IEEE Transactions on Games
ISSN:2475-1502

IEEE Transactions on Games

IEEE T GAMES
学科领域:计算机科学
是否预警:不在预警名单内
是否OA:
录用周期:-
新锐分区:计算机科学3区
年发文量:86
影响因子:2.8
JCR分区:Q2

基本信息

-
2475-1502SCIE/Scopus收录
2.8
2.4
2026年3月发布
点击查看历史分区趋势    >
大类学科小类学科Top期刊综述期刊
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
N/A
WOS期刊SCI分区  2024-2025最新升级版
按JIF指标学科分区收集子录JIF分区JIF排名百分位
学科:COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
SCIE
Q3
105/204
学科:COMPUTER SCIENCE, SOFTWARE ENGINEERING
SCIE
Q2
53/129
按JCR指标学科分区收集子录JCR分区JCR排名百分位
学科:COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
SCIE
Q2
101/204
学科:COMPUTER SCIENCE, SOFTWARE ENGINEERING
SCIE
Q3
67/129
暂无h-index数据
86
4%---Engineering-Electrical and Electronic Engineering
14.3%
时间预警情况
2026年03月发布的新锐学术版不在预警名单中
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
100.00%8.92%-
CiteScore:5.20
SJR:0.626
SNIP:1.361
学科类别分区排名百分位
大类:Engineering
小类:Electrical and Electronic Engineering
Q2
282 / 970
大类:Engineering
小类:Control and Systems Engineering
Q2
111 / 375
大类:Engineering
小类:Software
Q2
185 / 490
大类:Engineering
小类:Artificial Intelligence
Q2
172 / 450

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

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