# A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents

arXiv: https://arxiv.org/abs/2505.16801 · HTML: https://mlsanity.com/paper/2505.16801/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 12 of its 47 references that are in the map.
- First posted on arXiv 22 May 2025.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 12 of 12)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms](https://mlsanity.com/paper/1802.10363/) (2018)
- [Augmenting Automated Game Testing with Deep Reinforcement Learning](https://mlsanity.com/paper/2103.15819/) (2021)
- [Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics](https://mlsanity.com/paper/1802.06881/) (2018)
- [Machine versus Human Attention in Deep Reinforcement Learning Tasks](https://mlsanity.com/paper/2010.15942/) (2020)
- [Automated Play-Testing Through RL Based Human-Like Play-Styles Generation](https://mlsanity.com/paper/2211.17188/) (2022)
- [Predicting Game Difficulty and Churn Without Players](https://mlsanity.com/paper/2008.12937/) (2020)
- [Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigation](https://mlsanity.com/paper/2207.08379/) (2022)
- [Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning](https://mlsanity.com/paper/2005.12579/) (2020)
- [Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games](https://mlsanity.com/paper/2302.08479/) (2023)
- [Personalized Dynamic Difficulty Adjustment -- Imitation Learning Meets Reinforcement Learning](https://mlsanity.com/paper/2408.06818/) (2024)

## Abstract (arXiv)

Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess the impact of PCG techniques when integrated into SGs remains particularly challenging. This study proposes a methodology for automated evaluation of PCG integration in SGs, incorporating deep reinforcement learning (DRL) game testing agents. To validate the proposed framework, a previously introduced SG featuring card game mechanics and incorporating three different versions of PCG for nonplayer character (NPC) creation has been deployed. Version 1 features random NPC creation, while versions 2 and 3 utilize a genetic algorithm approach. These versions are used to test the impact of different dynamic SG environments on the proposed framework's agents. The obtained results highlight the superiority of the DRL game testing agents trained on Versions 2 and 3 over those trained on Version 1 in terms of win rate (i.e. number of wins per played games) and training time. More specifically, within the execution of a test emulating regular gameplay, both Versions 2 and 3 peaked at a 97% win rate and achieved statistically significant higher (p=0009) win rates compared to those achieved in Version 1 that peaked at 94%. Overall, results advocate towards the proposed framework's capability to produce meaningful data for the evaluation of procedurally generated content in SGs.
