Comparative Analysis of GAT and BERT for Human-Like Playtesting

Accurately modeling and understanding player experience is crucial for designing engaging puzzle games. To achieve this, a common approach involves collecting diverse user data to train predictive playtesting models that mimic player behavior. However, existing data-driven methods often lack the ability to capture the full range of player strategies and require extensive feature engineering and network architecture modeling. This limitation becomes particularly evident when new game mechanics or features are introduced, which necessitate continual adjustments to the models. To address these challenges, we propose a more generalized representation that reduces — or even eliminates — the need for ongoing feature-engineering maintenance. Specifically, we investigate two general-purpose network architectures: (a) a transformer-based model (BERT) and (b) a graph attention model (GAT), both of which are designed to effectively capture the relational structure of Candy Crush Saga (CCS) game boards. Our experiments compare these approaches to Convolutional Neural Networks (CNN) baselines, revealing better performance on challenging board configurations and underscoring the benefits of our generalizable representation.

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Publication Details

Published
2025-08-19
DOI
https://doi.org/10.1109/cog64752.2025.11114390
Primary Topic
Interactive and Immersive Displays
Type
article
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article

Comparative Analysis of GAT and BERT for Human-Like Playtesting

Kleio Fragkedaki, Theodoros Panagiotakopoulos, Matteo Biasielli, Hui Wang
Interactive and Immersive Displays
article

Comparative Analysis of GAT and BERT for Human-Like Playtesting

Kleio Fragkedaki, Theodoros Panagiotakopoulos, Matteo Biasielli, Hui Wang
article en

Abstract

Accurately modeling and understanding player experience is crucial for designing engaging puzzle games. To achieve this, a common approach involves collecting diverse user data to train predictive playtesting models that mimic player behavior. However, existing data-driven methods often lack the ability to capture the full range of player strategies and require extensive feature engineering and network architecture modeling. This limitation becomes particularly evident when new game mechanics or features are introduced, which necessitate continual adjustments to the models. To address these challenges, we propose a more generalized representation that reduces — or even eliminates — the need for ongoing feature-engineering maintenance. Specifically, we investigate two general-purpose network architectures: (a) a transformer-based model (BERT) and (b) a graph attention model (GAT), both of which are designed to effectively capture the relational structure of Candy Crush Saga (CCS) game boards. Our experiments compare these approaches to Convolutional Neural Networks (CNN) baselines, revealing better performance on challenging board configurations and underscoring the benefits of our generalizable representation.

ESI Group (Sweden) (SE)
Openalex Percentile: Top 79%
Interactive and Immersive Displays
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