Automatic Bug Detection in LLM-Powered Text-Based Games Using LLMs
Claire Jin, Sudha Rao, Xiangyu Peng, Portia Botchway, Jessica Quaye, Chris Brockett, Bill Dolan
TL;DR
The paper tackles the problem of logical and game-balance bugs in LLM-powered text-based games by introducing a two-stage, log-driven bug-detection pipeline. It aligns gameplay logs to a designer-defined progression graph (scenarios and scenes) and then aggregates across players to identify bottlenecks and likely bug causes, using GPT-4 for all reasoning. Validated on DejaBoom!, with 28 player logs, the method identifies bottleneck scenes and bug classes, and ablation studies show superiority over naive baselines. The approach yields objective, quantitative insights into game parts and supports scalable bug detection, offering potential for automatic game adaptation and broader deployment beyond the tested title. Limitations include dependence on the GPT-4 model and English-language data, with future work aimed at more complex/multimodal games and multilingual applicability.
Abstract
Advancements in large language models (LLMs) are revolutionizing interactive game design, enabling dynamic plotlines and interactions between players and non-player characters (NPCs). However, LLMs may exhibit flaws such as hallucinations, forgetfulness, or misinterpretations of prompts, causing logical inconsistencies and unexpected deviations from intended designs. Automated techniques for detecting such game bugs are still lacking. To address this, we propose a systematic LLM-based method for automatically identifying such bugs from player game logs, eliminating the need for collecting additional data such as post-play surveys. Applied to a text-based game DejaBoom!, our approach effectively identifies bugs inherent in LLM-powered interactive games, surpassing unstructured LLM-powered bug-catching methods and filling the gap in automated detection of logical and design flaws.
