Semi-automated level design via auto-playtesting for handheld casual game creation
Abstract
We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika.
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Researchers proposed methods to automate the playtesting process.
“Therefore, researchers proposed methods to automate the playtesting process [1] [2] [3].”
From Playtesting: What is Beyond Personas (2023) · cites this paper as [1]
Cites
A video game description language for model-based or interactive learning
Schaul, T. (2013) · 2013 IEEE Conference on Computational Inteligence in Games (CIG) · doi:10.1109/cig.2013.6633610 · Cited by 214 · see citing works
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Playtesting: What is Beyond Personas
Ariyurek, S., Surer, E., & Betin-Can, A. (2023) · IEEE Transactions on Games · doi:10.1109/tg.2022.3165882 · Cited by 7 · see citing works
“Therefore, researchers proposed methods to automate the playtesting process [1] [2] [3].”
MethodExpressive Response Curves: Testing Expressive Game Feel with A*
Junius, N., & Carstensdottir, E. (2023) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v19i1.27524
- Authors
- Powley, E. J., Colton, S., Gaudl, S., Saunders, R., & Nelson, M. J.
- Affiliations
- Falmouth University (GB)
- Venue
- 2016 IEEE Conference on Computational Intelligence and Games (CIG)
- Publisher
- IEEE
- Published
- 2016-09
- Pages
- 1-8
- OpenAlex
- W2590852302
- Cited by
- 14
- References
- 1
- Citations by year
- 2025: 1 · 2024: 1 · 2023: 1 · 2022: 2 · 2020: 2 · 2019: 1 · 2018: 2 · 2017: 3 · 2016: 1
- FWCI
- 1.26
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- IEEE Conference on Computational Intelligence and Games (CIG) (publishedVersion)
- Falmouth University Research Repository (FURR) (Falmouth University) (acceptedVersion)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- level design, generative art, player interaction, game aesthetics
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