Automatic Playtesting for Game Parameter Tuning via Active Learning
This work addresses the cost and effort of playtesting for game designers, though it is incremental as it focuses on a specific subset of tuning tasks.
The paper tackled the problem of expensive human playtesting for game parameter tuning by applying active learning techniques to automate and reduce the needed playtesting, demonstrating efficacy in a shoot-'em-up game case study with optimal parameter selection for formal design objectives.
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.