Estimating player completion rate in mobile puzzle games using reinforcement learning
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Abstract (arXiv)
In this work we investigate whether it is plausible to use the performance of a reinforcement learning (RL) agent to estimate the difficulty measured as the player completion rate of different levels in the mobile puzzle game Lily's Garden.For this purpose we train an RL agent and measure the number of moves required to complete a level. This is then compared to the level completion rate of a large sample of real players.We find that the strongest predictor of player completion rate for a level is the number of moves taken to complete a level of the ~5% best runs of the agent on a given level. A very interesting observation is that, while in absolute terms, the agent is unable to reach human-level performance across all levels, the differences in terms of behaviour between levels are highly correlated to the differences in human behaviour. Thus, despite performing sub-par, it is still possible to use the performance of the agent to estimate, and perhaps further model, player metrics.
Key facts. Cited by 3 papers in the map (data through 14 Oct 2026). Builds on 4 of its 8 references that are in the map. First posted on arXiv 26 Jun 2023.
Builds on
4 of 8 references.
References · 4
- 2017Proximal Policy Optimization Algorithmscited by 15,215
- 2018Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristicscited by 28
- 2019Automated Playtesting of Matching Tile Gamescited by 10
- 2020Strategies for Using Proximal Policy Optimization in Mobile Puzzle Gamescited by 6
Built on by
Citing papers per year: 2023: 1; 2024: 1; 2025: 0; 2026: 1.
3 papers.
- 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