English

Navigation and Exploration in 3D-Game Automated Play Testing

Software Engineering 2020-09-16 v1

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

Cite

@article{arxiv.2009.07015,
  title  = {Navigation and Exploration in 3D-Game Automated Play Testing},
  author = {I. S. W. B. Prasetya and Maurin Voshol and Tom Tanis and Adam Smits and Bram Smit and Jacco van Mourik and Menno Klunder and Frank Hoogmoed and Stijn Hinlopen and August van Casteren and Jesse van de Berg and Naraenda G. W. Y. Prasetya and Samira Shirzadehhajimahmood and Saba Gholizadeh Ansari},
  journal= {arXiv preprint arXiv:2009.07015},
  year   = {2020}
}
R2 v1 2026-06-23T18:33:15.276Z