3 research outputs found

    Learning by Viewing: Generating Test Inputs for Games by Integrating Human Gameplay Traces in Neuroevolution

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    Although automated test generation is common in many programming domains, games still challenge test generators due to their heavy randomisation and hard-to-reach program states. Neuroevolution combined with search-based software testing principles has been shown to be a promising approach for testing games, but the co-evolutionary search for optimal network topologies and weights involves unreasonably long search durations. In this paper, we aim to improve the evolutionary search for game input generators by integrating knowledge about human gameplay behaviour. To this end, we propose a novel way of systematically recording human gameplay traces, and integrating these traces into the evolutionary search for networks using traditional gradient descent as a mutation operator. Experiments conducted on eight diverse Scratch games demonstrate that the proposed approach reduces the required search time from five hours down to only 52 minutes

    PlayTest: A Gamified Test Generator for Games

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    Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game called Playtest, which transforms the tiring testing process into a competitive game with a purpose. Playtest automates the generation of valuable test cases based on player actions, without the players even realising it. We envision the use of Playtest to crowdsource the task of testing games by giving players access to the respective games through our tool in the playtesting phases during the development process.Comment: 4 pages with 4 figures, to be published in Proceedings of the 2nd International Workshop on Gamification in Software Development, Verification, and Validation 202

    Learning by Viewing: Generating Test Inputs for Games by Integrating Human Gameplay Traces in Neuroevolution

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    <p>Replication package for the paper "Learning by Viewing: Generating Test Inputs for Games by Integrating Human Gameplay Traces in Neuroevolution" </p><p> </p><p>Although automated test generation is common in many programming domains, games still challenge test generators due to their heavy randomisation and hard-to-reach program states. Neuroevolution combined with search-based software testing principles has been shown to be a promising approach for testing games, but the co-evolutionary search for optimal network topologies and weights involves unreasonably long search durations. Humans, on the other hand, tend to be quick in picking up basic gameplay. In this paper, we therefore aim to improve the evolutionary search for game input generators by integrating knowledge about human gameplay behaviour. To this end, we propose a novel way of systematically recording human gameplay traces, and integrating these traces into the evolutionary search for networks using traditional gradient descent as a mutation operator. Experiments conducted on eight diverse Scratch games demonstrate that the proposed approach reduces the required search time from five hours down to only 30 minutes on average.</p&gt
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