Esports are competitive videogames watched by audiences. Most esports generate detailed data for each match that are publicly available. Esports analytics research is focused on predicting match outcomes. Previous research has emphasized prematch prediction and used data from amateur games, which are more easily available than those from professional level. However, the commercial value of…
IEEE Transactions on Games Template
Write in a clean editor, then format for IEEE Transactions on Games in one click — DocuGuru applies the official IEEE template with numbered references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the IEEE Transactions on Games format
IEEE Transactions on Games is a peer-reviewed journal published by IEEE, covering Artificial Intelligence in Games, Digital Games and Media, Reinforcement Learning in Robotics. Over its lifetime it has published 687 papers, which have received 5,750 citations.
| 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 Games, vol. 12, no. 3, pp. 45–58, 2023.
Formats any DOI in IEEE Transactions on Games style. No sign-up. |
| Abbreviation (ISO-4) | TG |
| Publishes research in | Artificial Intelligence in Games Digital Games and Media Reinforcement Learning in Robotics Educational Games and Gamification Diverse Scientific and Economic Studies |
| ISSN | 2475-1502 |
| Citation impact (2-yr) | 2.02 |
| h-index | 36 |
| i10-index | 175 |
| Top institutions publishing here | New York University |
| Journal website | cis.ieee.org |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in IEEE Transactions on Games per year
Citation impact of IEEE Transactions on Games by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in IEEE Transactions on Games
This survey explores procedural content generation via machine learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of…
Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic. While starting as a niche area within natural language processing, LLMs have shown remarkable potential across a broad range of applications and domains, including games. This paper surveys the current state of the art…
In this paper, we propose an end-to-end modular reinforcement learning architecture for a navigation task in complex dynamic environments with rapidly moving obstacles. In this architecture, the main task is divided into two subtasks: local obstacle avoidance and global navigation. For obstacle avoidance, we develop a two-stream Q-network, which processes spatial and temporal information separately…
This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multiplayer deathmatch in a first-person shooter game Doom. The bots had to make their decisions solely based on visual information, i.e., a raw screen buffer. To play well,…