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 2021-11-01 to 2025-11-01.)
ArticleCitations
IEEE Transactions on Games Publication Information66
IEEE Transactions on Games Publication Information54
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games49
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning46
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection39
Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning37
Toward Real-Time G-Buffer-Guided Style Transfer in Computer Games31
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games30
Modeling Game Mechanics With Ceptre29
Rediscovering the Past: Serious Games for Archaeology29
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games28
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess26
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping25
Procedural Generation of Rollercoasters23
PandaSkill - Player Performance and Skill Rating in Esports: Application to League of Legends23
Elastic Monte Carlo Tree Search23
GPT for Games: An Updated Scoping Review (2020-2024)23
IEEE Computational Intelligence Society Information22
Hierarchically Composing Level Generators for the Creation of Complex Structures22
A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games22
Improving Conditional Level Generation Using Automated Validation in Match-3 Games21
A Quantum Adaptation for the Morra Game and Some of Its Variants21
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem21
RFM-LIR Feature Framework for Churn Prediction in the Mobile Games Market21
Reinforcement Learning With Dual-Observation for General Video Game Playing20
Detecting Discrepancies Between Subtitles and Audio in Gameplay Videos With EchoTest19
IEEE Transactions on Games Publication Information19
Adapting to Teammates in a Cooperative Language Game19
TechRxiv: Share Your Preprint Research with the World!19
Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics17
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game17
Cognition-Driven Multiagent Policy Learning Framework for Promoting Cooperation16
Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews16
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends16
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation15
Opponent Exploitation Based on Bayesian Strategy Inference and Policy Tracking15
Searching Bug Instances in Gameplay Video Repositories15
The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach14
AstroBug: Automatic Game Bug Detection Using Deep Learning14
Which Heroes to Pick? Learning to Draft in MOBA Games With Neural Networks and Tree Search14
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation14
Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay13
Toward Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues13
Gamification of Citizen Participation: A Systematic Mapping12
BenchING: A Benchmark for Evaluating Large Language Models in Following Structured Output Format Instruction in Text-Based Narrative Game Tasks12
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions12
Predictive Dead Reckoning for Online Peer-to-Peer Games12
Applying Importance Sampling to MCTS for Mahjong12
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents11
The Complexities of Random-Turn Hex, Square, and Triangle Games11
Deep Reinforcement Learning Using Optimized Monte Carlo Tree Search in EWN11
STEP: A Framework for Automated Point Cost Estimation11
Solution Density and Search Strategy in Narrative Generation10
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study10
Proof Number-Based Monte Carlo Tree Search10
Tabletop Escape Room Activities for Engaging Outreach in Engineering—A Preliminary Approach10
Student-Initiated Action Advising via Advice Novelty9
Genetic-WFC: Extending Wave Function Collapse With Genetic Search9
Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer8
Measuring Diversity of Game Scenarios8
A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents8
Personality Assessment System Using Artificial Intelligence in a Game Environment8
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games8
More Plays than Atoms in the Universe: The Digitization of a 19th-Century Generator for One-Act Comedies8
LetheVR: A First-Person Serious Game for Empathy and Public Understanding of Dementia8
Open-Ended Evolution for Minecraft Building Generation8
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms8
The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game8
Explainable AI for Cheating Detection and Churn Prediction in Online Games7
Rinascimento: Playing Splendor-Like Games With Event-Value Functions7
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning7
A Genetic Algorithm for Solving Sudoku Based on Multiarmed Bandit Selection7
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration7
IEEE Computational Intelligence Society Information7
Transfer Dynamics in Emergent Evolutionary Curricula7
IEEE Transactions on Games Information for Authors7
Deep Learning Techniques for Explainable Resource Scales in Collectible Card Games7
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach7
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning7
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity7
Win Prediction in Multiplayer Esports: Live Professional Match Prediction7
Examining the Usability of the Moirai Serious Game Authoring Platform7
Developing Agents for Complete DouDizhu Game Enhanced With Concurrent and Multistage Training Methods6
HIFAS: A Hybrid Interactive FPS Agent System for Large Game Maps6
IEEE Computational Intelligence Society Information6
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players6
IEEE Transactions on Games Publication Information6
Evaluating a VR Game Featuring Optical Illusion Challenges: A Study on Workload, VR Sickness, and User Experience6
Toward Designer Modeling Through Design Style Clustering6
Table of Contents6
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning6
Infrared-Visible Synthetic Data from Game Engine for Image Fusion Improvement6
Discriminative Neural Network for Hero Selection in Professional Heroes of the Storm and DOTA 26
Multi-Armed Bandits for Minesweeper: Profiting From Exploration–Exploitation Synergy5
Table of Contents5
Crafting Usability in Neuro-Narrative Games: The Joint Influence of Imagery Perspectives and Task Sequences in BCI-VR System5
Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives5
Table of Contents5
J-POP: Japanese Puzzles as Optimization Problems5
Emotional Design through Visual Aesthetics in Serious Games: A Scoping Review5
IEEE Transactions on Games5
Revisiting of AlphaStar5
Personalized Feature Importance Ranking for Affect Recognition From Behavioral and Physiological Data5
CreativeStone: A Creativity Booster for Hearthstone Card Decks4
A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles4
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
CTDS: Centralized Teacher With Decentralized Student for Multiagent Reinforcement Learning4
Keep Calm and Aim for the Head: Biofeedback-Controlled Dynamic Difficulty Adjustment in a Horror Game4
WagerWin: An Efficient Reinforcement Learning Framework for Gambling Games4
Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic4
Puzzle-Level Generation With Simple-Tiled and Graph-Based Wave Function Collapse Algorithms4
Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG4
Latent Combinational Game Design4
DIJS: Methodology for the Design and Development of Digital Educational Serious Games4
Call for Papers—IEEE Transactions on Games Special Issue on Computer Vision and Games4
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks4
Video-Based Engagement Estimation of Game Streamers: An Interpretable Multimodal Neural Network Approach4
Deep Multitask Multiagent Reinforcement Learning With Knowledge Transfer4
Requirements for Location-Based Games for Social Interaction4
Information for Authors3
Procedural Level Generation for Sokoban via Deep Learning: An Experimental Study3
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation3
Automated Gameplay Testing and Validation With Curiosity-Conditioned Proximal Trajectories3
The Fittest Wins: A Multistage Framework Achieving New SOTA in ViZDoom Competition3
User-Centric Locomotion Techniques for Virtual Reality Games: A Survey of User Needs and Issues3
Do Mistakes Provoke New Mistakes? Evidence From Chess3
Relation-Aware Learning for Multitask Multiagent Cooperative Games3
Go-Explore Complex 3-D Game Environments for Automated Reachability Testing3
CuDA2: An Approach for Incorporating Traitor Agents Into Cooperative Multiagent Systems3
Bayesian Inference for Predicting the Monetization Percentage in Free-to-Play Games3
IEEE Computational Intelligence Society Information3
An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education3
Identifying Strategies in Dominion Using Playtrace Clustering3
Table of Contents3
PreGLAM: A Predictive Gameplay-Based Layered Affect Model3
Optimizing Camera Setup for In-Home First-Person Rendering Mixed-Reality Gaming System3
Playtesting Box Art: Player Perceptions and Expectations3
Procedural Content Generation for Cooperative Games—A Systematic Review3
Turing Completeness andSid Meier’s Civilization3
Physics-Based Novel Task Generation Through Disrupting and Constructing Causal Interactions3
Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning3
Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning3
EEG-Induced Autonomous Game-Teaching to a Robot Arm by Human Trainers Using Reinforcement Learning3
Bidding Efficiently in Simultaneous Ascending Auctions With Incomplete Information Using Monte Carlo Tree Search and Determinization3
IEEE Transactions on Games Publication Information3
Static Rectangle Expansion A*Algorithm for Pathfinding3
Toward Stress Detection During Gameplay: A Survey3
Extending Heuristic Knowledge Transfer for General Game Playing3
IEEE Transactions on Games Publication Information3
TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games3
Large Language Models and Games: A Survey and Roadmap2
Call for Auxiliary Papers IEEE Conference on Games 20242
Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors2
AI World Cup: Robot-Soccer-Based Competitions2
Goal-Oriented Interactions in Games Using LLMs2
Fighting-Game Gameplay Generation Using Highlight Cues2
IEEE Transactions on Games Publication Information2
Editorial Leveling Up!2
Rolling Horizon Evolutionary Algorithms for General Video Game Playing2
Educating Youth About Human Impact on Freshwater Ecosystems Using an Online Serious Game2
Non-Euclidean Video Games: Exploring Player Perceptions and Experiences Inside Impossible Spaces2
Exploring Gameplay and Learning in a Narrative-Centered Digital Game for Elementary Science Education2
Procedural Generation of Narrative Worlds2
From Generation to Gameplay: Authoring Race Tracks With Repulsive Curves2
Personality and Emotion in Strong-Story Narrative Planning2
Predicting Wargame Outcomes and Evaluating Player Performance From an Integrated Strategic and Operational Perspective2
Learning to Play Football From Sports Domain Perspective: A Knowledge-Embedded Deep Reinforcement Learning Framework2
Learning to Generalize With Object-Centric Agents in the Open World Survival Game Crafter2
IEEE Transactions on Games Publication Information2
Measuring Control to Dynamically Induce Flow in Tetris2
Procedural Content Generation via Knowledge Transformation (PCG-KT)2
The First ChatGPT4PCG Competition2
Find Your Organization in MMORPGs2
IEEE Computational Intelligence Society Information2
Unlocking the Metaverse: A Gateway to Multiplayer Game via 3D Object Security Technologies2
MDou: Accelerating DouDiZhu Self-Play Learning Using Monte-Carlo Method With Minimum Split Pruning and a Single Q-Network2
PyTAG: Tabletop Games for Multiagent Reinforcement Learning2
Impact of Multiple Sensory Cues in Immersive Virtual Reality: Evidence From a Full-Body Haptic Suit2
DanZero+: Dominating the GuanDan Game Through Reinforcement Learning2
Connect. Support. Inspire2
Deployment of Causal Effect Estimation in Live Games of Dota 22
Wor(l)d-GAN: Toward Natural-Language-Based PCG in Minecraft2
Seeding for Success: Skill and Stochasticity in Tabletop Games2
Using Reinforcement Learning to Generate Levels of Super Mario Bros. With Quality and Diversity2
Training a Gaming Agent on Brainwaves2
Bespoke Exergames for Balance Improvement and Fall Risk Reduction in Community-Dwelling Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials1
Playtesting: What is Beyond Personas1
Novelty in Monte Carlo Tree Search1
A Comparison of Self-Play Algorithms Under a Generalized Framework1
A Survey on the Development of Human-Centered Artificial Agents for Fighting Games1
From Pixels to Titles: Video Game Identification by Screenshots Using Convolutional Neural Networks1
Modeling Player Knowledge in a Parallel Programming Educational Game1
Operationalizing Intentionality to Play Hanabi With Human Players1
IEEE Computational Intelligence Society Information1
IEEE Computational Intelligence Society Information1
Real-Time Prediction of Simulator Sickness in Virtual Reality Games1
Guest Editorial: Special Issue on Human Centered AI in Game Evaluation1
Machine Learning Methods for Predicting League of Legends Game Outcome1
Ten-Scenarios of Tablet-Based Virtual Environment Game for Instrumental Activities of Daily Living in iRBD Patients1
Countdown VR: A Serious Game in Virtual Reality to Develop Mental Computation Skills1
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games1
Unveiling virtual economic indicators to improve user acquisition, retention and monetization: an application to MMOGs1
PokerKit: A Comprehensive Python Library for Fine-Grained Multivariant Poker Game Simulations1
An Experimental Survey on Methods for Integrating Scripts Into Adversarial Search for RTS Games1
CovLBCG: A Covert Communication Framework Using Live Broadcast Bullet Comment Game1
IEEE Computational Intelligence Society1
Efficient Adversarially Guided Actor–Critic1
DPBL: Denoised Player Behavior Representation Learning1
A Novel BS-UCT Algorithm With Deep Reinforcement Learning for the Game EWN1
Combining Tree Search With Value Prediction Models Capable of Estimating Their Uncertainty1
Gaming Beyond the Novelty Effect of Immersive Virtual Reality for Physical Rehabilitation1
An Examination of the Hidden Judging Criteria in the Generative Design in Minecraft Competition1
Qigong Master: A Qigong-Based Attention Training Game Using Action Recognition and Balance Analysis1
Evolving Woodland Camouflage1
Will GPT-4 Run DOOM?1
Enhanced Rolling Horizon Evolution Algorithm With Opponent Model Learning: Results for the Fighting Game AI Competition1
Investigating the Relation Between Playing Style and National Culture1
Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology1
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning1
Generating Role-Playing Game Quests With GPT Language Models1
Image Augmentation-Based Momentum Memory Intrinsic Reward for Sparse Reward Visual Scenes1
From Code to Play: Benchmarking Program Search for Games Using Large Language Models1
Real-Time Player Tracking Framework on MOBA Game Video Through Object Detection1
Using Simple Design Features to Recapture the Essence of Real-Time Strategy Games1
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
GAN-Aimbots: Using Machine Learning for Cheating in First Person Shooters1
Multiagent Narrative Experience Management as Story Graph Pruning1
IEEE Transactions on Games Publication Information1
0.14570808410645