Cited by 28Artificial Intelligence in GamesEvolutionary Algorithms and ApplicationsDigital Games and Media

Automated Playtesting of Matching Tile Games

Open access
Mugrai, Luvneesh, Silva, Fernando, Holmgard, Christoffer, Togelius, Julian·2019·2019 IEEE Conference on Games (CoG)

Abstract

Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different procedural personas for Match-3 games in order to approximate different human playstyles to create an automated playtesting system. The procedural personas are realized through evolving the utility function for the Monte Carlo Tree Search agent. We compare the performance and results of the evolution agents with the standard Vanilla Monte Carlo Tree Search implementation as well as to a random move-selection agent. We then observe the impacts on both the game's design and the game design process. Lastly, a user study is performed to compare the agents to human play traces.

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Crossref · 10.1109/cig.2019.8848057

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  • Personas enabled distinct playstyles and helped to playtest a game like distinct players.

    “As a result, personas enabled distinct playstyles and helped to playtest a game like distinct players.”

    From Playtesting: What is Beyond Personas (2023) · cites this paper as [5]

  • Procedural personas can diversify learned policies by rewiring the feedback mechanism with a utility function.

    “Procedural personas [4] [5] accomplish this by rewiring the feedback mechanism by a utility function.”

    From Playtesting: What is Beyond Personas (2023) · cites this paper as [5]

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Research works printed but not linked: 8

  1. C. Holmgård, A. Liapis, J. Togelius, and G. N. Yannakakis, "Evolving personas for player decision modeling," in 2014 IEEE Conference on Computational Intelligence and Games (CIG), Aug 2014, pp. 1-8.
  2. B. Tastan and G. Sukthankar, "Learning policies for first person shooter games using inverse reinforcement learning," in Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, ser. AIIDE'11. AAAI Press, 2011, pp. 85-90. [Online]. Available: http://dl.acm.org/citation.cfm?id=3014589.3014604
  3. A. Tychsen and A. Canossa, "Defining personas in games using metrics," in Proceedings of the 2008 Conference on Future Play: Research, Play, Share, ser. Future Play '08. New York, NY, USA: ACM, 2008, pp. 73- 80. [Online]. Available: http://doi.acm.org/10.1145/1496984.1496997 · DOI
  4. A. Drachen and A. Canossa, "Patterns of play: Play-personas in user- centred game development," in Proceedings of DiGRA 2009. DIGRA, 2009.
  5. C. Holmgård, A. Liapis, J. Togelius, and G. N. Yannakakis, "Generative agents for player decision modeling in games," in Poster Proceedings of the 9th Conference on the Foundations of Digital Games (FDG), 2014.
  6. C. Browne, E. Powley, D. Whitehouse, S. Lucas, P. Cowling, P. Rohlf- shagen, S. Tavener, D. Perez Liebana, S. Samothrakis, and S. Colton, "A survey of monte carlo tree search methods," IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), vol. 4:1, pp. 1-43, 03 2012.
  7. A. Benbassat and M. Sipper, "Evomcts: Enhancing mcts-based players through genetic programming," in 2013 IEEE Conference on Computa- tional Intelligence in Games (CIG), Aug 2013, pp. 1-8.
  8. L. Kocsis and C. Szepesvári, "Bandit based monte-carlo planning," in Machine Learning: ECML 2006, J. Fürnkranz, T. Scheffer, and M. Spiliopoulou, Eds. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006, pp. 282-293.

Cited by

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Authors
Mugrai, L., Silva, F., Holmgard, C., & Togelius, J.
Affiliations
New York University (US)
Venue
2019 IEEE Conference on Games (CoG)
Publisher
IEEE
Published
2019-08
Pages
1-7
OpenAlex
W2962554883
Cited by
28
References
2
Citations by year
2026: 2 · 2025: 3 · 2024: 3 · 2023: 4 · 2022: 5 · 2021: 1 · 2020: 8 · 2019: 2
FWCI
1.50
Type
conference paper
Language
en
Open access
Locations
  • IEEE Conference on Games (CoG) (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Evolutionary Algorithms and Applications
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
Monte Carlo tree search, game design, puzzle games, game design process

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