IEEE Transactions on Games

Papers
(The TQCC of IEEE Transactions on Games is 6. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
IEEE Transactions on Games Publication Information90
MobaQA: MOBA Games Prediction Based on Large Language Model Fine-Tuning53
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection53
IEEE Transactions on Games Publication Information48
Modeling Game Mechanics With Ceptre41
Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning38
Rediscovering the Past: Serious Games for Archaeology36
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games35
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games31
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning29
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games28
Toward Real-Time G-Buffer-Guided Style Transfer in Computer Games28
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess27
Procedural Generation of Rollercoasters27
Switch, Reason, and Revise: Enhancing Reasoning Capability of Video Game AI by Large Language Models26
PandaSkill—Player Performance and Skill Rating in Esports: Application to League of Legends26
GPT for Games: An Updated Scoping Review (2020-2024)26
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping25
Adapter-RL: Adaptation of Any Agent Using Reinforcement Learning25
Elastic Monte Carlo Tree Search24
IEEE Computational Intelligence Society Information23
Hierarchically Composing Level Generators for the Creation of Complex Structures22
A Quantum Adaptation for the Morra Game and Some of Its Variants22
Improving Conditional Level Generation Using Automated Validation in Match-3 Games21
A Dive Into the State of the Practice of the Brazilian Game Software Ecosystem21
A Comprehensive Review of Multiagent Reinforcement Learning in Video Games20
Reinforcement Learning With Dual-Observation for General Video Game Playing20
RFM-LIR Feature Framework for Churn Prediction in the Mobile Games Market20
Long-horizon prediction of who quits : League of Legends as a case study18
IEEE Transactions on Games Publication Information18
Detecting Discrepancies Between Subtitles and Audio in Gameplay Videos With EchoTest18
Adapting to Teammates in a Cooperative Language Game17
Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics17
Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured Interviews16
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game16
Searching Bug Instances in Gameplay Video Repositories15
Acute Effects of Exergaming Session and Play Mode on Physiological and Psychosocial Responses in Sedentary Young Adults: A Quasi-Experimental Study15
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
Letter to the Editor: Risk Management in Game Development15
Emoception: Selective Affective Layer Fine-Tuning of Video Vision Transformers for Player Arousal Change Recognition from Gameplay Footage15
A Systematic Review of Generative AI on Game Character Creation: Applications, Challenges, and Future Trends15
Toward Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues14
Opponent Exploitation Based on Bayesian Strategy Inference and Policy Tracking14
AstroBug: Automatic Game Bug Detection Using Deep Learning14
Game Plot Design With an LLM-Powered Assistant: An Empirical Study With Game Designers14
Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay14
BenchING: A Benchmark for Evaluating Large Language Models in Following Structured Output Format Instruction in Text-Based Narrative Game Tasks13
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
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation13
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions13
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents12
STEP: A Framework for Automated Point Cost Estimation11
Solution Density and Search Strategy in Narrative Generation11
The Complexities of Random-Turn Hex, Square, and Triangle Games11
The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game10
Table of Contents10
Proof Number-Based Monte Carlo Tree Search10
Student-Initiated Action Advising via Advice Novelty10
Deep Reinforcement Learning Using Optimized Monte Carlo Tree Search in EWN10
Predictive Dead Reckoning for Online Peer-to-Peer Games9
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study9
Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer9
Genetic-WFC: Extending Wave Function Collapse With Genetic Search9
Gamification of Citizen Participation: A Systematic Mapping9
LetheVR: A First-Person Serious Game for Empathy and Public Understanding of Dementia9
Subgame Pruning: Efficiently Solving Two-Player Imperfect Information Games by Accelerated Public Tree Traversal in CFR9
Tabletop Escape Room Activities for Engaging Outreach in Engineering—A Preliminary Approach9
Task and Data Complexity in Gamified Text Labelling: When Do Real and AI-Generated Images Help?8
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms8
Open-Ended Evolution for Minecraft Building Generation8
Rinascimento: Playing Splendor-Like Games With Event-Value Functions8
From Play to Pedagogy: A Structured Topic Modeling Analysis of Escape Rooms Research8
A Modular Framework for Automated Evaluation of Procedural Content Generation in Serious Games With Deep Reinforcement Learning Agents8
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games8
IEEE Computational Intelligence Society Information8
More Plays than Atoms in the Universe: The Digitization of a 19th-Century Generator for One-Act Comedies8
Personality Assessment System Using Artificial Intelligence in a Game Environment8
Measuring Diversity of Game Scenarios8
Explainable AI for Cheating Detection and Churn Prediction in Online Games8
IEEE Transactions on Games Information for Authors8
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity7
Toward Designer Modeling Through Design Style Clustering7
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration7
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach7
Examining the Usability of the Moirai Serious Game Authoring Platform7
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning7
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players7
Developing Agents for Complete DouDizhu Game Enhanced With Concurrent and Multistage Training Methods7
A Genetic Algorithm for Solving Sudoku Based on Multiarmed Bandit Selection7
Transfer Dynamics in Emergent Evolutionary Curricula7
Heuristic Proposal to Design and Assess Pervasiveness in Video Games6
IEEE Transactions on Games Publication Information6
Evaluating a VR Game Featuring Optical Illusion Challenges: A Study on Workload, VR Sickness, and User Experience6
Infrared-Visible Synthetic Data from Game Engine for Image Fusion Improvement6
Endless Runner F0: Loudness-Based and Pitch-Based Voice Control for VR Arcade Games6
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
Multi-Armed Bandits for Minesweeper: Profiting From Exploration–Exploitation Synergy6
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning6
Table of Contents6
REGEN: Real-Time Photorealism Enhancement in Games Via a Dual-Stage Generative Network Framework6
Emotional Design Through Visual Aesthetics in Serious Games: A Scoping Review6
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