Navigation and Exploration in 3D-Game Automated Play Testing
I.S.W.B. Prasetya, Maurin Voshol, Tom Tanis, Adam Smits, Bram 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

TL;DR
This paper explores how geometry and graph-based pathfinding can be used to automate navigation and exploration in 3D game testing, addressing the challenges posed by complex virtual worlds.
Contribution
It introduces a novel approach combining geometric and graph-based methods for automated navigation in 3D game testing environments.
Findings
Proposed a new navigation framework for 3D game testing
Demonstrated the feasibility of automated exploration in virtual worlds
Discussed implementation details of the approach
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,…
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