4 research outputs found

    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

    APE (Automated Pipeline Explorer)

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    APE (Automated Pipeline Explorer) is a command line tool and Java API for the automated exploration of possible computational pipelines (scientific workflows) from large collections of computational tools. APE relies on a semantic domain model that includes tool and type taxonomies as controlled vocabularies for the description of computational tools, and functional tool annotations (inputs, outputs, operations performed) using terms from these taxonomies. Based on this domain model and a specification of the available workflow inputs, the intended workflow outputs and possibly additional constraints, APE then computes possible workflows. Internally, APE uses a component-based program synthesis approach. It translates the domain knowledge and workflow specification into logical formulas that are then fed to a SAT solver to compute satisfying instances. These solutions are then translated into the actual candidate workflows.If you use this software, please cite it using the metadata from this file

    sanctuuary/APE: APE 2.0.3 - Improved SLTLx Templates and direct encoding

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    Added new NL templates for SLTLx Added encoding runtime message Fixed issue with cache of SLTLx specified constraints on synthesis re-run</p

    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
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