Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning
- Jeppe Theiss Kristensen,
- Arturo Valdivia,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Research
Peer-reviewOpen access
Abstract
In this work we investigate whether it is plausibleto use the performance of a reinforcement learning (RL) agentto estimate the difficulty measured as the player completion rateof different levels in the mobile puzzle game Lily’s Garden.For this purpose we train an RL agent and measure thenumber of moves required to complete a level. This is thencompared to the level completion rate of a large sample of realplayers.We find that the strongest predictor of player completion ratefor a level is the number of moves taken to complete a level of the∼5% best runs of the agent on a given level. A very interestingobservation is that, while in absolute terms, the agent is unable toreach human-level performance across all levels, the differencesin terms of behaviour between levels are highly correlated to thedifferences in human behaviour. Thus, despite performing sub-par, it is still possible to use the performance of the agent toestimate, and perhaps further model, player metrics
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Research
Peer-reviewOriginal language
EnglishPublication milestones
- Published - 2020
Publication status
Published - 2020
Publisher
IEEE, United StatesISBN (Print)
978-1-7281-4534-1ISBN (Electronic)
978-1-7281-4533-4Publication IDs
- Scopus: 85096928248
Host publication title
2020 IEEE Conference on Games (CoG)Publication metrics
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Citation count
16
Captures
18
Access to documents
Accepted author manuscript, 410.67 KB
Related Event
Title
Conference on Games
Event type
ConferenceDegree of recognition
International eventDate
24/08/2020 - 27/08/2020Location
Osaka Japan
