This work aims at helping developers of interactive software to test collaboration inducing scenarios. When creating a training simulation for team building, developers must make sure that their scenarios promote collaboration but also, don't force it, meaning a scenario must allow users to behave freely, otherwise did they really collaborated or were just forced to? This creates a difficulty, how can developers test their scenarios on their capability of allowing different behaviours? Our approach is based on using two different automated agents behavioural traces, one specifying the scenario's Design Goal, collaboration, and the other an example of a non-Design Goal, acting individually. After training said agents and by comparing the agents optimal behaviour when solving each scenario to the two policies, we can determine if the scenarios allow to differentiate between the Design Goal and the non-Design Goal. With this approach we are also able to order the scenarios from easiest to differentiate to hardest. Our approach was tested in two different environments, in a custom built simulator and in the iv4XR game Lab Recruits.