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Playtesting: What is Beyond Personas
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Date
2021-07-01
Author
Ariyurek, Sinan
Sürer, Elif
Betin Can, Aysu
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This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
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Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their design. 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 a goal-based persona model, which we call developing persona -- developing persona proposes a dynamic persona model, whereas the current persona models are static. Game designers can use the developing persona to model the changes that a player undergoes while playing a game. Additionally, a human playtester knows which paths she has tested before, and during the consequent tests, she may test different paths. However, RL agents disregard the previously generated trajectories. We propose a novel methodology that helps Reinforcement Learning (RL) agents to generate distinct trajectories than the previous trajectories. We refer to this methodology as Alternative Path Finder (APF). We present a generic APF framework that can be applied to all RL agents. APF is trained with the previous trajectories, and APF distinguishes the novel states from similar states. We use the General Video Game Artificial Intelligence (GVG-AI) and VizDoom frameworks to test our proposed methodologies. We use Proximal Policy Optimization (PPO) RL agent during experiments. First, we show that the playtest data generated by the developing persona cannot be generated using the procedural personas. Second, we present the alternative paths found using APF. We show that the APF penalizes the previous paths and rewards the distinct paths.
Subject Keywords
Reinforcement Learning
,
Player modeling
,
Automated playtesting
,
Play persona
URI
https://hdl.handle.net/11511/91414
Collections
Graduate School of Informatics, Article
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Ariyurek, Sinan; Sürer, Elif; Betin Can, Aysu (2022-01-01)
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 trai...
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S. Ariyurek, E. Sürer, and A. Betin Can, “Playtesting: What is Beyond Personas,” 2021, Accessed: 00, 2021. [Online]. Available: https://hdl.handle.net/11511/91414.