  Recent years, there has been growing interests in experience-driven
procedural level generation. Various metrics have been formulated to model
player experience and help generate personalised levels. In this work, we
question whether experience metrics can adapt to agents with different
personas. We start by reviewing existing metrics for evaluating game levels.
Then, focusing on platformer games, we design a framework integrating various
agents and evaluation metrics. Experimental studies on \emph{Super Mario Bros.}
indicate that using the same evaluation metrics but agents with different
personas can generate levels for particular persona. It implies that, for
simple games, using a game-playing agent of specific player archetype as a
level tester is probably all we need to generate levels of diverse behaviour
engagement.
