mlsanityData to 7 Oct 2026

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics

arXiv 1802.06881 ↗First posted 19 Feb 2018cs.AIcited by 28

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Abstract (arXiv)

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory, procedural personas are implemented using a variation of Monte Carlo Tree Search (MCTS) where the node selection criteria are developed using evolutionary computation, replacing the standard UCB1 criterion of MCTS. Using these personas we demonstrate how generative player models can be applied to a varied corpus of game levels and demonstrate how different play styles can be enacted in each level. In short, we use artificially intelligent personas to construct synthetic playtesters. The proposed approach could be used as a tool for automatic play testing when human feedback is not readily available or when quick visualization of potential interactions is necessary. Possible applications include interactive tools during game development or procedural content generation systems where many evaluations must be conducted within a short time span.

Key facts. Cited by 28 papers in the map (data through 7 Oct 2026). First posted on arXiv 19 Feb 2018.

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 5; 2022: 10; 2023: 4; 2024: 1; 2025: 4; 2026: 4.

28 papers.

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  1. 2021Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agentscited by 28
  2. 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learningcited by 13
  3. 2023Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Gamescited by 12
  4. 2022Automated Play-Testing Through RL Based Human-Like Play-Styles Generationcited by 11
  5. 2022Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigationcited by 7
  6. 2022Generative Personas That Behave and Experience Like Humanscited by 7
  7. 2022CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectoriescited by 6
  8. 2021Predicting Game Engagement and Difficulty Using AI Playerscited by 5
  9. 2022Continuous Monte Carlo Graph Searchcited by 4
  10. 2022Configurable Agent With Reward As Input: A Play-Style Continuum Generationcited by 4
  11. 2023Estimating player completion rate in mobile puzzle games using reinforcement learningcited by 3
  12. 2023Generating Personas for Games with Multimodal Adversarial Imitation Learningcited by 3
16 more
  1. 2021Agents for Automated User Experience Testingcited by 2
  2. 2021Adapting Procedural Content Generation to Player Personas Through Evolutioncited by 2
  3. 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
  4. 2022Automatic Testing and Validation of Level of Detail Reductions Through Supervised Learningcited by 2
  5. 2025Synergizing Code Coverage and Gameplay Intent: Coverage-Aware Game Playtesting with LLM-Guided Reinforcement Learningcited by 2
  6. 2021Game Mechanic Alignment Theory and Discoverycited by 1
  7. 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
  8. 2025NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragonscited by 1
  9. 2026Beyond Asking: A Pipeline for Personalized Game Generation that Reads Players from Behaviorcited by 1
  10. 2023Towards Understanding the Effects of Evolving the MCTS UCT Selection Policycited by 0
  11. 2024Injecting Combinatorial Optimization into MCTS: Application to the Board Game boopcited by 0
  12. 2025A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agentscited by 0
  13. 2025UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviorscited by 0
  14. 2026Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Developmentcited by 0
  15. 2026Reward-Adaptive Iterative Discovery: A Case Study on Automated Game Testing for NHL26cited by 0
  16. 2026Comparative Analysis of GAT and BERT for Human-Like Playtestingcited by 0