Playtesting: What is Beyond Personas
Sinan Ariyurek, Elif Surer, Aysu Betin-Can

TL;DR
This paper introduces novel methods for automated playtesting in game design, including dynamic personas and an Alternative Path Finder, enhancing the diversity and realism of testing trajectories using reinforcement learning.
Contribution
It presents two new approaches: developing personas that adapt to goals and APF that finds alternative testing paths, improving automated playtesting insights.
Findings
Developing personas offer better insights into player behavior.
APF enables RL agents to discover diverse testing paths.
Traditional RL agents struggle to learn alternative paths.
Abstract
Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we present two approaches to improve automated playtesting. First, we propose developing persona, which allows a persona to progress to different goals. In contrast, the procedural persona is fixed to a single goal. Second, a human playtester knows which paths she has tested before, and during the consequent tests, she may test different paths. However, Reinforcement Learning (RL) agents disregard these previous paths. We propose a novel methodology that we refer to as Alternative Path Finder (APF). We train APF with previous paths and employ APF during the training of an RL agent. APF modulates the reward structure of the environment while preserving the…
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Taxonomy
TopicsPersona Design and Applications · Digital Games and Media · Educational Games and Gamification
