mlsanityData to 7 Oct 2026

Playtesting: What is Beyond Personas

arXiv 2107.11965 ↗First posted 26 Jul 2021cs.AIcited by 2

Not on the map. Why?

Abstract (arXiv)

Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we present two approaches to improve automated playtesting. First, we propose developing persona, which allows a persona to progress to different goals. In contrast, the procedural persona is fixed to a single goal. Second, a human playtester knows which paths she has tested before, and during the consequent tests, she may test different paths. However, Reinforcement Learning (RL) agents disregard these previous paths. We propose a novel methodology that we refer to as Alternative Path Finder (APF). We train APF with previous paths and employ APF during the training of an RL agent. APF modulates the reward structure of the environment while preserving the agent's goal. When evaluated, the agent generates a different trajectory that achieves the same goal. We use the General Video Game Artificial Intelligence (GVG-AI) and VizDoom frameworks to test our proposed methodologies. We use Proximal Policy Optimization (PPO) RL agent during experiments. First, we compare the playtest data generated by developing and procedural persona. Our experiments show that developing persona provides better insight into the game and how different players would play. Second, we present the alternative paths found using APF and argue why traditional RL agents cannot learn those paths.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 16 of its 36 references that are in the map. First posted on arXiv 26 Jul 2021.

Builds on

16 of 36 references.

References · 16

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2017Curiosity-driven Exploration by Self-supervised Predictioncited by 1,173
  3. 2018Exploration by Random Network Distillationcited by 966
  4. 2016Unifying Count-Based Exploration and Intrinsic Motivationcited by 632
  5. 2016Deep Exploration via Bootstrapped DQNcited by 518
  6. 2019Emergent Tool Use From Multi-Agent Autocurriculacited by 308
  7. 2016#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learningcited by 307
  8. 2017Count-Based Exploration with Neural Density Modelscited by 255
  9. 2019Efficient Exploration via State Marginal Matchingcited by 186
  10. 2016ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learningcited by 178
  11. 2018General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithmscited by 45
  12. 2017EX2: Exploration with Exemplar Models for Deep Reinforcement Learningcited by 42
4 more
  1. 2021Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agentscited by 28
  2. 2019Automated Video Game Testing Using Synthetic and Human-Like Agentscited by 22
  3. 2019Automated Playtesting of Matching Tile Gamescited by 10
  4. 2020Predicting Game Difficulty and Churn Without Playerscited by 9

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2025: 1; 2026: 1.

2 papers.