Automatic Playtesting for Game Parameter Tuning via Active Learning
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Abstract (arXiv)
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted, and changes to game designs must be extrapolated from these results. Can automated methods reduce this expense? We show how active learning techniques can formalize and automate a subset of playtesting goals. Specifically, we focus on the low-level parameter tuning required to balance a game once the mechanics have been chosen. Through a case study on a shoot-`em-up game we demonstrate the efficacy of active learning to reduce the amount of playtesting needed to choose the optimal set of game parameters for two classes of (formal) design objectives. This work opens the potential for additional methods to reduce the human burden of performing playtesting for a variety of relevant design concerns.
Key facts. Cited by 9 papers in the map (data through 13 Oct 2026). First posted on arXiv 4 Aug 2019.
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Citing papers per year: 2021: 4; 2022: 0; 2023: 1; 2024: 1; 2025: 2; 2026: 1.
9 papers.
- 2021Augmenting Automated Game Testing with Deep Reinforcement Learningcited by 38
- 2021AdaptiFont: Increasing Individuals' Reading Speed with a Generative Font Model and Bayesian Optimizationcited by 5
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modellingcited by 3
- 2023Active Learning for Classifying 2D Grid-Based Level Completabilitycited by 2
- 2025NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragonscited by 1
- 2021Rinascimento: searching the behaviour space of Splendorcited by 0
- 2024A Framework for Predicting the Impact of Game Balance Changes through Meta Discoverycited by 0
- 2025Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Modelscited by 0
- 2026Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Developmentcited by 0
- 2026Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Development8 May 2026
- 2025Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models16 Jul 2025
- 2025NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragons24 Jun 2025
- 2024A Framework for Predicting the Impact of Game Balance Changes through Meta Discovery11 Sep 2024
- 2023Active Learning for Classifying 2D Grid-Based Level Completability8 Sep 2023
- 2021Rinascimento: searching the behaviour space of Splendor15 Jun 2021
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modelling18 May 2021
- 2021AdaptiFont: Increasing Individuals' Reading Speed with a Generative Font Model and Bayesian Optimization21 Apr 2021
- 2021Augmenting Automated Game Testing with Deep Reinforcement Learning29 Mar 2021