IEEE Transactions on Games

Papers
(The TQCC of IEEE Transactions on Games is 3. 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 2021-02-01 to 2025-02-01.)
ArticleCitations
IEEE Transactions on Games Publication Information44
TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games35
IEEE Transactions on Games34
IEEE Computational Intelligence Society26
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games24
Explainable AI for Cheating Detection and Churn Prediction in Online Games23
Deep Game Location Acquisition for Pokemon GO on Mobile Devices19
Dynamically Interrupting Deadlocks in Game Learning Using Multisampling Multiarmed Bandits18
Automated Video Game Testing Using Synthetic and Humanlike Agents17
The Professional Go Annotation Dataset16
IEEE Computational Intelligence Society Information16
Modeling Game Mechanics With Ceptre16
IEEE Transactions on Games Publication Information15
Development of Classifiers to Determine Factors Associated With Older Adult's Cognitive Functions and Game User Experience in VR Using Head Kinematics15
PreGLAM: A Predictive Gameplay-Based Layered Affect Model15
Partial Advantage Estimator for Proximal Policy Optimization15
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games15
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection15
IEEE Women in Engineering14
Bayesian Inference for Predicting the Monetization Percentage in Free-to-Play Games14
Information for Authors14
Multiagent Systems on Virtual Games: A Systematic Mapping Study13
Towards Real-time G-buffer-Guided Style Transfer in Computer Games13
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms12
Enhanced Rolling Horizon Evolution Algorithm With Opponent Model Learning: Results for the Fighting Game AI Competition12
CuDA2: An Approach for Incorporating Traitor Agents into Cooperative Multi-Agent Systems12
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games12
Static Rectangle Expansion A*Algorithm for Pathfinding11
Trading Behind-the-Scene: Analysis of Online Gold Farming Network in the Auction House System11
IEEE Transactions on Games Publication Information11
Leveraging Joint-Action Embedding in Multiagent Reinforcement Learning for Cooperative Games11
Exception-Tolerant Hierarchical Knowledge Bases for Forward Model Learning11
Do Mistakes Provoke New Mistakes? Evidence From Chess11
Open-Ended Evolution for Minecraft Building Generation10
Balancing Turn-Based Games With Chained Strategy Generation10
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning9
Optimal Decision Strategies for the Generalized Cuckoo Card Game9
Grammar-based Game Description Generation using Large Language Models9
More Trees or Larger Trees: Parallelizing Monte Carlo Tree Search9
Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning9
Table of Contents8
Implicit Coordination Dynamics: A Synchrony-based Study on Team Positioning and Performance in Competitive Dota 28
Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology8
An Empirical Study of Trends of Popular Virtual Reality Games and Their Complaints8
VESPA: A General System for Vision-Based Extrasensory Perception Anticheating in Online FPS Games8
Development of an Indoor Exergame Based on Moving-Target Hitting Task for COVID-19 Epidemic: A Comparison Between AR and VR Mode8
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games8
Procedural Generation of Narrative Worlds7
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games7
Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non-Experts Using Blinks and EAR-Derived Features7
Rinascimento: Playing Splendor-Like Games With Event-Value Functions7
Asynchronous controlled Single-Channel EOG-Based Puzzle Solver Robot7
Cooperative Multiagent Transfer Learning With Coalition Pattern Decomposition7
IEEE Computational Intelligence Society7
User-Centric Locomotion Techniques for Virtual Reality Games: A Survey of User Needs and Issues7
Neural Correlates of Cognitive Load While Playing an Emergency Simulation Game: A Functional Near-Infrared Spectroscopy (fNIRS) Study6
Table of Contents6
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration6
IEEE Computational Intelligence Society Information6
2021 IEEE Conference on Games6
Table of Contents6
IEEE Computational Intelligence Society6
IEEE Transactions on Games Publication Information6
Table of Contents6
Table of Contents6
IEEE Transactions on Games Information for Authors6
IEEE Computational Intelligence Society Information5
Go-Explore Complex 3-D Game Environments for Automated Reachability Testing5
Table of Contents5
Designing a Motion-Onset Visual-Evoked Potential-Based Brain–Computer Interface to Control a Computer Game5
IEEE Transactions on Games Publication Information5
Large Language Models and Games: A Survey and Roadmap5
Optimizing Camera Setup for In-Home First-Person Rendering Mixed-Reality Gaming System5
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping5
Toward Stress Detection During Gameplay: A Survey5
Tension Space Analysis for Emergent Narrative5
A Local-Pattern Related Look-Up Table5
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach5
GAILPG: Multi-Agent Policy Gradient with Generative Adversarial Imitation Learning4
IEEE Computational Intelligence Society Information4
Deep Learning Techniques for Explainable Resource Scales in Collectible Card Games4
Transfer Dynamics in Emergent Evolutionary Curricula4
Discriminative Neural Network for Hero Selection in Professional Heroes of the Storm and DOTA 24
Developing Agents for Complete DouDizhu Game Enhanced With Concurrent and Multi-Stage Training Methods4
Toward Designer Modeling Through Design Style Clustering4
Prediction of Player Churn and Disengagement Based on User Activity Data of a Freemium Online Strategy Game4
Win Prediction in Multiplayer Esports: Live Professional Match Prediction4
Learning Individual Potential-Based Rewards in Multi-Agent Reinforcement Learning3
Predicting Events in MOBA Games: Prediction, Attribution, and Evaluation3
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players3
Turing Completeness andSid Meier’s Civilization3
Impact of Visual and Sound Orchestration on Physiological Arousal and Tension in a Horror Game3
Procedural Generation of Rollercoasters3
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning3
IEEE Computational Intelligence Society Information3
Playtesting Box Art: Player Perceptions and Expectations3
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning3
Procedural Content Generation for Cooperative Games - A Systematic Review3
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity3
Examining the Usability of the Moirai Serious Game Authoring Platform3
An Experimental Survey on Methods for Integrating Scripts Into Adversarial Search for RTS Games3
Guest Editorial Special Issue on User Experience of AI in Games3
Table of Contents3
Generating and Adapting to Diverse Ad Hoc Partners in Hanabi3
Investigating the Relation Between Playing Style and National Culture3
Hybrid Encoding for Generating Large Scale Game Level Patterns With Local Variations3
A Comparison of Self-Play Algorithms Under a Generalized Framework3
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess3
Learning the Rules of the Game: An Interpretable AI for Learning How to Play3
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning3
Danesh: Interactive Tools for Understanding Procedural Content Generators3
Procedural Level Generation in Educational Games From Natural Language Instruction3
Elastic Monte Carlo Tree Search3
Physics-Based Novel Task Generation through Disrupting and Constructing Causal Interactions3
Relation-Aware Learning for Multi-Task Multi-Agent Cooperative Games3
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