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Most cited papers in Artificial Intelligence in Games

What are the most cited papers in Artificial Intelligence in Games?

The most cited paper in Artificial Intelligence in Games is "Mastering the game of Go with deep neural networks and tree search" (David Lawrence Silver, Aja Huang, Chris J. Maddison et al., 2016), with 16,121 citations. Next come "Mastering the game of Go without human knowledge" (9,370) and "From game design elements to gamefulness" (8,256).

Showing 50 of 100 papers. Every paper with more than 435 citations is listed.

Most cited papers, sortable by citations and release date
#Paper
1 Mastering the game of Go with deep neural networks and tree search David Lawrence Silver, Aja Huang, Chris J. Maddison et al. · Nature 26 Jan 2016 16,121
2 Mastering the game of Go without human knowledge David Lawrence Silver, Julian Schrittwieser, Karen Simonyan et al. · Nature Oct 2017 9,370
3 From game design elements to gamefulness Sebastian Deterding, Dan Dixon, Rilla Khaled et al. Conference paper 28 Sep 2011 8,256
4 A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play David Lawrence Silver, Thomas Hubert, Julian Schrittwieser et al. · Science Open access 6 Dec 2018 3,636
5 Grandmaster level in StarCraft II using multi-agent reinforcement learning Oriol Vinyals et al. · Nature 30 Oct 2019 3,528
6 A Survey of Monte Carlo Tree Search Methods Cameron Browne, Edward J. Powley, Daniel Whitehouse et al. · IEEE Transactions on Computational Intelligence and AI in Games 3 Feb 2012 3,032
7 Learning to predict by the methods of temporal differences Richard S. Sutton · Machine Learning Open access Aug 1988 2,826
8 Markov games as a framework for multi-agent reinforcement learning Michael L. Littman · Elsevier eBooks Book chapter 1994 2,722
9 New Ideas In Optimization David Corne, Marco Dorigo, Fred Glover et al. Oct 1999 2,133
10 Generative Agents: Interactive Simulacra of Human Behavior Joon Sung Park, Joseph O’Brien, Carrie Jun Cai et al. Conference paperOpen access 20 Oct 2023 1,861
11 Depth-first iterative-deepening Richard E. Korf · Artificial Intelligence Sep 1985 1,566
12 Temporal difference learning and TD-Gammon Gerald Tesauro · Communications of the ACM Open access Mar 1995 1,496
13 Generalization as search Tom M. Mitchell · Artificial Intelligence Mar 1982 1,444
14 Predicting protein structures with a multiplayer online game Seth Cooper, Firas Khatib, Adrien Treuille et al. · Nature Open access Aug 2010 1,406
15 Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search Rémi Coulom · Lecture notes in computer science Conference paperOpen access 2007 1,279
16 Cooperative Coevolution: An Architecture for Evolving Coadapted Subcomponents Mitchell A. Potter, Kenneth De Jong · Evolutionary Computation Mar 2000 1,208
17 Games and Information: An Introduction to Game Theory Eric Rasmusen 28 Nov 2006 1,195
18 Designing games with a purpose Luis von Ahn, Laura Dabbish · Communications of the ACM Open access 29 Jul 2008 1,169
19 Mastering Atari, Go, chess and shogi by planning with a learned model Julian Schrittwieser, Ioannis Antonoglou, Thomas Hubert et al. · Nature Open access 23 Dec 2020 1,167
20 A grounded investigation of game immersion Emily Brown, Paul A. Cairns Conference paper 24 Apr 2004 1,153
21 Analysis of Recursive Game Graphs Using Data Flow Equations Kousha Etessami · Lecture notes in computer science Conference paper 2004 1,136
22 Learning Efficient Classification Procedures and Their Application to Chess End Games J. R. Quinlan · Machine Learning Book chapter 1983 1,107
23 The Arcade Learning Environment: An Evaluation Platform for General Agents M. G. Bellemare, Y. Naddaf, J. Veness et al. · Journal of Artificial Intelligence Research Open access 14 Jun 2013 1,086
24 The logic of inexact concepts Joseph A. Goguen · Synthese Apr 1969 1,015
25 An analysis of alpha-beta pruning Donald E. Knuth, Ronald W. Moore · Artificial Intelligence 1975 1,005
26 The Scientific Research Potential of Virtual Worlds William Sims Bainbridge · Science 26 Jul 2007 945
27 Real-time heuristic search Richard E. Korf · Artificial Intelligence Mar 1990 921
28 Empirical Studies of Programming Knowledge Elliot M. Soloway, Kate Ehrlich · IEEE Transactions on Software Engineering Sep 1984 880
29 Monte-Carlo Planning in Large POMDPs David Lawrence Silver, Joel Veness · DSpace@MIT (Massachusetts Institute of Technology) Conference paperOpen access 6 Dec 2010 852
30 DeepMimic Xue Bin Peng, Pieter Abbeel, Sergey Levine et al. · ACM Transactions on Graphics Open access 30 Jul 2018 851
31 Mapping learning and game mechanics for serious games analysis Sylvester Arnab, Theodore Lim, Maira B. Carvalho et al. · British Journal of Educational Technology Open access 5 Jan 2014 849
32 DeepStack: Expert-level artificial intelligence in heads-up no-limit poker Matej Moravčík, Martin Schmid, NEIL R. BURCH et al. · Science Open access 2 Mar 2017 813
33 TD-Gammon, a Self-Teaching Backgammon Program, Achieves Master-Level Play Gerald J. Tesauro · Neural Computation Mar 1994 804
34 Practical issues in temporal difference learning Gerald J. Tesauro · Machine Learning Open access May 1992 800
35 Parametric shape analysis via 3-valued logic Mooly Sagiv, Thomas Reps, Reinhard Wilhelm · ACM Transactions on Programming Languages and Systems Open access May 2002 786
36 Formal Theory of Creativity, Fun, and Intrinsic Motivation (1990–2010) Jürgen Schmidhuber · IEEE Transactions on Autonomous Mental Development 21 Jul 2010 779
37 Compressed full-text indexes Gonzalo Navarro, Veli Mäkinen · ACM Computing Surveys 9 Apr 2007 772
38 Temporal Difference Learning and TD-Gammon G. Tesauro · ICGA Journal Open access Jun 1995 768
39 Toward Efficient Trajectory Planning: The Path-Velocity Decomposition Kamal Kant, Steven W. Zucker · The International Journal of Robotics Research Sep 1986 759
40 Machine Learning from Theory to Algorithms: An Overview Jafar Ahmad Abed Alzubi, Anand Nayyar, Akshi Kumar · Journal of Physics Conference Series Conference paperOpen access Nov 2018 746
41 Why Functional Programming Matters John Hughes · The Computer Journal Feb 1989 743
42 BEAT Justine Cassell, Hannes Högni Vilhjálmsson, Timothy Bickmore Conference paper Aug 2001 740
43 Artificial intelligence in the creative industries: a review Nantheera Anantrasirichai, David Bull · Artificial Intelligence Review Open access Jul 2021 735
44 Generative AI enhances individual creativity but reduces the collective diversity of novel content Anil Rajnikant Doshi, Oliver Hauser · Science Advances Open access 12 Jul 2024 730
45 Search-Based Procedural Content Generation: A Taxonomy and Survey Julian Togelius, Georgios N. Yannakakis, Kenneth Owen Stanley et al. · IEEE Transactions on Computational Intelligence and AI in Games Open access 3 May 2011 711
46 Some Studies in Machine Learning Using the Game of Checkers. II—Recent Progress Arthur L. Samuel · IBM Journal of Research and Development Nov 1967 699
47 Human-level performance in 3D multiplayer games with population-based reinforcement learning Max Jaderberg, Wojciech Marian Czarnecki, Iain Dunning et al. · Science Open access 30 May 2019 695
48 Cooperative Pathfinding David Lawrence Silver · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment Conference paperOpen access Jun 2005 693
49 Memetic algorithms and memetic computing optimization: A literature review Ferrante Neri, Carlos Cotta · Swarm and Evolutionary Computation 9 Dec 2011 684
50 Unifying count-based exploration and intrinsic motivation Marc G. Bellemare, Sriram Srinivasan, Georg Ostrovski et al. · Neural Information Processing Systems 5 Dec 2016 670

Citations are OpenAlex's own counts, from its 2026-09-23 snapshot, so the ranking can differ from Google Scholar or Web of Science. A paper is listed for a field when OpenAlex files it under one of the field's topics; retracted papers and papers whose citation count cannot be traced to citing works are left out, and a preprint and the article it became are shown once. Release dates are OpenAlex's: where a source gave only a month or a year, that is what is shown. How the lists are chosen.