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
{"title":"3d游戏自动测试中的导航和探索","authors":"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","doi":"10.1145/3412452.3423570","DOIUrl":null,"url":null,"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.","PeriodicalId":163705,"journal":{"name":"Proceedings of the 11th ACM SIGSOFT International Workshop on Automating TEST Case Design, Selection, and Evaluation","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Navigation and exploration in 3D-game automated play testing\",\"authors\":\"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\",\"doi\":\"10.1145/3412452.3423570\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":163705,\"journal\":{\"name\":\"Proceedings of the 11th ACM SIGSOFT International Workshop on Automating TEST Case Design, Selection, and Evaluation\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 11th ACM SIGSOFT International Workshop on Automating TEST Case Design, Selection, and Evaluation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3412452.3423570\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 11th ACM SIGSOFT International Workshop on Automating TEST Case Design, Selection, and Evaluation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3412452.3423570","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Navigation and exploration in 3D-game automated play testing
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.