Science Explorer Interactive view Map

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. 1 United States 506 works
  2. 2 China 401 works
  3. 3 India 166 works
  4. 4 United Kingdom 151 works
  5. 5 Japan 123 works
  6. 6 Germany 118 works
  7. 7 Canada 101 works
  8. 8 Indonesia 90 works
  9. 9 France 77 works
  10. 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.

United States: 28.3%China: 22.4%India: 9.3%United Kingdom: 8.4%6 others listed: 31.7%28%largest
United States506 · 28.3%China401 · 22.4%India166 · 9.3%United Kingdom151 · 8.4%6 others listed567 · 31.7%

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. 1 University of AlbertaCanada 16 works
  2. 2 New York UniversityUnited States 14 works
  3. 3 University of California, Santa CruzUnited States 14 works
  4. 4 The Institute for Education Research?? 12 works
  5. 5 Vincennes UniversityUnited States 12 works
  6. 6 Tsinghua UniversityChina 12 works
  7. 7 Binus UniversityIndonesia 12 works
  8. 8 Maastricht UniversityNetherlands 10 works
  9. 9 University of MaltaMalta 10 works
  10. 10 Queen Mary University of LondonUnited 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. 1 Jason Weston Israel 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

  1. 1 Beijing China 112 works
  2. 2 London United Kingdom 44 works
  3. 3 Tokyo Japan 43 works
  4. 4 New York United States 29 works
  5. 5 Paris France 27 works
  6. 6 Shanghai China 26 works
  7. 7 Shenzhen China 21 works
  8. 8 Singapore Singapore 21 works
  9. 9 Seoul South Korea 21 works
  10. 10 Nanjing China 20 works
See Artificial Intelligence in Games on the map

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.

0%20%40%60%mean 16.69%fractional works in this node (log) →share in the world top 10% →University of California, Santa Cruz: 14, 30.4%Queen Mary University of London: 10, 15.5%New York University: 14, 18.7%University of Malta: 10, 9.3%Northeastern University: 10, 17.0%Carnegie Mellon University: 10, 12.4%National University of Singapore: 9, 48.9%Maastricht University: 10, 8.0%University of Alberta: 16, 4.6%Vincennes University: 12, 2.1%University of Califo…New York UniversityQueen Mary Universit…University of Malta
above the meannear itbelow it

One dot per university in the table below. The upper left is the interesting corner: small places doing unusually strong work.

#UniversityScoreTop 10%SpecialisationWorksGrowth
1 University of California, Santa CruzUnited States 64.030.4%28.5×14 -30.5%
2 Queen Mary University of LondonUnited Kingdom 62.215.5%9.8×10 +526.5%
3 New York UniversityUnited States 61.718.7%6.9×14 +530.6%
4 University of MaltaMalta 57.69.3%30.6×10 +204.0%
5 Northeastern UniversityUnited States 51.017.0%12.2×10 +39.8%
6 Carnegie Mellon UniversityUnited States 51.012.4%9.1×10 +152.6%
7 National University of SingaporeSingapore 50.348.9%3.6×9 -39.6%
8 Maastricht UniversityNetherlands 50.08.0%12.2×10 +26.2%
9 University of AlbertaCanada 46.14.6%7.2×16 -23.4%
10 Vincennes UniversityUnited States 45.02.1%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.

19801990200020102020
grewheldshrank

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.