9 research outputs found

    An Agent-based Architecture for AI-Enhanced Automated Testing for XR Systems, a Short Paper

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    This short paper presents an architectural overview of an agent-based framework called iv4XR for automated testing that is currently under development by an H2020 project with the same name. The framework's intended main use case of is testing the family of Extended Reality (XR) based systems (e.g. 3D games, VR sytems, AR systems), though the approach can indeed be adapted to target other types of interactive systems. The framework is unique in that it is an agent-based system. Agents are inherently reactive, and therefore are arguably a natural match to deal with interactive systems. Moreover, it is also a natural vessel for mounting and combining different AI capabilities, e.g. reasoning, navigation, and learning

    Model-based Player Experience Testing with Emotion Pattern Verification

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    Player eXperience (PX) testing has attracted attention in the game industry as video games become more complex and widespread. Understanding players’ desires and their experience are key elements to guarantee the success of a game in the highly competitive market. Although a number of techniques have been introduced to measure the emotional aspect of the experience, automated testing of player experience still needs to be explored. This paper presents a framework for automated player experience testing by formulating emotion patterns’ requirements and utilizing a computational model of players’ emotions developed based on a psychological theory of emotions along with a model-based testing approach for test suite generation. We evaluate the strength of our framework by performing mutation test. The paper also evaluates the performance of a search-based generated test suite and LTL model checking-based test suite in revealing various variations of temporal and spatial emotion patterns. Results show the contribution of both algorithms in generating complementary test cases for revealing various emotions in different locations of a game level

    Navigation and Exploration in 3D-Game Automated Play Testing

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    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

    Global, regional, and national burden of colorectal cancer and its risk factors, 1990–2019: a systematic analysis for the Global Burden of Disease Study 2019

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    Funding: F Carvalho and E Fernandes acknowledge support from Fundação para a Ciência e a Tecnologia, I.P. (FCT), in the scope of the project UIDP/04378/2020 and UIDB/04378/2020 of the Research Unit on Applied Molecular Biosciences UCIBIO and the project LA/P/0140/2020 of the Associate Laboratory Institute for Health and Bioeconomy i4HB; FCT/MCTES through the project UIDB/50006/2020. J Conde acknowledges the European Research Council Starting Grant (ERC-StG-2019-848325). V M Costa acknowledges the grant SFRH/BHD/110001/2015, received by Portuguese national funds through Fundação para a Ciência e Tecnologia (FCT), IP, under the Norma Transitória DL57/2016/CP1334/CT0006.proofepub_ahead_of_prin

    PX-MBT: A framework for model-based player experience testing

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    As video games become more complex and widespread, player experience (PX) testing becomes crucial in the game industry. Attracting and retaining players are key elements to guarantee the success of a game in the highly competitive market. Although a number of techniques have been introduced to measure the emotional aspect of the experience, automated testing of player experience still needs to be explored. This paper presents PX-MBT, a framework for automated player experience testing with emotion pattern verification. PX-MBT (1) utilizes a model-based testing approach for test suite generation, (2) employs a computational model of emotions developed based on a psychological theory of emotions to model players' emotions during game-plays with an intelligent agent, and (3) verifies emotion patterns given by game designers on executed test suites to identify PX-issues. We explain PX-MBT architecture and provide an example along with its result in emotion pattern verification, which asserts the evolution of emotions over time, and heat-maps to showcase the spatial distribution of emotions on the game map

    An Appraisal Transition System for Event-Driven Emotions in Agent-Based Player Experience Testing

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    Player experience (PX) evaluation has become a field of interest in the game industry. Several manual PX techniques have been introduced to assist developers to understand and evaluate the experience of players in computer games. However, automated testing of player experience still needs to be addressed. An automated player experience testing framework would allow designers to evaluate the PX requirements in the early development stages without the necessity of participating human players. In this paper, we propose an automated player experience testing approach by suggesting a formal model of event-based emotions. In particular, we discuss an event-based transition system to formalize relevant emotions using Ortony, Clore, & Collins (OCC) theory of emotions. A working prototype of the model is integrated on top of Aplib, a tactical agent programming library, to create intelligent PX test agents, capable of appraising emotions in a 3D game case study. The results are graphically shown e.g. as heat maps. Visualization of the test agent’s emotions would ultimately help game designers to produce contents that evoke a certain experience in players

    Model-based Player Experience Testing with Emotion Pattern Verification

    No full text
    Player eXperience (PX) testing has attracted attention in the game industry as video games become more complex and widespread. Understanding players’ desires and their experience are key elements to guarantee the success of a game in the highly competitive market. Although a number of techniques have been introduced to measure the emotional aspect of the experience, automated testing of player experience still needs to be explored. This paper presents a framework for automated player experience testing by formulating emotion patterns’ requirements and utilizing a computational model of players’ emotions developed based on a psychological theory of emotions along with a model-based testing approach for test suite generation. We evaluate the strength of our framework by performing mutation test. The paper also evaluates the performance of a search-based generated test suite and LTL model checking-based test suite in revealing various variations of temporal and spatial emotion patterns. Results show the contribution of both algorithms in generating complementary test cases for revealing various emotions in different locations of a game level

    An Appraisal Transition System for Event-Driven Emotions in Agent-Based Player Experience Testing

    No full text
    Player experience (PX) evaluation has become a field of interest in the game industry. Several manual PX techniques have been introduced to assist developers to understand and evaluate the experience of players in computer games. However, automated testing of player experience still needs to be addressed. An automated player experience testing framework would allow designers to evaluate the PX requirements in the early development stages without the necessity of participating human players. In this paper, we propose an automated player experience testing approach by suggesting a formal model of event-based emotions. In particular, we discuss an event-based transition system to formalize relevant emotions using Ortony, Clore, & Collins (OCC) theory of emotions. A working prototype of the model is integrated on top of Aplib, a tactical agent programming library, to create intelligent PX test agents, capable of appraising emotions in a 3D game case study. The results are graphically shown e.g. as heat maps. Visualization of the test agent’s emotions would ultimately help game designers to produce contents that evoke a certain experience in players

    Navigation and exploration in 3D-game automated play testing

    Get PDF
    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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