Artificial Intelligence in Games
Artificial Intelligence in Games is a research topic within Artificial Intelligence. Science Explorer counts 14k research works in it since 1950. 18.1% of them reached the world's top 10% most cited for their field and year.
This cluster of papers focuses on the research and development of artificial intelligence techniques for games, including Monte Carlo Tree Search, procedural content generation, interactive storytelling, player modeling, real-time strategy games, computational creativity, behavior trees, general game playing, and level generation.
- Monte Carlo Tree Search
- Procedural Content Generation
- Interactive Storytelling
- Player Modeling
- Real-Time Strategy Games
- Computational Creativity
- Behavior Trees
- General Game Playing
- Level Generation
- Computer Go
- Research works
- 14k fractional, since 1950
- In the world top 10%
- 2.5k per year above
- Top-10% rate
- 18.1% share of its works in the world top 10%
- Growth, 2013–17 → 2018–22
- +11% the tick is no change
Which countries lead Artificial Intelligence in Games research?
By volume, the United States and China publish the most (506 and 401 works in 2022–2025).
By volume, 2022–2025
- 1 United States 506 works
- 2 China 401 works
- 3 India 166 works
- 4 United Kingdom 151 works
- 5 Japan 123 works
- 6 Germany 118 works
- 7 Canada 101 works
- 8 Indonesia 90 works
- 9 France 77 works
- 10 Italy 58 works
How concentrated that is
The same countries as shares of everything the list above accounts for. A node where two countries do two thirds of the work and one spread evenly across twelve read alike as a ranking and not at all alike here.
Shares of the rows listed above, not of the whole node.
Which institutions lead Artificial Intelligence in Games research?
By volume in 2022–2025, University of Alberta publishes the most Artificial Intelligence in Games research, followed by New York University and University of California, Santa Cruz.
By volume, 2022–2025
- 1 University of Alberta Canada 16 works
- 2 New York University United States 14 works
- 3 University of California, Santa Cruz United States 14 works
- 4 The Institute for Education Research ?? 12 works
- 5 Vincennes University United States 12 works
- 6 Tsinghua University China 12 works
- 7 Binus University Indonesia 12 works
- 8 Maastricht University Netherlands 10 works
- 9 University of Malta Malta 10 works
- 10 Queen Mary University of London United Kingdom 10 works
Who are the leading researchers in Artificial Intelligence in Games?
The most-cited researchers publishing on Artificial Intelligence in Games include Jason Weston.
- 1 Jason Weston 6.3k citations
Ranked by citations received across their whole record, among researchers with at least three works on this topic.
Where is Artificial Intelligence in Games research done?
The largest centres of Artificial Intelligence in Games research in 2022–2025 are Beijing (China), London (United Kingdom), Tokyo (Japan) and New York (United States).
Largest cities, 2022–2025
Where is the best place to study Artificial Intelligence in Games?
Among universities, judged by research, University of California, Santa Cruz, Queen Mary University of London and New York University score highest, combining excellence, specialisation, size, growth and international reach. Research strength is one signal when choosing where to study; it does not measure teaching.
One dot per university in the table below. The upper left is the interesting corner: small places doing unusually strong work.
| # | University | Score | Top 10% | Specialisation | Works | Growth |
|---|---|---|---|---|---|---|
| 1 | University of California, Santa Cruz United States | 64.0 | 30.4% | 28.5× | 14 | -30.5% |
| 2 | Queen Mary University of London United Kingdom | 62.2 | 15.5% | 9.8× | 10 | +526.5% |
| 3 | New York University United States | 61.7 | 18.7% | 6.9× | 14 | +530.6% |
| 4 | University of Malta Malta | 57.6 | 9.3% | 30.6× | 10 | +204.0% |
| 5 | Northeastern University United States | 51.0 | 17.0% | 12.2× | 10 | +39.8% |
| 6 | Carnegie Mellon University United States | 51.0 | 12.4% | 9.1× | 10 | +152.6% |
| 7 | National University of Singapore Singapore | 50.3 | 48.9% | 3.6× | 9 | -39.6% |
| 8 | Maastricht University Netherlands | 50.0 | 8.0% | 12.2× | 10 | +26.2% |
| 9 | University of Alberta Canada | 46.1 | 4.6% | 7.2× | 16 | -23.4% |
| 10 | Vincennes University United States | 45.0 | 2.1% | 165.6× | 12 | — |
Universities only. Score blends excellence (30%), specialisation (25%), size (20%), growth (15%) and international reach (10%), 2015–2022; growth compares 2010–14 with 2015–19.
Is Artificial Intelligence in Games research growing?
Output in 2018–2022 was 11% higher than in 2013–2017, peaking in 2025. The fastest-growing topics are Artificial Intelligence in Games.
The same series as a ribbon — one cell per year, darker for more. The line above answers how much; this answers when.
Which topics inside it are moving
Growth and decline on one axis around a shared zero. Two lists side by side hide the thing that matters: whether the growth dwarfs the decline, or the other way round.