Predicting Game Engagement and Difficulty Using AI Players
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Abstract (arXiv)
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game difficulty and player engagement, operationalized as average pass and churn rates. We improve this approach by enhancing DRL with Monte Carlo Tree Search (MCTS). We also motivate an enhanced selection strategy for predictor features, based on the observation that an AI agent's best-case performance can yield stronger correlations with human data than the agent's average performance. Both additions consistently improve the prediction accuracy, and the DRL-enhanced MCTS outperforms both DRL and vanilla MCTS in the hardest levels. We conclude that player modelling via automated playtesting can benefit from combining DRL and MCTS. Moreover, it can be worthwhile to investigate a subset of repeated best AI agent runs, if AI gameplay does not yield good predictions on average.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 11 of its 70 references that are in the map. First posted on arXiv 26 Jul 2021.
Builds on
11 of 70 references.
References · 11
- 2017Proximal Policy Optimization Algorithmscited by 15,215
- 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,258
- 2017Curiosity-driven Exploration by Self-supervised Predictioncited by 1,194
- 2021Augmenting Automated Game Testing with Deep Reinforcement Learningcited by 38
- 2018Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristicscited by 28
- 2019Automated Video Game Testing Using Synthetic and Human-Like Agentscited by 22
- 2020Predicting Game Difficulty and Churn Without Playerscited by 9
- 2020Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testingcited by 4
- 2016Inferring Cognitive Models from Data using Approximate Bayesian Computationcited by 3
- 2020Metagame Autobalancing for Competitive Multiplayer Gamescited by 3
- 2019Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probabilitycited by 1
Built on by
Citing papers per year: 2022: 2; 2023: 1; 2024: 1; 2025: 0; 2026: 1.
5 papers.
- 2022CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learningcited by 15
- 2022Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectorscited by 14
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
- 2024Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Datacited by 1
- 2026Robo-Saber: Generating and Simulating Virtual Reality Playerscited by 0
- 2026Robo-Saber: Generating and Simulating Virtual Reality Players20 Feb 2026
- 2024Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data30 Jan 2024
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games4 Jul 2023
- 2022Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectors5 Oct 2022
- 2022CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning21 Mar 2022