LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents

Fuente: arXiv
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Main Authors: Xiao, Chang, Yang, Brenda Z.
Format: Preprint
Published: 2024
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author Xiao, Chang
Yang, Brenda Z.
author_facet Xiao, Chang
Yang, Brenda Z.
contents Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the gaming industry: Can LLMs be used to measure game difficulty? We propose a general game-testing framework using LLM agents and test it on two widely played strategy games: Wordle and Slay the Spire. Our results reveal an interesting finding: although LLMs may not perform as well as the average human player, their performance, when guided by simple, generic prompting techniques, shows a statistically significant and strong correlation with difficulty indicated by human players. This suggests that LLMs could serve as effective agents for measuring game difficulty during the development process. Based on our experiments, we also outline general principles and guidelines for incorporating LLMs into the game testing process.
format Preprint
id arxiv_https___arxiv_org_abs_2410_02829
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents
Xiao, Chang
Yang, Brenda Z.
Artificial Intelligence
Human-Computer Interaction
Machine Learning
Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the gaming industry: Can LLMs be used to measure game difficulty? We propose a general game-testing framework using LLM agents and test it on two widely played strategy games: Wordle and Slay the Spire. Our results reveal an interesting finding: although LLMs may not perform as well as the average human player, their performance, when guided by simple, generic prompting techniques, shows a statistically significant and strong correlation with difficulty indicated by human players. This suggests that LLMs could serve as effective agents for measuring game difficulty during the development process. Based on our experiments, we also outline general principles and guidelines for incorporating LLMs into the game testing process.
title LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents
topic Artificial Intelligence
Human-Computer Interaction
Machine Learning
url https://arxiv.org/abs/2410.02829