Conference paper Open Access
Prasetya, Wishnu;
Voshol, Maurin;
Tanis, Tom;
Smits, Adam;
Smit, Bram;
van Mourik, Jacco;
Klunder, Menno;
Hoogmoed, Frank;
Hinlopen, Stijn;
van Casteren, August;
van de Berg, Jesse;
Prasetya, Naraenda;
Shirzadehhajimahmood, Samira;
Gholizadeh Ansari, Saba
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 test- ing 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 reach- able, 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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ATEST-2020-NavigationAndExplorationInGameTesting_paper.pdf
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