# CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories

arXiv: https://arxiv.org/abs/2202.10057 · HTML: https://mlsanity.com/paper/2202.10057/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 18 of its 26 references that are in the map.
- First posted on arXiv 21 Feb 2022.

## Builds on (most cited first, 18 of 18)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [Hindsight Experience Replay](https://mlsanity.com/paper/1707.01495/) (2017)
- [Least Squares Generative Adversarial Networks](https://mlsanity.com/paper/1611.04076/) (2016)
- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [Which Training Methods for GANs do actually Converge?](https://mlsanity.com/paper/1801.04406/) (2018)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [A Connection between Generative Adversarial Networks, Inverse Reinforcement Learning, and Energy-Based Models](https://mlsanity.com/paper/1611.03852/) (2016)
- [A survey on intrinsic motivation in reinforcement learning](https://mlsanity.com/paper/1908.06976/) (2019)
- [Adversarial Reinforcement Learning for Procedural Content Generation](https://mlsanity.com/paper/2103.04847/) (2021)
- [Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics](https://mlsanity.com/paper/1802.06881/) (2018)
- [Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agents](https://mlsanity.com/paper/2103.13798/) (2021)
- [Deep Reinforcement Learning for Navigation in AAA Video Games](https://mlsanity.com/paper/2011.04764/) (2020)
- [AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control](https://mlsanity.com/paper/2104.02180/) (2021)
- [Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigation](https://mlsanity.com/paper/2105.09637/) (2021)
- [Automated Playtesting of Matching Tile Games](https://mlsanity.com/paper/1907.06570/) (2019)

## Built on by (most cited first, 6 of 6)

- [Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning](https://mlsanity.com/paper/2208.07811/) (2022)
- [Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games](https://mlsanity.com/paper/2307.11105/) (2023)
- [Automated Play-Testing Through RL Based Human-Like Play-Styles Generation](https://mlsanity.com/paper/2211.17188/) (2022)
- [Improving Generalization in Game Agents with Data Augmentation in Imitation Learning](https://mlsanity.com/paper/2309.12815/) (2023)
- [Go-Explore Complex 3D Game Environments for Automated Reachability Testing](https://mlsanity.com/paper/2209.00570/) (2022)
- [Policy Diversity for Cooperative Agents](https://mlsanity.com/paper/2308.14308/) (2023)

## Abstract (arXiv)

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines curiosity and imitation learning to train agents to methodically explore in the proximity of known trajectories derived from expert demonstrations. We show how CCPT can explore complex environments, discover gameplay issues and design oversights in the process, and recognize and highlight them directly to game designers. We further demonstrate the effectiveness of the algorithm in a novel 3D navigation environment which reflects the complexity of modern AAA video games. Our results show a higher level of coverage and bug discovery than baselines methods, and it hence can provide a valuable tool for game designers to identify issues in game design automatically.
