Open research questions in Artificial Intelligence in Games
107 gap statements mined from Artificial Intelligence in Games papers in our 4.5M-paper local library, which holds 647 papers on the topic — drawn mostly from each paper's own stated research gap, future-work, challenge and limitation notes, and its abstract. The ones listed below are a selection still marked open; each names the study that raised it, with a DOI link where the paper has one.
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What the literature leaves open
The lack of engagement and replayability in current mobile dungeon crawlers. The use of simple swipe or tap interfaces, static level layouts, and predictable enemy behaviours in current mobile dungeon crawlers.
RISE OF SHADOWS: DEVELOPMENT OF A 2D ANDROID DUNGEON CRAWLER WITH AI DRIVEN GAMEPLAY MECHANICS AND PROCEDURAL GENERATION · 2026 · DOITraditional video production is a complex, time-consuming, and resource-intensive process that requires significant technical expertise. The system needs to be able to understand natural language descriptions and generate coherent video clips. The system needs to be scalable and able to handle large amounts of data.
Prior approaches have limitations in capturing narrative effects. There is a need for a more nuanced understanding of narrative comprehension and its role in media recommendation.
Computational and Machine Applications of a Narrative Theory Based Symbolic Ontology: Movie Search and Recommendation · 2026 · DOICurrent MARL benchmarks have limitations that hinder progress in the field. Most existing benchmarks emphasize micromanagement over strategic decision-making.
The paper identifies the challenge of scaling imperfect-information games due to the lack of a formal task model and evaluation metric for hand abstraction. The paper notes the challenge of developing hand abstraction algorithms that can effectively incorporate historical information.
Beyond Outcome-Based Imperfect-Recall: Higher-Resolution Abstractions for Imperfect-Information Games · 2026 · DOIThe paper suggests that developing signal abstraction algorithms capable of exceeding the PAOI bound and targeting the FROI bound is a critical direction for future work. The paper notes that applying the techniques to other domains that involve imperfect information and sequential decision-making is a potential area for future research.
Beyond Outcome-Based Imperfect-Recall: Higher-Resolution Abstractions for Imperfect-Information Games · 2026 · DOIThrough extensive experiments, we demonstrated that while current algorithms can attain strong performance in the single-team setting, they degrade significantly when scaling to multi-team generalization – highlighting a key open challenge in multi-agent learning.
While in-game AI was not explored in this paper, it can be further studied to solo development, particularly what in-game AI algorithms can be used for easy and quick to enhance game features.
A Comparative Study of AI Tools and Techniques for Assisting Solo Artists and Programmers in Developing Video Games from Scratch · 2026 · DOIThe lack of variation in the Skinner box could produce results that are specific to a narrow set of conditions, thus giving rise to a failure to reproduce an effect when task characteristics change even modestly. The use of video game engines may not be suitable for all types of behavioral research, and the cost and complexity of creating immersive environments may be a limitation.
The limitations of the Skinner box, including its lack of flexibility and control, have led to the need for more advanced methods. The need for more immersive and engaging environments for behavioral research has led to the exploration of alternative approaches, such as video game engines.
The limitation of behavior in non-player characters in games is a major issue. The lack of a qualitative intellectual component in game characters can lead to predictable and unengaging gameplay.
Multi-agent system for managing a game settlement with an expert-based behavior selection system for game characters · 2026 · DOIThe industry is facing a fundamental dichotomy between economic crisis and technological revolution. The adaptation of archaic cultural codes to the needs of a digital society is a key challenge.
The Application of Artificial Intelligence Technologies and Novel Prospects for the Representation of Historical and Mythological Content in the U.S. Video Game Industry · 2026 · DOIThe need for a theoretical framework to understand how American developers adapt archaic cultural codes to the needs of a digital society. The lack of understanding of how generative AI can be used to create dynamic mythological content.
The Application of Artificial Intelligence Technologies and Novel Prospects for the Representation of Historical and Mythological Content in the U.S. Video Game Industry · 2026 · DOIFrom model-based reinforcement learning and video generation to embodied robotics and ultimately, physical AI, researchers across AI subfields are building systems that they call "world models", yet there is no consensus on what a world model fundamentally is, what it should predict, or how it should be built.
A Definition and Roadmap for World Models · 2026Prior work has focused on expert-level or even superhuman play, leaving a gap in the understanding of novice gameplay.
The paper identifies a gap in the current understanding of GenAI, highlighting the need for a more nuanced approach. The paper argues that most analyses of GenAI are limited to two roles: a magical tool or a destructive tool.
To explore the application of the approach to other domains. To investigate the use of neural network architectures in the system. To evaluate the system on other datasets and in different contexts.
Computational and Machine Applications of a Narrative Theory Based Symbolic Ontology: Movie Search and Recommendation · 2026 · DOIThe paper aims to address the question of whether add-on software encroaches on the scope of protection of the game software.
The PGN format is able to record all game moves and associated information about details such as the location, date and player names, but it is impractical for finding aggregate information about large number of games.
Applying the methods to other board games with similar characteristics. Extending the research to four-player settings. Exploring other state encodings and algorithms to further improve performance.
OPTIMIZING DEEP REINFORCEMENT LEARNING FOR BOARD GAMES: A COMPARATIVE STUDY OF DQN AND PPO ON LUDO WITH STRUCTURED STATE ENCODING · 2026 · DOIA falta de estudos sobre a aplicação de IA em diálogos de NPCs em jogos. A necessidade de desenvolver abordagens mais eficientes para gerar diálogos de NPCs.
A APLICAÇÃO DA INTELIGÊNCIA ARTIFICIAL EM DIÁLOGOS DE PERSONAGENS NÃO JOGÁVEIS EM UM JOGO DE RPG · 2026 · DOIThe development of automated scenario generation methodologies. The development of specialized algorithms tailored to HLSMAC's unique challenges.
Integrating more principled causal discovery techniques or controlled interaction settings to bridge the gap between functional dependencies and verified causal mechanisms.
Further research can be done to apply the FFZNs-Frank model to other AI-powered narrative intelligence systems - The ability to propagate and monitor reliability throughout the DM process can be explored…
A novel fermatean fuzzy Z-number FRANK-WASPAS model for evaluating AI-powered narrative intelligence systems · 2026 · DOIThe conventional MAGDM methods tend to deteriorate in case of inaccurate, partial, or reliability-sensitive data. The limitations of traditional WASPAS methods in handling uncertainty and ambiguity.
A novel fermatean fuzzy Z-number FRANK-WASPAS model for evaluating AI-powered narrative intelligence systems · 2026 · DOI
Most-cited papers in Artificial Intelligence in Games
- Mastering the game of Go with deep neural networks and tree search · Nature · 2016 · 11,518 citations
- Mastering the game of Go without human knowledge · Nature · 2017 · 6,845 citations
- A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play · Science · 2018 · 2,665 citations
- Grandmaster level in StarCraft II using multi-agent reinforcement learning · Nature · 2019 · 2,635 citations
- A Cognitive Hierarchy Model of Games · The Quarterly Journal of Economics · 2004 · 1,188 citations
- Temporal difference learning and TD-Gammon · Communications of the ACM · 1995 · 1,026 citations
- Artificial intelligence in the creative industries: a review · Artificial Intelligence Review · 2021 · 748 citations
- Designing games with a purpose · Communications of the ACM · 2008 · 714 citations
- Thinking inside the box: A participatory, computer-assisted approach to scenario discovery · Technological Forecasting and Social Change · 2009 · 436 citations
- Making sense of recommendations · Journal of Behavioral Decision Making · 2019 · 393 citations
Most recent work
- Narratology meets text-to-image: a survey of consistency in AI generated storybook illustrations · Artificial Intelligence Review · 2026
- CPDTeam: A KG-RAG-CoT dual-driven and deep reinforcement learning-augmented multi-agent framework for intelligent collaborative product development · Journal of Manufacturing Systems · 2026
- A novel stacking-based ensemble machine learning model for accurate user story effort estimation in scrum · Journal Of Big Data · 2026
- Matchmaking Strategies for Maximizing Player Engagement in Video Games · Management Science · 2026
- Impartial Games: A Challenge for Reinforcement Learning · Machine Learning · 2026
- Science-Gym: a simple testbed for AI-driven scientific discovery · Machine Learning · 2026
- Video game engines as the new “virtual” Skinner box · Journal of the Experimental Analysis of Behavior · 2026
- Generative AI as a Knowledge Distribution System · Social Epistemology · 2026
- How developmental constraints shape the evolution of repeated structures · bioRxiv · 2026
- Understanding Emergent Non-Verbal Communication in the Delta Force Competitive Video Game through Multimodal AI Analysis · 2026
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