Autonomous playtesting for browser games with vision, metrics, and campaign reports
AI Game Playtesting Agent runs repeated 2048 sessions in Chromium, reads the board from screenshots (not DOM hooks), chooses moves, and writes a structured playtesting report per campaign: scores, best tiles, invalid moves, stalls, turn logs, and LLM-written sections on failures, behavior, and improvements.
When it is useful
You want repeatable, logged play sessions for a web game without hand-playing every run; you are prototyping vision-driven agents for QA or research; or you need artifact folders (screenshots, JSON, markdown summary) to compare campaigns over time.
What you can do
- Launch multi-run campaigns from the CLI with configurable run count and move cap.
- Let each session loop observe → act until game over or the limit, then emit per-session JSON plus turn-by-turn logs and screenshots.
- Aggregate campaign metrics (win rate, scores, actions per minute) into one markdown summary with qualitative analysis sections generated from the data.
- Reproduce the committed example campaign in the repository or match its flags for a comparable local run.
Limits
- Vision-only perception can misread tiles; those show up as vision errors or odd events in the log.
- Tied to play2048.co layout and availability; not a general game engine adapter out of the box.
- Not tuned for high scores—the focus is playtesting signal, not optimal 2048 play.
- Each move uses a vision API call; long campaigns add cost. Cap runs and moves while experimenting.
Full setup, architecture, and CLI flags are in the GitHub repository.





