TY - UNPB
T1 - Navigation and Exploration in 3D-Game Automated Play Testing
AU - Prasetya, I. S. W. B.
AU - Voshol, Maurin
AU - Tanis, Tom
AU - Smits, Adam
AU - Smit, Bram
AU - Mourik, Jacco van
AU - Klunder, Menno
AU - Hoogmoed, Frank
AU - Hinlopen, Stijn
AU - Casteren, August van
AU - Berg, Jesse van de
AU - Prasetya, Naraenda G. W. Y.
AU - Shirzadehhajimahmood, Samira
AU - Ansari, Saba Gholizadeh
PY - 2020/9/15
Y1 - 2020/9/15
N2 - 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.
AB - 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.
KW - cs.SE
KW - D.2.5
U2 - 10.48550/arXiv.2009.07015
DO - 10.48550/arXiv.2009.07015
M3 - Preprint
BT - Navigation and Exploration in 3D-Game Automated Play Testing
ER -