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 2021-08-01 to 2025-08-01.)
ArticleCitations
IEEE Transactions on Games Publication Information56
Exception-Tolerant Hierarchical Knowledge Bases for Forward Model Learning45
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games37
Towards Real-time G-buffer-Guided Style Transfer in Computer Games37
IEEE Transactions on Games Publication Information35
Rediscovering the Past: Serious Games for Archaeology29
Modeling Game Mechanics With Ceptre28
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning27
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games27
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection26
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games26
Procedural Generation of Rollercoasters24
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping22
GPT for Games: An Updated Scoping Review (2020-2024)22
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess21
PandaSkill - Player Performance and Skill Rating in Esports: Application to League of Legends20
Elastic Monte Carlo Tree Search20
RFM-LIR Feature Framework for Churn Prediction in the Mobile Games Market19
Hierarchically Composing Level Generators for the Creation of Complex Structures19
Reinforcement Learning With Dual-Observation for General Video Game Playing19
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem19
A Quantum Adaptation for the Morra Game and Some of Its Variants18
A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games18
Improving Conditional Level Generation Using Automated Validation in Match-3 Games18
Detecting Discrepancies Between Subtitles and Audio in Gameplay Videos With EchoTest18
TechRxiv: Share Your Preprint Research with the World!18
IEEE Transactions on Games Publication Information18
Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics17
Cognition-Driven Multiagent Policy Learning Framework for Promoting Cooperation17
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends16
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game16
Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews15
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
Searching Bug Instances in Gameplay Video Repositories13
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation13
Opponent Exploitation Based on Bayesian Strategy Inference and Policy Tracking13
Which Heroes to Pick? Learning to Draft in MOBA Games With Neural Networks and Tree Search12
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions12
AstroBug: Automatic Game Bug Detection Using Deep Learning12
BenchING: A Benchmark for Evaluating Large Language Models in Following Structured Output Format Instruction in Text-Based Narrative Game Tasks12
Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay12
The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game11
Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer11
Toward Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues11
Predictive Dead Reckoning for Online Peer-to-Peer Games11
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation11
Gamification of Citizen Participation: A Systematic Mapping11
STEP: A Framework for Automated Point Cost Estimation10
The Complexities of Random-Turn Hex, Square, and Triangle Games10
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents10
Proof Number-Based Monte Carlo Tree Search10
Deep Reinforcement Learning Using Optimized Monte Carlo Tree Search in EWN10
Tabletop Escape Room Activities for Engaging Outreach in Engineering—A Preliminary Approach9
Solution Density and Search Strategy in Narrative Generation9
Student-Initiated Action Advising via Advice Novelty9
IEEE Transactions on Games Information for Authors8
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games8
A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents8
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study8
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms8
Explainable AI for Cheating Detection and Churn Prediction in Online Games8
Measuring Diversity of Game Scenarios8
Genetic-WFC: Extending Wave Function Collapse With Genetic Search8
Open-Ended Evolution for Minecraft Building Generation8
Transfer Dynamics in Emergent Evolutionary Curricula7
Developing Agents for Complete DouDizhu Game Enhanced With Concurrent and Multi-Stage Training Methods7
Deep Learning Techniques for Explainable Resource Scales in Collectible Card Games7
IEEE Computational Intelligence Society Information7
Discriminative Neural Network for Hero Selection in Professional Heroes of the Storm and DOTA 27
Rinascimento: Playing Splendor-Like Games With Event-Value Functions7
Examining the Usability of the Moirai Serious Game Authoring Platform7
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning7
Toward Designer Modeling Through Design Style Clustering6
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning6
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration6
Table of Contents6
Win Prediction in Multiplayer Esports: Live Professional Match Prediction6
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach6
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity6
A Genetic Algorithm for Solving Sudoku Based on Multiarmed Bandit Selection6
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players6
Multi-Armed Bandits for Minesweeper: Profiting From Exploration–Exploitation Synergy5
Revisiting of AlphaStar5
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning5
Unraveling Player's Insights: A Comparative Analysis of Topic Modeling Techniques on Game Reviews and Video Game Developers' Perspectives5
Table of Contents5
DIJS: Methodology for the Design and Development of Digital Educational Serious Games5
Evaluating a VR Game Featuring Optical Illusion Challenges: A Study on Workload, VR Sickness, and User Experience5
Personalized Feature Importance Ranking for Affect Recognition From Behavioral and Physiological Data5
IEEE Transactions on Games Publication Information5
IEEE Computational Intelligence Society Information5
IEEE Transactions on Games5
J-POP: Japanese Puzzles as Optimization Problems5
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks5
On Solving Link-a-Pix Picture Puzzles5
WagerWin: An Efficient Reinforcement Learning Framework for Gambling Games5
HIFAS: A Hybrid Interactive FPS Agent System for Large Game Maps5
Infrared-Visible Synthetic Data from Game Engine for Image Fusion Improvement5
CreativeStone: A Creativity Booster for Hearthstone Card Decks5
Table of Contents5
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