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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    Titel :

    Navigation and Exploration in 3D-Game Automated Play Testing


    Beteiligte:
    Prasetya, Wishnu (Autor:in) / Voshol, Maurin (Autor:in) / Tanis, Tom (Autor:in) / Smits, Adam (Autor:in) / Smit, Bram (Autor:in) / van Mourik, Jacco (Autor:in) / Klunder, Menno (Autor:in) / Hoogmoed, Frank (Autor:in) / Hinlopen, Stijn (Autor:in) / van Casteren, August (Autor:in)

    Erscheinungsdatum :

    2020-11-02



    Medientyp :

    Aufsatz (Konferenz)


    Format :

    Elektronische Ressource


    Sprache :

    Englisch



    Klassifikation :

    DDC:    629




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