Navigation and Exploration in 3D-Game Automated Play Testing

To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has an extra dimension, namely the virtual world where the game...

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Veröffentlicht in:arXiv.org 2020-09
Hauptverfasser: I S W B Prasetya, Maurin Voshol, Tanis, Tom, Smits, Adam, Smit, Bram, Jacco van Mourik, Klunder, Menno, Hoogmoed, Frank, Hinlopen, Stijn, August van Casteren, van de Berg, Jesse, Naraenda G W Y Prasetya, Shirzadehhajimahmood, Samira, Saba Gholizadeh Ansari
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Sprache:eng
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Zusammenfassung:To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has an extra dimension, namely the virtual world where the game is played on. This world often plays a dominant role in constraining which logical states are reachable, and how to reach them. So, any automated testing algorithm for computer games will inevitably need a layer that deals with navigation on a virtual world. Unlike e.g. navigating through the GUI of a typical web-based application, navigating over a virtual world is much more challenging. This paper discusses how concepts from geometry and graph-based path finding can be applied in the context of game testing to solve the problem of automated navigation and exploration. As a proof of concept, the paper also briefly discusses the implementation of the proposed approach.
ISSN:2331-8422
DOI:10.48550/arxiv.2009.07015