mlsanityData to 7 Oct 2026

Preference-conditioned Pixel-based AI Agent For Game Testing

arXiv 2308.09289 ↗First posted 18 Aug 2023cs.AI cs.MMcited by 3

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Abstract (arXiv)

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games.

Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 20 of its 31 references that are in the map. First posted on arXiv 18 Aug 2023.

Builds on

20 of 31 references.

References · 20

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8 more
  1. 2021Mastering Atari Games with Limited Datacited by 235
  2. 2020Never Give Up: Learning Directed Exploration Strategiescited by 210
  3. 2019On a generalization of the Jensen-Shannon divergence and the JS-symmetrization of distances relying on abstract meanscited by 61
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  6. 2021A Survey of Video Game Testingcited by 18
  7. 2022Using Reinforcement Learning for Load Testing of Video Gamescited by 10
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Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 1; 2024: 1; 2025: 0; 2026: 1.

3 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2019Automated Video Game Testing Using Synthetic and Human-Like Agents
  2. 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning
  3. 2024Behavioural Cloning in VizDoom
  4. 2024Robust Imitation Learning for Automated Game Testing
  5. 2022A Ranking Game for Imitation Learning
  6. 2023Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Competitive Games
  7. 2022CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories
  8. 2024Personalized Dynamic Difficulty Adjustment -- Imitation Learning Meets Reinforcement Learning