Understanding how large language models (LLMs) evaluate gameplay experience is important for using their feedback to guide game design. However, overall ratings alone provide limited insight into which aspects of experience are associated with these judgments and how they can inform concrete game changes. We introduce PREFER, a framework that uses a shared set of experience dimensions adapted from established psychometric questionnaires to benchmark how models evaluate gameplay and to guide persona-specific game refinement. Through these dimensions, we characterize the perspectives models offer as virtual playtesters by examining how their overall assessments relate to specific aspects of experience and to the gameplay they produce. To examine how the same dimensions can guide refinement for players with different preferences, we use personas to simulate distinct player profiles. For each persona, PREFER uses experience-preference relationships to select refinement objectives, revises game rules and their implementations, and playtests candidate games to assess experience changes and predicted preference gains. Experiments with five personas show that PREFER achieves 9.2% higher mean post-play preference ratings than the strongest evaluated baseline.
Figures & tables
Figure 1: Overview of Prefer . (a) The game suite provides rules, code, and a playground. (b) Persona preferences guide rule refinement, implementation, and playtesting. (c) Models and persona-based evaluators assess the same gameplay trajectories using shared experience dimensions and overall ratings.
Figure 2: Contract-guided rule implementation. Revised rules are translated into function contracts that guide code edits and execution checks. Failure traces guide the selection of functions to repair, and the updated code is rechecked under the same contracts.
Figure 3: Experience dimensions characterize model evaluation. (a) Associations with overall ratings reveal shared emphasis on mastery and differences across other dimensions. (b) Normalized similarity shares summarize resemblance to the five persona profiles; bold marks the largest share for each model.
Figure 4: Persona evaluation profiles and preference prediction. (a) Experience dimensions relate differently to each persona’s ratings. (b) Preference prediction from each persona’s own experience scores, comparing a persona-mean baseline, shared dimension slopes with persona indicators, and separate persona models. Lower MAE indicates better prediction; intervals show uncertainty.
Judge Model
GLM-5.3
DeepSeek-4.1flash
Kimi-K2.7
MiniMax-M2.5
Qwen3.8-Max
Group Gap
1.87
1.10
1.69
1.61
1.59
Pair Agreement
96.0
78.4
88.0
91.5
93.7
Table 1: Agreement between adjacent game groups. Group Gap is the mean rating difference, and Pair Agreement is the percentage of correctly ordered cross-group pairs.
Figure 5: Shared game preferences and local ranking differences.
Method
Preference Rate
Success Rate (%)
Execution Rate (%)
ECon
PCon
Original games
2.927
–
–
–
–
Reflexion ( Shinn et al., 2023 )
2.787
83.33
99.96
0.656
6.514
PromptBreeder ( Fernando et al., 2024 )
2.740
73.33
99.86
0.670
5.407
Cardiverse ( Li et al., 2025 )
2.820
76.67
99.52
0.658
5.991
ReCode ( Yu et al., 2025 )
3.053
83.33
99.96
0.659
6.648
Prefer
3.333
86.67
99.96
0.661
7.377
Table 2: Refinement and implementation outcomes. Original games provide the preference reference. Bold marks the best method value, including ties.
Table 8
Figure 6: Feedback-guided revision in Crazy Eights. The target persona and experience dimension remain fixed while playtesting feedback guides a new drawing mechanic.
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
Dimension
GLM
DS
Kimi
MM
Qwen
E
N
S
Y
T
Goals/rules
0.12
0.06
-0.01
0.03
0.12
0.17
-0.11
0.18
0.13
0.14
Autonomy
0.44
0.20
0.17
0.24
0.35
0.34
0.34
0.11
0.33
0.29
Mastery
0.57
0.41
0.48
0.43
0.56
0.50
0.39
0.07
0.48
0.38
Curiosity
0.49
0.18
0.27
0.33
0.42
0.40
0.38
0.16
0.40
0.49
Challenge fit
0.06
0.42
0.00
0.38
0.20
0.45
0.29
0.22
0.33
0.57
Cognitive challenge
0.45
0.32
0.26
0.31
0.49
0.40
0.30
-0.04
0.45
0.35
Appendix
Table 5: Associations between experience dimensions and overall ratings. Spearman correlations characterize evaluation emphasis across models and personas. E, N, S, Y, and T denote Efficiency, Narrative, Social, System, and Thrill.
Dimension
GLM
DeepSeek
Kimi
MiniMax
Qwen
Goals/rules
0.174
-0.001
0.114
0.031
0.139
Autonomy
0.132
0.150
0.025
0.117
0.144
Mastery
0.321
0.233
0.245
0.210
0.270
Curiosity
0.236
0.042
0.121
0.122
0.062
Challenge fit
0.080
0.251
-0.005
0.134
-0.036
Cognitive challenge
0.210
0.112
0.019
0.090
0.152
Appendix
Table 6: Experience associations within games. Correlations of game-centered ranks describe how experience ratings and overall judgments vary among trajectories of the same game.
Figure 7: How evaluators use the experience rating scale. Rating distributions reveal differences in scoring levels across models, personas, and experience dimensions. Colors identify the five rating levels.
Figure 8: Scoring levels and judgments of the same play. (a) Accounting for habitual scoring differences reduces large overall-score gaps among judges with similar dimension ratings. (b,c) Authors and Palace illustrate differing evaluations of identical gameplay.
Judge
Efficiency
Narrative
Social
System
Thrill
GLM
24.3
22.4
10.1
25.3
17.9
DeepSeek
22.5
22.3
13.2
23.3
18.7
Kimi
23.0
24.2
9.9
25.2
17.7
MiniMax
21.7
22.0
8.3
22.1
25.9
Qwen
24.5
21.8
7.7
25.8
20.2
Appendix
Table 7: Relative resemblance to persona evaluation profiles. Normalized similarity shares (%) summarize the relative emphasis of each persona within a model’s evaluation profile.
Figure 9: Relative persona resemblance and its uncertainty. Normalized similarity shares show each model’s relative resemblance to the five reference profiles. The 20% line indicates equal shares; intervals show uncertainty.
Figure 10: Relations among the five personas. The panels compare agreement in overall ratings, resemblance of dimension-association profiles, and proximity of gameplay behavior. These complementary views describe different aspects of persona similarity.
Figure 17
Figure 12: Persona contributions to neutral-score reconstruction. Fitted weights describe how persona ratings combine to predict each neutral judge’s scores. Intervals show uncertainty in these relative contributions.
Figure 19
Figure 14: Similarity in evaluation emphasis and game rankings. Models can agree on which games score highly while differing in how experience dimensions relate to their overall judgments.
Figure 15: Evaluation resemblance and endorsement of model-produced play. Similarity in rating patterns shows no clear overall association with relative endorsement of a model’s gameplay. Colors and numbers identify personas.
Figure 16: Observed gameplay characteristics and overall ratings. Associations summarize how decision length and action-choice characteristics relate to scores. Thick and thin lines show individual and simultaneous uncertainty intervals.
Selected construct
Trajectory-based interpretation
Player Experience Inventory (PXI)
Goals and rules
Clarity of objectives and the rules needed to pursue them
Challenge fit
Fit between the challenge and the intended player’s experience
Progress feedback
Perceptible information about progress and consequences
Ease of control
Ease of expressing the intended game action
Autonomy
Meaningful opportunities to choose how to act
Appendix
Table 10: Experience constructs selected from two instruments. PXI supplies functional and psychosocial properties; CORGIS distinguishes sources of challenge. The selected constructs are adapted to the persona’s played trajectory.
Figure 17: Preferred refinement directions across personas. First-ranked feasible targets reveal different priorities in the refinement experiment. Plus and minus signs denote intended increases and decreases in an experience dimension.
Admission gate on the fixed pool
Adopted / 150
From feedback
Mean Δy
Imp. / Tie / Dec.
Target ≥0.25 and prediction >0
103
10
+0.407
39 / 107 / 4
Target ≥0.25 only
106
13
+0.400
40 / 104 / 6
Prediction >0 only
121
28
+0.480
48 / 97 / 5
Target non-decreasing and prediction >0
115
22
+0.433
44 / 101 / 5
Validity only
143
50
+0.420
56 / 82 / 12
Appendix
Table 11: Sensitivity of refinement outcomes to the admission rule. Alternative rules trade off the number of adopted revisions and observed preference changes. Italics identify the rule used in the refinement experiment.
Personalized game generation requires inferring a player's abilities and behavioral style from how they play. Large language models have made this inference more attainable than ever: an LLM can read a raw gameplay transcript and produce a fluent, plausible profile of the player. Plausible, however, is not verified, and verification is precisely what the field lacks: latent traits are unobservable; questionnaires provide noisy proxies and become circular when self-reports are used to validate behavior-based inference; and behavior itself is ambiguous without context -- a player who never collects an item may not want it, or may never have had the chance. We address both problems. First, we construct a synthetic player population whose traits are ground truth by construction: each trait is an explicit bot parameter, accepted only after controlled manipulation produces consistent, trait-specific behavioral change. Unlike prior parameter-recovery work that inverts a known decision model, our benchmark evaluates policy-agnostic inference from behavioral transcripts alone. Second, we introduce an opportunity-aware decision-moment representation that disentangles preference from the chance to express it; ablating it selectively degrades opportunity-dependent traits. On this benchmark, few-shot LLM inference outperforms embedding- and rule-based baselines on most traits, though feature-based supervised regressors remain stronger overall. Finally, we close the loop: inferred profiles drive difficulty adaptation, evaluated against ground-truth references and mismatched-profile controls, and an exploratory human study examines whether these findings transfer to real players.
Yifan Lu, Xiaopeng Yuan, Haohan Wang
Imperial College London · University of Illinois Urbana-Champaign
Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Project page is at: https://imbaldy.github.io/recursive-game-creator/.
Jiajun Chen, Haoyu Wu, Mingda Jia +1
HKU MMLab · The University of Hong Kong · Shenzhen Loop Area Institute
AI-powered gameplay support agents hold promise for game-based learning, yet grounding generative models in structured game data remains an open challenge. We present PEARL (Parallel Education Agent for Reflection and Learning), a dual-component Retrieval-Augmented Generation (RAG) system that combines semantic knowledge retrieval with structural board-state matching to deliver contextualized scaffolding in Parallel, a puzzle game for learning parallel programming. PEARL operates on two input streams (natural language queries and board topology), retrieving both conceptual explanations of gameplay moves and peer-generated board states as evidence: capabilities unavailable to a standard Large Language Model (LLM) with game state access alone. In a qualitative evaluation (N=10) comparing PEARL against an existing community-based Open Player Model (OPM) visualization system, participants preferred the visualization system on perceived usefulness and reported higher frustration with PEARL; five of ten minimized or abandoned the AI tool during play. Proactive delivery, generic responses, and trust deficits drove disengagement, while a subset of four participants found PEARL's grounded explanations complementary to visualization in specific contexts where they initiated the interaction. We position PEARL as a deployed design probe whose failure modes inform a concrete design agenda for AI gameplay support, captured as seven open problems for the community.
Jiahong Li, Sai Siddartha Maram, Atieh Kashani +6
University of California Santa Cruz Santa Cruz, USA · University of Central Florida Orlando, USA · IT University of Copenhagen Copenhagen, Denmark