论文标题

3D游戏自动化游戏测试中的导航和勘探

Navigation and Exploration in 3D-Game Automated Play Testing

论文作者

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

论文摘要

为了启用自动化软件测试,能够自动导航到感兴趣的状态并探索所有或至少足够数量的这种状态实例的能力是基本的。在测试电脑游戏时,问题具有额外的维度,即游戏中游戏的虚拟世界。这个世界经常在限制哪些逻辑状态到达以及如何到达它们方面起着主导作用。因此,任何用于计算机游戏的自动化测试算法都将不可避免地需要一个涉及虚拟世界导航的图层。与例如在典型的基于Web的应用程序的GUI中导航,在虚拟世界上导航更具挑战性。本文讨论了如何在游戏测试的上下文中应用基于几何和基于图的路径发现的概念,以解决自动导航和探索问题。作为概念证明,本文还简要讨论了所提出的方法的实施。

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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