Conference paper Open Access

Navigation and Exploration in 3D-Game Automated Play Testing

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


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  <dc:creator>Prasetya, Wishnu</dc:creator>
  <dc:creator>Voshol, Maurin</dc:creator>
  <dc:creator>Tanis, Tom</dc:creator>
  <dc:creator>Smits, Adam</dc:creator>
  <dc:creator>Smit, Bram</dc:creator>
  <dc:creator>van Mourik, Jacco</dc:creator>
  <dc:creator>Klunder, Menno</dc:creator>
  <dc:creator>Hoogmoed, Frank</dc:creator>
  <dc:creator>Hinlopen, Stijn</dc:creator>
  <dc:creator>van Casteren, August</dc:creator>
  <dc:creator>van de Berg, Jesse</dc:creator>
  <dc:creator>Prasetya, Naraenda</dc:creator>
  <dc:creator>Shirzadehhajimahmood, Samira</dc:creator>
  <dc:creator>Gholizadeh Ansari, Saba</dc:creator>
  <dc:date>2020-11-02</dc:date>
  <dc:description>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.</dc:description>
  <dc:identifier>https://zenodo.org/record/4194752</dc:identifier>
  <dc:identifier>10.5281/zenodo.4194752</dc:identifier>
  <dc:identifier>oai:zenodo.org:4194752</dc:identifier>
  <dc:language>eng</dc:language>
  <dc:relation>doi:10.5281/zenodo.4194751</dc:relation>
  <dc:relation>url:https://zenodo.org/communities/iv4xr-project</dc:relation>
  <dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
  <dc:rights>https://creativecommons.org/licenses/by/4.0/legalcode</dc:rights>
  <dc:subject>automated game testing</dc:subject>
  <dc:subject>automated play testing</dc:subject>
  <dc:subject>agent-based testing</dc:subject>
  <dc:title>Navigation and Exploration in 3D-Game Automated Play Testing</dc:title>
  <dc:type>info:eu-repo/semantics/conferencePaper</dc:type>
  <dc:type>publication-conferencepaper</dc:type>
</oai_dc:dc>
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