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 2022-08-01 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 Comprehensive Review of Multiagent Reinforcement Learning in Video Games19
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem19
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
Adapting to Teammates in a Cooperative Language Game17
Letter to the Editor: Risk Management in Game Development16
Acute Effects of Exergaming Session and Play Mode on Physiological and Psychosocial Responses in Sedentary Young Adults: A Quasi-Experimental Study16
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
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends15
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
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
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
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
From Play to Pedagogy: A Structured Topic Modeling Analysis of Escape Rooms Research8
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
IEEE Transactions on Games Information for Authors7
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
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
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
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
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
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
0.25672101974487