Navigation and exploration in 3D-game automated play testing

I. Prasetya, Maurin Voshol, Tom Tanis, Adam Smits, B. Smit, Jacco van Mourik, Menno Klunder, Frank Hoogmoed, Stijn Hinlopen, August van Casteren, Jesse van de Berg, Naraenda G.W.Y. Prasetya, Samira Shirzadehhajimahmood, Saba Gholizadeh Ansari
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引用次数: 10

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.
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3d游戏自动测试中的导航和探索
为了实现自动化的软件测试,自动导航到感兴趣的状态,并探索这种状态的所有实例,或者至少是足够数量的实例的能力是基本的。当测试一款电脑游戏时,这个问题有一个额外的维度,即游戏所在的虚拟世界。这个世界通常在限制哪些逻辑状态是可到达的,以及如何到达它们方面起着主导作用。因此,任何针对电脑游戏的自动化测试算法都不可避免地需要一个处理虚拟世界导航的层。与在典型的基于web的应用程序的GUI中导航不同,在虚拟世界中导航更具挑战性。本文讨论了如何将几何和基于图形的寻径概念应用于游戏测试中,以解决自动导航和探索问题。作为概念验证,本文还简要讨论了所提出方法的实现。
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