IEEE Transactions on Games

Papers
(The TQCC of IEEE Transactions on Games is 4. 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 2021-05-01 to 2025-05-01.)
ArticleCitations
IEEE Transactions on Games Publication Information50
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection43
Exception-Tolerant Hierarchical Knowledge Bases for Forward Model Learning33
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games32
Modeling Game Mechanics With Ceptre30
IEEE Transactions on Games Publication Information24
Towards Real-time G-buffer-Guided Style Transfer in Computer Games24
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games23
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games22
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning22
Elastic Monte Carlo Tree Search21
GPT for Games: An Updated Scoping Review (2020-2024)20
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping19
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess19
Procedural Generation of Rollercoasters19
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem18
IEEE Transactions on Games18
Reinforcement Learning With Dual-Observation for General Video Game Playing18
Hierarchically Composing Level Generators for the Creation of Complex Structures18
RFM-LIR Feature Framework for Churn Prediction in the Mobile Games Market18
Improving Conditional Level Generation Using Automated Validation in Match-3 Games17
A Quantum Adaptation for the Morra Game and Some of Its Variants17
Detecting Discrepancies Between Subtitles and Audio in Gameplay Videos With EchoTest16
IEEE Transactions on Games Publication Information16
TechRxiv: Share Your Preprint Research with the World!16
Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics15
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game15
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends15
Cognition-Driven Multiagent Policy Learning Framework for Promoting Cooperation15
Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews14
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation14
Applying Importance Sampling to MCTS for Mahjong13
Evolutionary Optimization of Cooperative Strategies for the Iterated Prisoner's Dilemma12
Information for Authors12
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3D Game Generation12
Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay12
Searching Bug Instances in Gameplay Video Repositories12
Opponent Exploitation Based on Bayesian Strategy Inference and Policy Tracking11
The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach10
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions10
AstroBug: Automatic Game Bug Detection Using Deep Learning10
Towards Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues10
Which Heroes to Pick? Learning to Draft in MOBA Games With Neural Networks and Tree Search10
BenchING: A Benchmark for Evaluating Large Language Models in Following Structured Output Format Instruction in Text-Based Narrative Game Tasks10
Genetic-WFC: Extending Wave Function Collapse With Genetic Search10
An Augmented Reality Implementation of the Pong Game9
Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer9
The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game9
The Complexities of Random-Turn Hex, Square, and Triangle Games9
Gamification of Citizen Participation: A Systematic Mapping9
Solution Density and Search Strategy in Narrative Generation9
Student-Initiated Action Advising via Advice Novelty9
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study9
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents8
Predictive Dead Reckoning for Online Peer-to-Peer Games8
Deep Reinforcement Learning Using Optimized Monte Carlo Tree Search in EWN8
STEP: A Framework for Automated Point Cost Estimation8
Tabletop Escape Room Activities for Engaging Outreach in Engineering—A Preliminary Approach8
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms7
IEEE Computational Intelligence Society7
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games7
Explainable AI for Cheating Detection and Churn Prediction in Online Games7
Open-Ended Evolution for Minecraft Building Generation7
Proof Number-Based Monte Carlo Tree Search7
Measuring Diversity of Game Scenarios7
IEEE Computational Intelligence Society Information6
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players6
Transfer Dynamics in Emergent Evolutionary Curricula6
Developing Agents for Complete DouDizhu Game Enhanced With Concurrent and Multi-Stage Training Methods6
Win Prediction in Multiplayer Esports: Live Professional Match Prediction6
Deep Learning Techniques for Explainable Resource Scales in Collectible Card Games6
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning6
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach6
Examining the Usability of the Moirai Serious Game Authoring Platform6
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration6
IEEE Transactions on Games Information for Authors6
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity6
Rinascimento: Playing Splendor-Like Games With Event-Value Functions6
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning6
Discriminative Neural Network for Hero Selection in Professional Heroes of the Storm and DOTA 26
A Genetic Algorithm for Solving Sudoku Based on Multi-Armed Bandit Selection6
Table of Contents5
Table of Contents5
Table of Contents5
Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives5
Infrared-Visible Synthetic Data from Game Engine for Image Fusion Improvement5
Multi-Armed Bandits for Minesweeper: Profiting From Exploration–Exploitation Synergy5
Toward Designer Modeling Through Design Style Clustering5
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning5
IEEE Transactions on Games5
On Solving Link-a-Pix Picture Puzzles5
IEEE Computational Intelligence Society Information5
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks4
Personalized Feature Importance Ranking for Affect Recognition From Behavioral and Physiological Data4
Call for Papers—IEEE Transactions on Games Special Issue on Computer Vision and Games4
Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic4
WagerWin: An Efficient Reinforcement Learning Framework for Gambling Games4
Revisiting of AlphaStar4
J-POP: Japanese Puzzles as Optimization Problems4
DIJS: Methodology for the Design and Development of Digital Educational Serious Games4
CreativeStone: A Creativity Booster for Hearthstone Card Decks4
Keep Calm and Aim for the Head: Biofeedback-Controlled Dynamic Difficulty Adjustment in a Horror Game4
Clues About Bluffing in Clue: Is Conventional Wisdom Wise?4
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