Automatic Playtesting for Game Parameter Tuning via Active Learning

August 04, 2019 Β· Declared Dead Β· πŸ› International Conference on Foundations of Digital Games

πŸ‘» CAUSE OF DEATH: Ghosted
No code link whatsoever

"No code URL or promise found in abstract"

Evidence collected by the PWNC Scanner

Authors Alexander Zook, Eric Fruchter, Mark O. Riedl arXiv ID 1908.01417 Category cs.AI: Artificial Intelligence Citations 43 Venue International Conference on Foundations of Digital Games Last Checked 4 months ago
Abstract
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted, and changes to game designs must be extrapolated from these results. Can automated methods reduce this expense? We show how active learning techniques can formalize and automate a subset of playtesting goals. Specifically, we focus on the low-level parameter tuning required to balance a game once the mechanics have been chosen. Through a case study on a shoot-`em-up game we demonstrate the efficacy of active learning to reduce the amount of playtesting needed to choose the optimal set of game parameters for two classes of (formal) design objectives. This work opens the potential for additional methods to reduce the human burden of performing playtesting for a variety of relevant design concerns.
Community shame:
Not yet rated
Community Contributions

Found the code? Know the venue? Think something is wrong? Let us know!

πŸ“œ Similar Papers

In the same crypt β€” Artificial Intelligence

Died the same way β€” πŸ‘» Ghosted