Navigation and Exploration in 3D-Game Automated Play Testing
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Abstract (arXiv)
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.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). First posted on arXiv 15 Sep 2020.
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Citing papers per year: 2022: 3; 2023: 0; 2024: 0; 2025: 0; 2026: 1.
4 papers.
- 2022Learning to Identify Perceptual Bugs in 3D Video Gamescited by 5
- 2022World of Bugs: A Platform for Automated Bug Detection in 3D Video Gamescited by 3
- 2022A Survey on Explainable Reinforcement Learning: Concepts, Algorithms, Challengescited by 3
- 2026How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGscited by 0
- 2026How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs21 Feb 2026
- 2022A Survey on Explainable Reinforcement Learning: Concepts, Algorithms, Challenges12 Nov 2022
- 2022World of Bugs: A Platform for Automated Bug Detection in 3D Video Games21 Jun 2022
- 2022Learning to Identify Perceptual Bugs in 3D Video Games25 Feb 2022