IEEE Transactions on Games

IEEE Transactions on Games

IEEE T GAMES
影响因子:2.8
是否综述期刊:
是否预警:不在预警名单内
是否OA:
出版国家/地区:UNITED STATES
出版社:IEEE
发刊时间:0
发刊频率:
收录数据库:SCIE/Scopus收录
ISSN:2475-1502
年发文量 86
国人发稿量 25.8
国人发文占比 0.3%
自引率 -
平均录取率-
平均审稿周期 -
版面费 US$2195
偏重研究方向 Engineering-Electrical and Electronic Engineering
期刊官网
投稿链接

期刊高被引文献

General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2019.2901021
Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2808198
ViZDoom Competitions: Playing Doom From Pixels
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2877047
Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log Data
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2888863
Orchestrating Game Generation
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2870876
Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2858024
Trained Behavior Trees: Programming by Demonstration to Support AI Game Designers
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2017.2771831
Hierarchical Reinforcement Learning With Monte Carlo Tree Search in Computer Fighting Game
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2846028
From Mechanics to Meaning
来源期刊:IEEE Transactions on GamesDOI:10.1109/TCIAIG.2017.2765599
The Text-Based Adventure AI Competition
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2019.2896017
Serious Games for Training Social Skills in Job Interviews
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2808525
Who Killed Albert Einstein? From Open Data to Murder Mystery Games
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2806190
Analysis of Agent Expertise in Ms. Pac-Man Using Value-of-Information-Based Policies
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2808201
Strategy Generation for Multiunit Real-Time Games via Voting
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2848913
Implementing Adaptive Game Difficulty Balancing in Serious Games
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2791019
Emulating Human Play in a Leading Mobile Card Game
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2835764
The 2017 AIBIRDS Level Generation Competition
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2854896
Perceptual Experience Management
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2817162
StarCraft AI Competitions, Bots, and Tournament Manager Software
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2883499
Machine Learning Techniques for Analyzing Training Behavior in Serious Gaming
来源期刊:IEEE Transactions on GamesDOI:10.1109/TCIAIG.2017.2754375
Machine Learning Approaches to Competing in Fantasy Leagues for the NFL
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2841057
The ASC-Inclusion Perceptual Serious Gaming Platform for Autistic Children
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2864640
Learning How Design Choices Impact Gameplay Behavior
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2812763
Multiobjective Evolutionary Map Design for Cube 2: Sauerbraten
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2830746
Building a Planner: A Survey of Planning Systems Used in Commercial Video Games
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2017.2782846
How the Business Model of Customizable Card Games Influences Player Engagement
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2803843
Exploration in NetHack With Secret Discovery
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2861759
Spread-It: A Strategic Game of Competitive Diffusion Through Social Networks
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2806302
Identifying Regional Trends in Avatar Customization
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2835776
Deep Learning Competition Framework on Othello for Education
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2019.2931153
Algorithm Selection in Adversarial Settings: From Experiments to Tournaments in StarCraft
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2880147
A Tool to Design Interactive Characters Based on Embodied Cognition
来源期刊:IEEE Transactions on GamesDOI:10.1109/TCIAIG.2017.2755699
Computer Shogi Tournaments and Techniques
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2019.2939259
Pacman Capture the Flag in AI Courses
来源期刊:IEEE Transactions on GamesDOI:10.1109/TG.2018.2871185

质量指标占比

研究类文章占比 OA被引用占比 撤稿占比 出版后修正文章占比
100.00%8.92%--

相关指数

影响因子
影响因子
年发文量
自引率
Cite Score

预警情况

查看说明
时间 预警情况
2025年03月发布的2025版不在预警名单中
2024年02月发布的2024版不在预警名单中
2023年01月发布的2023版不在预警名单中
2021年12月发布的2021版不在预警名单中
2020年12月发布的2020版不在预警名单中
*来源:中科院《 国际期刊预警名单》

JCR分区

WOS分区等级:Q3区
版本 按学科 分区
WOS期刊SCI分区
WOS期刊SCI分区
WOS期刊SCI分区是指SCI官方(Web of Science)为每个学科内的期刊按照IF数值排 序,将期刊按照四等分的方法划分的Q1-Q4等级,Q1代表质量最高,即常说的1区期刊。
(2024-2025年最新版)
COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Q3

中科院分区

查看说明
版本 大类学科 小类学科 Top期刊 综述期刊
2025年3月最新升级版
计算机科学3区
COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE 计算机:人工智能
3区
COMPUTER SCIENCE, SOFTWARE ENGINEERING 计算机:软件工程
3区
2023年12月升级版
计算机科学4区
COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE 计算机:人工智能
4区
COMPUTER SCIENCE, SOFTWARE ENGINEERING 计算机:软件工程
4区
2022年12月旧的升级版
计算机科学3区
COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE 计算机:人工智能
3区
COMPUTER SCIENCE, SOFTWARE ENGINEERING 计算机:软件工程
3区