IEEE Transactions on Games

Papers
(The TQCC of IEEE Transactions on Games is 5. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
IEEE Transactions on Games Publication Information63
IEEE Transactions on Games Publication Information51
Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning49
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games45
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection40
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning35
Modeling Game Mechanics With Ceptre33
Toward Real-Time G-Buffer-Guided Style Transfer in Computer Games31
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games30
Rediscovering the Past: Serious Games for Archaeology29
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games26
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess25
Switch, Reason, and Revise: Enhancing Reasoning Capability of Video Game AI by Large Language Models24
Elastic Monte Carlo Tree Search24
Procedural Generation of Rollercoasters24
GPT for Games: An Updated Scoping Review (2020-2024)23
PandaSkill—Player Performance and Skill Rating in Esports: Application to League of Legends23
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping23
IEEE Computational Intelligence Society Information22
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem22
Hierarchically Composing Level Generators for the Creation of Complex Structures22
Improving Conditional Level Generation Using Automated Validation in Match-3 Games21
A Quantum Adaptation for the Morra Game and Some of Its Variants21
Reinforcement Learning With Dual-Observation for General Video Game Playing21
A Comprehensive Review of Multiagent Reinforcement Learning in Video Games20
Detecting Discrepancies Between Subtitles and Audio in Gameplay Videos With EchoTest18
IEEE Transactions on Games Publication Information18
RFM-LIR Feature Framework for Churn Prediction in the Mobile Games Market18
Adapting to Teammates in a Cooperative Language Game17
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game16
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends16
Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews16
Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics15
Cognition-Driven Multiagent Policy Learning Framework for Promoting Cooperation15
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 Tracking14
Searching Bug Instances in Gameplay Video Repositories14
BenchING: A Benchmark for Evaluating Large Language Models in Following Structured Output Format Instruction in Text-Based Narrative Game Tasks13
Toward Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues13
Applying Importance Sampling to MCTS for Mahjong13
The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach13
Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay12
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions12
AstroBug: Automatic Game Bug Detection Using Deep Learning12
Gamification of Citizen Participation: A Systematic Mapping11
STEP: A Framework for Automated Point Cost Estimation11
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation11
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents11
Predictive Dead Reckoning for Online Peer-to-Peer Games11
Solution Density and Search Strategy in Narrative Generation10
The Complexities of Random-Turn Hex, Square, and Triangle Games10
Proof Number-Based Monte Carlo Tree Search10
LetheVR: A First-Person Serious Game for Empathy and Public Understanding of Dementia9
Tabletop Escape Room Activities for Engaging Outreach in Engineering—A Preliminary Approach9
Student-Initiated Action Advising via Advice Novelty9
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study9
Genetic-WFC: Extending Wave Function Collapse With Genetic Search9
Table of Contents8
Deep Reinforcement Learning Using Optimized Monte Carlo Tree Search in EWN8
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms8
IEEE Computational Intelligence Society Information8
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games8
Open-Ended Evolution for Minecraft Building Generation8
Measuring Diversity of Game Scenarios8
A Modular Framework for Automated Evaluation of Procedural Content Generation in Serious Games With Deep Reinforcement Learning Agents8
IEEE Transactions on Games Information for Authors8
Personality Assessment System Using Artificial Intelligence in a Game Environment8
Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer8
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 Games8
More Plays than Atoms in the Universe: The Digitization of a 19th-Century Generator for One-Act Comedies8
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning7
Deep Learning Techniques for Explainable Resource Scales in Collectible Card Games7
Toward Designer Modeling Through Design Style Clustering7
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players7
Rinascimento: Playing Splendor-Like Games With Event-Value Functions7
A Genetic Algorithm for Solving Sudoku Based on Multiarmed Bandit Selection7
Examining the Usability of the Moirai Serious Game Authoring Platform7
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach7
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
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity6
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning6
Evaluating a VR Game Featuring Optical Illusion Challenges: A Study on Workload, VR Sickness, and User Experience6
Could vs Should: Exploring Prompting Strategies and Writer Perspectives Towards LLM Assistance in Storylet Authoring6
IEEE Transactions on Games Publication Information6
IEEE Computational Intelligence Society Information6
HIFAS: A Hybrid Interactive FPS Agent System for Large Game Maps6
Infrared-Visible Synthetic Data from Game Engine for Image Fusion Improvement6
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration6
Table of Contents6
Multi-Armed Bandits for Minesweeper: Profiting From Exploration–Exploitation Synergy6
Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives6
Table of Contents5
DIJS: Methodology for the Design and Development of Digital Educational Serious Games5
J-POP: Japanese Puzzles as Optimization Problems5
Table of Contents5
Revisiting of AlphaStar5
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks5
Personalized Feature Importance Ranking for Affect Recognition From Behavioral and Physiological Data5
Adaptive Graph Coordination Strategy in Multi-Agent Reinforcement Learning5
CreativeStone: A Creativity Booster for Hearthstone Card Decks5
Emotional Design through Visual Aesthetics in Serious Games: A Scoping Review5
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