Conference paper Open Access

Search-based Automated Play Testing of Computer Games: a model-based approach

Ferdous, Raihana; Kifetew, Fitsum; Prandi, Davide; Prasetya, I. S. W. B; Shirzadehhajimahmood, Samira; Susi, Angelo


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  <identifier identifierType="DOI">10.5281/zenodo.5140432</identifier>
  <creators>
    <creator>
      <creatorName>Ferdous, Raihana</creatorName>
      <givenName>Raihana</givenName>
      <familyName>Ferdous</familyName>
      <affiliation>Fondazione Bruno Kessler, Italy</affiliation>
    </creator>
    <creator>
      <creatorName>Kifetew, Fitsum</creatorName>
      <givenName>Fitsum</givenName>
      <familyName>Kifetew</familyName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0003-1860-8666</nameIdentifier>
      <affiliation>Fondazione Bruno Kessler, Italy</affiliation>
    </creator>
    <creator>
      <creatorName>Prandi, Davide</creatorName>
      <givenName>Davide</givenName>
      <familyName>Prandi</familyName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0001-9885-6074</nameIdentifier>
      <affiliation>Fondazione Bruno Kessler, Italy</affiliation>
    </creator>
    <creator>
      <creatorName>Prasetya, I. S. W. B</creatorName>
      <givenName>I. S. W. B</givenName>
      <familyName>Prasetya</familyName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-3421-4635</nameIdentifier>
      <affiliation>Utrecht University, the Netherlands</affiliation>
    </creator>
    <creator>
      <creatorName>Shirzadehhajimahmood, Samira</creatorName>
      <givenName>Samira</givenName>
      <familyName>Shirzadehhajimahmood</familyName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-5148-3685</nameIdentifier>
      <affiliation>Utrecht University, the Netherlands</affiliation>
    </creator>
    <creator>
      <creatorName>Susi, Angelo</creatorName>
      <givenName>Angelo</givenName>
      <familyName>Susi</familyName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-5026-7462</nameIdentifier>
      <affiliation>Fondazione Bruno Kessler, Italy</affiliation>
    </creator>
  </creators>
  <titles>
    <title>Search-based Automated Play Testing of Computer Games: a model-based approach</title>
  </titles>
  <publisher>Zenodo</publisher>
  <publicationYear>2021</publicationYear>
  <subjects>
    <subject>game play testing</subject>
    <subject>search-based testing</subject>
    <subject>model-based test- ing</subject>
  </subjects>
  <dates>
    <date dateType="Issued">2021-07-27</date>
  </dates>
  <language>en</language>
  <resourceType resourceTypeGeneral="ConferencePaper"/>
  <alternateIdentifiers>
    <alternateIdentifier alternateIdentifierType="url">https://zenodo.org/record/5140432</alternateIdentifier>
  </alternateIdentifiers>
  <relatedIdentifiers>
    <relatedIdentifier relatedIdentifierType="DOI" relationType="IsVersionOf">10.5281/zenodo.5140431</relatedIdentifier>
    <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf">https://zenodo.org/communities/iv4xr-project</relatedIdentifier>
  </relatedIdentifiers>
  <rightsList>
    <rights rightsURI="https://creativecommons.org/licenses/by/4.0/legalcode">Creative Commons Attribution 4.0 International</rights>
    <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights>
  </rightsList>
  <descriptions>
    <description descriptionType="Abstract">&lt;p&gt;Computergametechnologyisincreasinglymorecomplexand applied in a wide variety of domains, beyond entertainment, such as training and educational scenarios. Testing games is a difficult task re- quiring a lot of manual effort since the interaction space in the game is very fine grained and requires a certain level of intelligence that cannot be easily automated. This makes testing a costly activity in the overall development of games.&lt;/p&gt;

&lt;p&gt;This paper presents a model-based formulation of game play testing in such a way that search-based testing can be applied for test generation. An abstraction of the desired game behaviour is captured in an extended finite state machine (EFSM) and search-based algorithms are used to derive abstract tests from the model, which are then concretised into action sequences that are executed on the game under test.&lt;/p&gt;

&lt;p&gt;The approach is implemented in a prototype tool EvoMBT. We carried out experiments on a 3D game to assess the suitability of the approach in general, and search-based test generation in particular. We applied 5 search algorithms for test generation on three different models of the game. Results show that search algorithms are able to achieve reasonable coverage on models: between 75% and 100% for the small and medium sized models, and between 29% and 56% for the bigger model. Mutation analysis shows that on the actual game application tests kill up to 99% of mutants. Tests have also revealed previously unknown faults.&lt;/p&gt;</description>
  </descriptions>
  <fundingReferences>
    <fundingReference>
      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/100010661</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/Horizon 2020 Framework Programme - Research and Innovation action/856716/">856716</awardNumber>
      <awardTitle>Intelligent Verification/Validation for Extended Reality Based Systems</awardTitle>
    </fundingReference>
  </fundingReferences>
</resource>
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