IEEE Transactions on Games最新文献

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IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2025-06-17 DOI: 10.1109/TG.2025.3575879
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2025-06-17 DOI: 10.1109/TG.2025.3575877
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引用次数: 0
IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2025-03-18 DOI: 10.1109/TG.2025.3546830
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2025-03-18 DOI: 10.1109/TG.2025.3546832
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引用次数: 0
From Pixels to Titles: Video Game Identification by Screenshots Using Convolutional Neural Networks 从像素到标题:使用卷积神经网络通过截图识别电子游戏
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2025-01-10 DOI: 10.1109/TG.2025.3528187
Fabricio Breve
{"title":"From Pixels to Titles: Video Game Identification by Screenshots Using Convolutional Neural Networks","authors":"Fabricio Breve","doi":"10.1109/TG.2025.3528187","DOIUrl":"https://doi.org/10.1109/TG.2025.3528187","url":null,"abstract":"In this article, we investigate video game identification through single screenshots, utilizing ten convolutional neural network (CNN) architectures (VGG16, ResNet50, ResNet152, MobileNet, DenseNet169, DenseNet201, EfficientNetB0, EfficientNetB2, EfficientNetB3, and EfficientNetV2S) and three transformers architectures (ViT-B16, ViT-L32, and SwinT) across 22 home console systems, spanning from Atari 2600 to PlayStation 5, totalling 8796 games and 170 881 screenshots. Except for VGG16, all CNNs outperformed the transformers in this task. Using ImageNet pretrained weights as initial weights, EfficientNetV2S achieves the highest average accuracy (77.44%) and the highest accuracy in 16 of the 22 systems. DenseNet201 is the best in four systems and EfficientNetB3 is the best in the remaining two systems. Employing alternative initial weights fine-tuned in an arcade screenshots dataset boosts accuracy for EfficientNet architectures, with the EfficientNetV2S reaching a peak accuracy of 77.63% and demonstrating reduced convergence epochs from 26.9 to 24.5 on average. Overall, the combination of optimal architecture and weights attains 78.79% accuracy, primarily led by EfficientNetV2S in 15 systems. These findings underscore the efficacy of CNNs in video game identification through screenshots.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"536-544"},"PeriodicalIF":1.7,"publicationDate":"2025-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144308266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing AI-Bot Strength and Strategy Diversity in Adversarial Games: A Novel Deep Reinforcement Learning Framework 增强AI-Bot在对抗游戏中的力量和策略多样性:一种新的深度强化学习框架
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-12-23 DOI: 10.1109/TG.2024.3520970
Chenglu Sun;Shuo Shen;Deyi Xue;Wenzhi Tao;Zixia Zhou
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引用次数: 0
Guest Editorial: Special Issue on Human Centered AI in Game Evaluation 嘉宾评论:关于游戏评估中以人为本的AI的特刊
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-12-17 DOI: 10.1109/TG.2024.3507232
Alena Denisova;Diego Perez-Liebana;Vanessa Volz;Julian Frommel;Sahar Asadi
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-12-17 DOI: 10.1109/TG.2024.3513515
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引用次数: 0
IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-12-17 DOI: 10.1109/TG.2024.3513513
{"title":"IEEE Computational Intelligence Society Information","authors":"","doi":"10.1109/TG.2024.3513513","DOIUrl":"https://doi.org/10.1109/TG.2024.3513513","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"C3-C3"},"PeriodicalIF":1.7,"publicationDate":"2024-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10804874","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142858863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Real-Time Player Tracking Framework on MOBA Game Video Through Object Detection 基于目标检测的MOBA游戏视频实时玩家跟踪框架
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2024-12-11 DOI: 10.1109/TG.2024.3515140
Dae-Wook Kim;Sung-Yun Park;Seong-Il Yang;Sang-Kwang Lee
{"title":"Real-Time Player Tracking Framework on MOBA Game Video Through Object Detection","authors":"Dae-Wook Kim;Sung-Yun Park;Seong-Il Yang;Sang-Kwang Lee","doi":"10.1109/TG.2024.3515140","DOIUrl":"https://doi.org/10.1109/TG.2024.3515140","url":null,"abstract":"The multiplayer online battle arena (MOBA) genre boasts the largest audience in esports, leading to extensive research in esports analysis targeting MOBA games. However, due to the limited availability of openly accessible data or application programming interface (API), most research has been focused on <italic>Dota 2</i> and cannot be easily extended to other MOBA games. In this article, we present a novel framework that revolutionizes real-time player trajectory extraction directly from the game screen of <italic>League of Legends</i> (<italic>LoL</i>) through object detection. To mitigate reliance on APIs, the proposed framework includes a process that generates synthetic images as training data for object detection, detects the positions of the game characters from the minimap, and considers temporal relationships to ensure stable trajectory acquisition against occlusion. For evaluation purposes, we generate ground truth data from <italic>LoL</i> replays and introduce the concept of occlusion tolerance. Our proposed framework undergoes evaluation and analysis in terms of trajectory extraction accuracy with occlusion tolerance, the significance of synthetic image elements, class-by-class detection accuracy, and processing time. Our framework opens new avenues for esports analysis. We envision its potential extension to other games lacking APIs, provided that they feature a minimap displaying game characters.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"498-509"},"PeriodicalIF":1.7,"publicationDate":"2024-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144308267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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