IEEE Transactions on Games

Papers
(The TQCC of IEEE Transactions on Games is 4. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
IEEE Transactions on Games Publication Information48
Asynchronous controlled Single-Channel EOG-Based Puzzle Solver Robot42
Measuring Diversity of Game Scenarios32
Multiagent Systems on Virtual Games: A Systematic Mapping Study30
IEEE Computational Intelligence Society Information26
IEEE Transactions on Games Publication Information23
IEEE Women in Engineering22
IEEE Transactions on Games Publication Information22
Information for Authors22
An Empirical Study of Trends of Popular Virtual Reality Games and Their Complaints19
Trading Behind-the-Scene: Analysis of Online Gold Farming Network in the Auction House System19
The Professional Go Annotation Dataset18
Explainable AI for Cheating Detection and Churn Prediction in Online Games18
Deep Reinforcement Learning With Part-Aware Exploration Bonus in Video Games18
Deep Game Location Acquisition for Pokemon GO on Mobile Devices18
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning17
Dynamically Interrupting Deadlocks in Game Learning Using Multisampling Multiarmed Bandits17
Towards Real-time G-buffer-Guided Style Transfer in Computer Games17
VESPA: A General System for Vision-Based Extrasensory Perception Anticheating in Online FPS Games16
Modeling Game Mechanics With Ceptre16
Optimal Decision Strategies for the Generalized Cuckoo Card Game16
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games16
Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology15
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 Features15
Do Mistakes Provoke New Mistakes? Evidence From Chess15
Implicit Coordination Dynamics: A Synchrony-based Study on Team Positioning and Performance in Competitive Dota 215
Development of Classifiers to Determine Factors Associated With Older Adult's Cognitive Functions and Game User Experience in VR Using Head Kinematics14
Bayesian Inference for Predicting the Monetization Percentage in Free-to-Play Games14
Static Rectangle Expansion A*Algorithm for Pathfinding13
Exception-Tolerant Hierarchical Knowledge Bases for Forward Model Learning13
TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games12
Overtaking Uncertainty With Evolutionary TORCS Controllers: Combining BLX With Decreasing $\alpha$ Operator and Grand Prix Selection11
More Trees or Larger Trees: Parallelizing Monte Carlo Tree Search11
CuDA2: An Approach for Incorporating Traitor Agents into Cooperative Multi-Agent Systems10
Leveraging Joint-Action Embedding in Multiagent Reinforcement Learning for Cooperative Games10
PreGLAM: A Predictive Gameplay-Based Layered Affect Model10
Preference-Learning Emitters for Mixed-Initiative Quality-Diversity Algorithms10
Cooperative Multiagent Transfer Learning With Coalition Pattern Decomposition10
Open-Ended Evolution for Minecraft Building Generation10
Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning9
User-Centric Locomotion Techniques for Virtual Reality Games: A Survey of User Needs and Issues9
Development of an Indoor Exergame Based on Moving-Target Hitting Task for COVID-19 Epidemic: A Comparison Between AR and VR Mode9
Table of Contents9
Balancing Turn-Based Games With Chained Strategy Generation9
Biosignal Sequence Real-time Prediction for Game Users Based on Features Fusion of Local-Global and Time-Frequency Domain9
Grammar-based Game Description Generation using Large Language Models9
Partial Advantage Estimator for Proximal Policy Optimization9
Physics-Based Novel Task Generation Through Disrupting and Constructing Causal Interactions8
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games8
IEEE Computational Intelligence Society8
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games8
Call for Papers—Ieee Transactions on Games Special Issue on User Evaluation for Vr Games8
Enhanced Rolling Horizon Evolution Algorithm With Opponent Model Learning: Results for the Fighting Game AI Competition8
Investigating the Relation Between Playing Style and National Culture7
Deep Learning Techniques for Explainable Resource Scales in Collectible Card Games7
Danesh: Interactive Tools for Understanding Procedural Content Generators7
Turing Completeness andSid Meier’s Civilization7
Toward Designer Modeling Through Design Style Clustering7
IEEE Computational Intelligence Society Information7
Learning the Rules of the Game: An Interpretable AI for Learning How to Play7
Tension Space Analysis for Emergent Narrative7
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players6
Promoting Healthy Behaviors Through an RPG Videogame: An Elaboration Likelihood Model Based Approach6
Learning Individual Potential-Based Rewards in Multi-Agent Reinforcement Learning6
Relation-Aware Learning for Multi-Task Multi-Agent Cooperative Games6
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning6
Toward Stress Detection During Gameplay: A Survey6
Recent Advances in Procedural Generation of Buildings: From Diversity to Integration6
Procedural Level Generation in Educational Games From Natural Language Instruction6
Transfer Dynamics in Emergent Evolutionary Curricula6
Hybrid Encoding for Generating Large Scale Game Level Patterns With Local Variations6
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping6
Procedural Generation of Rollercoasters6
Procedural Generation of Narrative Worlds6
Impact of Visual and Sound Orchestration on Physiological Arousal and Tension in a Horror Game5
Generating and Adapting to Diverse Ad Hoc Partners in Hanabi5
Go-Explore Complex 3-D Game Environments for Automated Reachability Testing5
An Experimental Survey on Methods for Integrating Scripts Into Adversarial Search for RTS Games5
Rinascimento: Playing Splendor-Like Games With Event-Value Functions5
Designing a Motion-Onset Visual-Evoked Potential-Based Brain–Computer Interface to Control a Computer Game5
Elastic Monte Carlo Tree Search5
Utilizing Players’ Playtime Records for Churn Prediction: Mining Playtime Regularity5
Predicting Events in MOBA Games: Prediction, Attribution, and Evaluation5
IEEE Transactions on Games Information for Authors4
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning4
IEEE Computational Intelligence Society4
Table of Contents4
Table of Contents4
Examining the Usability of the Moirai Serious Game Authoring Platform4
Optimizing Camera Setup for In-Home First-Person Rendering Mixed-Reality Gaming System4
MCMARL: Parameterizing Value Function via Mixture of Categorical Distributions for Multi-Agent Reinforcement Learning4
IEEE Computational Intelligence Society Information4
IEEE Computational Intelligence Society Information4
Table of Contents4
IEEE Transactions on Games Publication Information4
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess4
Mini Honor of Kings: A Lightweight Environment for Multi-Agent Reinforcement Learning4
Image-based video game asset generation and evaluation using deep learning: a systematic review of methods and applications4
IEEE Transactions on Games Publication Information4
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