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.
翻译:游戏设计者使用游戏测试的反馈来改进游戏测试过程。 游戏设计者可以使用游戏设计者使用游戏测试的反馈来改进游戏测试过程。 游戏设计者可以使用程序人来使游戏测试过程自动化。 在本文中, 我们提出两种方法来改进自动游戏测试。 首先, 我们提出一个基于目标的人型模型, 我们称之为开发人型 -- 开发人型模型, 而当前的人型模型是静态的。 游戏设计者可以使用开发人型模型来模拟玩游戏时玩游戏时所经历的改变。 此外, 游戏设计者可以使用游戏设计人型模型来模拟游戏设计的人型变化。 人类游戏设计者可以使用她之前测试的路径, 在随后的测试过程中, 她可以测试不同的路径。 然而, RL 代理者会忽略了先前的轨迹。 我们用 VIFA 测试人型模型展示了我们之前的游戏轨迹, 我们用 VFI 人型模型展示了我们之前的游戏轨迹, 我们用 VFIA 测试人型模型展示了我们之前的 VFA 。