# Comparative Analysis of GAT and BERT for Human-Like Playtesting

arXiv: https://arxiv.org/abs/2607.11501 · HTML: https://mlsanity.com/paper/2607.11501/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 14 of its 26 references that are in the map.
- First posted on arXiv 13 Jul 2026.

## Builds on (most cited first, 14 of 14)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [Graph Attention Networks](https://mlsanity.com/paper/1710.10903/) (2017)
- [A Comprehensive Survey on Graph Neural Networks](https://mlsanity.com/paper/1901.00596/) (2019)
- [Attention, Learn to Solve Routing Problems!](https://mlsanity.com/paper/1803.08475/) (2018)
- [Multi-Game Decision Transformers](https://mlsanity.com/paper/2205.15241/) (2022)
- [Why do deep convolutional networks generalize so poorly to small image transformations?](https://mlsanity.com/paper/1805.12177/) (2018)
- [Aligning Superhuman AI with Human Behavior: Chess as a Model System](https://mlsanity.com/paper/2006.01855/) (2020)
- [Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning](https://mlsanity.com/paper/1812.01628/) (2018)
- [The Chess Transformer: Mastering Play using Generative Language Models](https://mlsanity.com/paper/2008.04057/) (2020)
- [Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics](https://mlsanity.com/paper/1802.06881/) (2018)
- [Automated Play-Testing Through RL Based Human-Like Play-Styles Generation](https://mlsanity.com/paper/2211.17188/) (2022)
- [Playtesting: What is Beyond Personas](https://mlsanity.com/paper/2107.11965/) (2021)
- [From Images to Connections: Can DQN with GNNs learn the Strategic Game of Hex?](https://mlsanity.com/paper/2311.13414/) (2023)

## Abstract (arXiv)

Accurately modeling and understanding player experience is crucial for designing engaging puzzle games. To achieve this, a common approach involves collecting diverse user data to train predictive playtesting models that mimic player behavior. However, existing data-driven methods often lack the ability to capture the full range of player strategies and require extensive feature engineering and network architecture modeling. This limitation becomes particularly evident when new game mechanics or features are introduced, which necessitate continual adjustments to the models. To addrss these challenges, we propose a more generalized representation that reduces - or even eliminates - the need for ongoing feature-engineering maintenance. Specifically, we investigate two general-purpose network architectures: (a) a transformer-based model (BERT) and (b) a graph attention model (GAT), both of which are designed to effectively capture the relational structure of Candy Crush Saga (CCS) game boards. Our experiments compare these approaches to Convolutional Neural Networks (CNN) baselines, revealing better performance on challenging board configurations and underscoring the benefits of our generalizable representation.
