Automated Playtesting of Matching Tile Games
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Abstract (arXiv)
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different procedural personas for Match-3 games in order to approximate different human playstyles to create an automated playtesting system. The procedural personas are realized through evolving the utility function for the Monte Carlo Tree Search agent. We compare the performance and results of the evolution agents with the standard Vanilla Monte Carlo Tree Search implementation as well as to a random move-selection agent. We then observe the impacts on both the game's design and the game design process. Lastly, a user study is performed to compare the agents to human play traces.
Key facts. Cited by 10 papers in the map (data through 14 Oct 2026). First posted on arXiv 15 Jul 2019.
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Citing papers per year: 2021: 1; 2022: 3; 2023: 3; 2024: 2; 2025: 1.
10 papers.
- 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learningcited by 13
- 2023Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Gamescited by 12
- 2022Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigationcited by 7
- 2022CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectoriescited by 6
- 2023Estimating player completion rate in mobile puzzle games using reinforcement learningcited by 3
- 2023Generating Personas for Games with Multimodal Adversarial Imitation Learningcited by 3
- 2024Reinforcement Learning for High-Level Strategic Control in Tower Defense Gamescited by 3
- 2021Playtesting: What is Beyond Personascited by 2
- 2024Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Datacited by 1
- 2025UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviorscited by 0
- 2025UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors11 Dec 2025
- 2024Reinforcement Learning for High-Level Strategic Control in Tower Defense Games12 Jun 2024
- 2024Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data30 Jan 2024
- 2023Generating Personas for Games with Multimodal Adversarial Imitation Learning15 Aug 2023
- 2023Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games19 Jul 2023
- 2023Estimating player completion rate in mobile puzzle games using reinforcement learning26 Jun 2023
- 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning15 Aug 2022
- 2022Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigation18 Jul 2022
- 2022CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories21 Feb 2022
- 2021Playtesting: What is Beyond Personas26 Jul 2021