scale Controllability of a Parameterised BSP Dungeon Generator for Player Flow Optimisation2
Elysian: Building Emotionally Responsive Nonplayable Characters Using Integration of FSM and Generative AI for Real-Time Dialogues in Visual Games2
IEEE Transactions on Games Publication Information2
IEEE Computational Intelligence Society Information2
Efficient Adversarially Guided Actor–Critic2
The First ChatGPT4PCG Competition2
Exploring Gameplay and Learning in a Narrative-Centered Digital Game for Elementary Science Education2
Using Reinforcement Learning to Generate Levels of Super Mario Bros. With Quality and Diversity2
IEEE Transactions on Games Publication Information2
Call for Auxiliary Papers IEEE Conference on Games 20242
PyTAG: Tabletop Games for Multiagent Reinforcement Learning2
Wor(l)d-GAN: Toward Natural-Language-Based PCG in Minecraft2
IEEE Transactions on Games Publication Information2
Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology1
Machine Learning Methods for Predicting League of Legends Game Outcome1
Automated Tailoring of the Doom Engine for Handheld Gaming Devices1
Maximizing the Score in “ Ticket to Ride1
A Novel BS-UCT Algorithm With Deep Reinforcement Learning for the Game EWN1
Will GPT-4 Run DOOM?1
Table of Contents1
An Examination of the Hidden Judging Criteria in the Generative Design in Minecraft Competition1
Bespoke Exergames for Balance Improvement and Fall Risk Reduction in Community-Dwelling Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials1
Multiagent Narrative Experience Management as Story Graph Pruning1
Image Augmentation-Based Momentum Memory Intrinsic Reward for Sparse Reward Visual Scenes1
Optimistic Temporal Difference Learning for 20481
A Deconstruction of Expertise and Performance Through Arcade Games1
Peer Incentive Reinforcement Learning for Cooperative Multiagent Games1
Enhanced Rolling Horizon Evolution Algorithm With Opponent Model Learning: Results for the Fighting Game AI Competition1
IEEE Transactions on Games Publication Information1
Predicting Events in MOBA Games: Prediction, Attribution, and Evaluation1
A Formal Approach to Distinguish Games, Toys, Serious Games and Toys, Serious Repurposing and Modding, and Simulators1
Combining Tree Search With Value Prediction Models Capable of Estimating Their Uncertainty1
Countdown VR: A Serious Game in Virtual Reality to Develop Mental Computation Skills1
Playtesting: What is Beyond Personas1
IEEE Transactions on Games Publication Information1
A Survey on the Development of Human-Centered Artificial Agents for Fighting Games1
PokerKit: A Comprehensive Python Library for Fine-Grained Multivariant Poker Game Simulations1
From Code to Play: Benchmarking Program Search for Games Using Large Language Models1
Evolving Woodland Camouflage1
Leveraging Privileged Information for Partially Observable Reinforcement Learning1
Beyond Genre: Classifying Virtual Reality Experiences1
Novelty in Monte Carlo Tree Search1
Real-Time Prediction of Simulator Sickness in Virtual Reality Games1
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games1
GAN-Aimbots: Using Machine Learning for Cheating in First Person Shooters1
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning1
Guest Editorial: Special Issue on Human Centered AI in Game Evaluation1
IEEE Computational Intelligence Society Information1
Qigong Master: A Qigong-Based Attention Training Game Using Action Recognition and Balance Analysis1
IEEE Computational Intelligence Society Information1
Nemobot Games: Crafting Strategic AI Gaming Agents for Interactive Learning with Large Language Models1
Ten-Scenarios of Tablet-Based Virtual Environment Game for Instrumental Activities of Daily Living in iRBD Patients1
Using Simple Design Features to Recapture the Essence of Real-Time Strategy Games1
Generating Role-Playing Game Quests With GPT Language Models1
From Pixels to Titles: Video Game Identification by Screenshots Using Convolutional Neural Networks1
Improving the Diversity of Bootstrapped DQN by Replacing Priors With Noise1
Unveiling Virtual Economic Indicators to Improve User Acquisition, Retention, and Monetization: An Application to MMOGs1
IEEE Transactions on Games Publication Information1
Symmetric Sudoku-Type Games From Perfect Codes1
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