LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents
Chang Xiao, Brenda Z. Yang
TL;DR
This work introduces a general LLM-based framework for measuring game difficulty using minimally-tuned agents that interact with text representations of games. It validates the approach on Wordle and Slay the Spire, showing that while LLMs typically underperform humans in gameplay, their difficulty signals correlate significantly with human judgments, especially with GPT-4 and Chain-of-Thought prompting. The study demonstrates that model choice and prompting strategy substantially affect alignment with human difficulty, and it provides actionable guidelines for integrating LLM testers into game-design workflows. The results suggest LLMs can serve as scalable, general-purpose testers to shape relative difficulty curves and inform iterative game design.
Abstract
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.
