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. 10.0% 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%
- 1.4k per year above
- Top-10% rate
- 10.0% share of its works in the world top 10%
- Growth, 2018-21 → 2022-25
- +28% the tick is no change
- Largest producer
United States
33% of the 10 largest, 2022-now
Which countries lead Artificial Intelligence in Games research?
By volume, the United States and China publish the most (803 and 555 works in 2022-now).
By volume, 2022-now
- 1
United States 803 works
- 2
China 555 works
- 3
India 222 works
- 4
United Kingdom 186 works
- 5
Japan 150 works
- 6
Germany 144 works
- 7
Canada 121 works
- 8
Indonesia 107 works
- 9
France 95 works
- 10
Italy 73 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-now, American Society of Genealogists publishes the most Artificial Intelligence in Games research, followed by Centre National de la Recherche Scientifique and Chinese Academy of Sciences.
By volume, 2022-now
- 1
American Society of Genealogists
United States 164 works
- 2
Centre National de la Recherche Scientifique
France 29 works
- 3
Chinese Academy of Sciences
China 20 works
- 4
New York University
United States 18 works
- 5
University of Alberta
Canada 17 works
- 6
Tsinghua University
China 16 works
- 7
Binus University
Indonesia 15 works
- 8
Carnegie Mellon University
United States 15 works
- 9
University of California, Santa Cruz
United States 14 works
- 10
Maastricht University
Netherlands 13 works
Who are the leading researchers in Artificial Intelligence in Games?
The most-cited researchers publishing on Artificial Intelligence in Games include Yoshua Bengio, Leo Breiman and Ilya Sutskever.
- 1
Yoshua Bengio
Canada 476k citations
- 2
Leo Breiman
United States 243k citations
- 3
Ilya Sutskever
Canada 219k citations
- 4
Trevor J. Darrell
United States 206k citations
- 5
Demis Hassabis
United Kingdom 199k citations
- 6
Jürgen Schmidhuber
Switzerland 188k citations
- 7
Herbert A. Simon
United States 179k citations
- 8
Oriol Vinyals
United States 177k 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-now are Sharon (United States), Beijing (China), London (United Kingdom) and Tokyo (Japan). Among places with at least 20 works in it, it is an unusually large share of all research in Sharon.
Largest cities, 2022-now
- 1
Sharon
United States 164 works
- 2
Beijing
China 137 works
- 3
London
United Kingdom 54 works
- 4
Tokyo
Japan 53 works
- 5
Shanghai
China 38 works
- 6
New York
United States 37 works
- 7
Paris
France 33 works
- 8
Seoul
South Korea 29 works
- 9
Shenzhen
China 27 works
- 10
Hong Kong
China 26 works
Where it is the local speciality
- SharonUS · 164.0 works454×
Location quotient: how much more of its research is in Artificial Intelligence in Games than the world average.
Where is the best place to study Artificial Intelligence in Games?
Among universities, judged by research, New York University, University of California, Santa Cruz and Tsinghua 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 first ten of the table below, at the default weights. The upper left is the interesting corner: small places doing unusually strong work.
Universities only. The score blends excellence (40%), size (30%), specialisation (10%), growth (10%), international reach (10%), 2022-now; growth compares 2018-21 with 2022-25 and counts up to +20%, since a jump from a small base is mostly noise.
Every institution in Artificial Intelligence in Games, country by countryIs Artificial Intelligence in Games research growing?
Output in 2022-2025 was 28% higher than in 2018-2021, 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.
Its share of all research
Growing output can still be a shrinking share: all of science grows. This is Artificial Intelligence in Games as a percentage of every work published that year, 0.013% in 2024.
Fractional works of Artificial Intelligence in Games over all fractional works that year. How the balance of science has shifted.
How much of it reaches the world top 10%
Year by year.
Of each year's works in it, the share that reached the world's 10% most cited for their field and year. A field is the world for its own topics, so there is no other line to hold it against.
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.
Discussion
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