Navigation and Exploration in 3D-Game Automated Play Testing

Publication date

2020-09-15

Authors

Prasetya, I. S.W.B.ISNI 0000000396460003
Voshol, Maurin
Tanis, Tom
Smits, Adam
Smit, Bram
Mourik, Jacco van
Klunder, Menno
Hoogmoed, Frank
Hinlopen, Stijn
Casteren, August van

Editors

Advisors

Supervisors

Document Type

/dk/atira/pure/researchoutput/researchoutputtypes/workingpaper/preprint
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License

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.

Keywords

cs.SE, D.2.5

Citation

Prasetya, I S W B, Voshol, M, Tanis, T, Smits, A, Smit, B, Mourik, J V, Klunder, M, Hoogmoed, F, Hinlopen, S, Casteren, A V, Berg, J V D, Prasetya, N G W Y, Shirzadehhajimahmood, S & Ansari, S G 2020 'Navigation and Exploration in 3D-Game Automated Play Testing'. https://doi.org/10.48550/arXiv.2009.07015