Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is…
IEEE Transactions on Computational Intelligence and AI in Games Template
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About the IEEE Transactions on Computational Intelligence and AI in Games format
IEEE Transactions on Computational Intelligence and AI in Games is a peer-reviewed journal published by IEEE, covering Artificial Intelligence in Games, Digital Games and Media, Diverse Scientific and Economic Studies.
| Publisher | IEEE |
|---|---|
| Reference style | Numbered (IEEE) Numbered — [1], [2] in the text [1] A. Smith, B. Jones, and C. Lee, "A representative article title," IEEE Transactions on Computational Intelligence and AI in Games, vol. 12, no. 3, pp. 45–58, 2023.
Formats any DOI in IEEE Transactions on Computational Intelligence and AI in Games style. No sign-up. |
| Publishes research in | Artificial Intelligence in Games Digital Games and Media Diverse Scientific and Economic Studies Sports Analytics and Performance Data Mining Algorithms and Applications |
| ISSN | 1943-068X |
| h-index | 60 |
| i10-index | 203 |
| Total citations | 15,388 |
| Top institutions publishing here | IT University of Copenhagen |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in IEEE Transactions on Computational Intelligence and AI in Games per year
Citation impact of IEEE Transactions on Computational Intelligence and AI in Games by publication year
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Most-cited papers in IEEE Transactions on Computational Intelligence and AI in Games
The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and nondigital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural…
The study of algorithms on grids has been widespread in a number of research areas. Grids are easy to implement and offer fast memory access. Because of their simplicity, they are used even in commercial video games. But, the evaluation of work on grids has been inconsistent between different papers. Many research papers use different…
In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately predict certain key affective states of the player based on both gameplay metrics that relate to the actions performed by the player in the game, and on parameters of the level that was…
Brain-computer interfaces (BCIs) and basic computer games have been interconnected since BCI development began, exploiting gameplay elements as a means of enhancing performance in BCI training protocols and entertaining and challenging participants while training to use a BCI. By providing the BCI user with an entertaining environment, researchers hope to assist users in becoming more…