Navigation and Exploration in 3D-Game Automated Play Testing

September 15, 2020 ยท Declared Dead ยท ๐Ÿ› A-TEST@ESEC/SIGSOFT FSE

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Authors I. S. W. B. Prasetya, Maurin Voshol, Tom Tanis, Adam Smits, Bram Smit, Jacco van Mourik, Menno Klunder, Frank Hoogmoed, Stijn Hinlopen, August van Casteren, Jesse van de Berg, Naraenda G. W. Y. Prasetya, Samira Shirzadehhajimahmood, Saba Gholizadeh Ansari arXiv ID 2009.07015 Category cs.SE: Software Engineering Citations 17 Venue A-TEST@ESEC/SIGSOFT FSE Last Checked 3 months ago
Abstract
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.
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