mlsanityData to 7 Oct 2026

Generative Personas That Behave and Experience Like Humans

arXiv 2209.00459 ↗First posted 26 Aug 2022cs.AI cs.HC cs.LGcited by 7

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Abstract (arXiv)

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.

Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 22 of its 47 references that are in the map. First posted on arXiv 26 Aug 2022.

Builds on

22 of 47 references.

References · 22

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10 more
  1. 2021The Arousal video Game AnnotatIoN (AGAIN) Datasetcited by 18
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Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 3; 2024: 2; 2025: 1; 2026: 1.

7 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2023Generating Personas for Games with Multimodal Adversarial Imitation Learning
  2. 2023Generative Agents: Interactive Simulacra of Human Behavior
  3. 2024Behavioural Cloning in VizDoom
  4. 2019Automated Video Game Testing Using Synthetic and Human-Like Agents
  5. 2023Synthetically Generating Human-like Data for Sequential Decision Making Tasks via Reward-Shaped Imitation Learning
  6. 2020Benchmarking End-to-End Behavioural Cloning on Video Games
  7. 2026How Personas Can Influence Agents to Play Split or Steal
  8. 2026One Policy, Infinite NPCs: Persona-Traceable Shared RL Policies for Scalable Game Agents