Using Planning for Automated Testing of Video Games
Authors: Tomáš Balyo, Roman Barták, Lukáš Chrpa, Michal Červenka, Filip Dvořák, Stephan Gocht, Lukáš Lipčák, Viktor Macek, Dominik Roháček, Josef Ryzí, Martin Suda, Dominik Šafránek, Slavomír Švancar, G. Michael Youngblood
IJCAI 2025 | Venue PDF | Archive PDF | Plain Text | LLM Run Details
| Reproducibility Variable | Result | LLM Response |
|---|---|---|
| Research Type | Experimental | In this demonstration, we present a system that automates regression testing for video games using automated planning techniques. ... Our evaluation across multiple games shows that planning-based testing effectively verifies gameplay mechanics and objectives. |
| Researcher Affiliation | Collaboration | 1Filuta AI, Inc., 1606 Headway Cir STE 9145, Austin, TX 78754, United States 2Faculty of Mathematics and Physics, Charles University, Prague, Czechia 3Czech Institute of Informatics, Robotics and Cybernetics, Czech Technical University in Prague, Czechia 4Stephan Gocht AI Software Engineering, Meißen, Germany |
| Pseudocode | No | The paper describes the system in text, but does not include any structured pseudocode or algorithm blocks. |
| Open Source Code | No | The presented system is being developed as a commercial product by Filuta AI, Inc. ... The paper does not provide a specific link to source code or an explicit statement about its public release. |
| Open Datasets | No | The paper describes applying their system to commercial games like Silica and Lyra, and cites their sources. However, it does not explicitly provide access information for datasets used for experiments, nor does it state that the games themselves serve as open datasets for their methodology in a reproducible manner. |
| Dataset Splits | No | The paper describes a system for automated game testing using planning, which operates on game environments (Silica, Lyra) rather than traditional datasets. Therefore, the concept of dataset splits is not applicable, and no such information is provided. |
| Hardware Specification | No | The paper describes a system for automated game testing and its integration with game engines. However, it does not provide specific details about the hardware (e.g., GPU/CPU models, memory) used for running the experiments. |
| Software Dependencies | No | The paper mentions using the Unified Planning framework, Unity Engine, and Unreal Engine. However, it does not provide specific version numbers for these software components, which is required for reproducibility. |
| Experiment Setup | Yes | The test engineer only needs to define the game s rules using the Planning Domain Definition Language (PDDL) and specify initial states and goals for individual test cases. This significantly reduces human effort while ensuring test scripts remain up to date. Additionally, our system integrates with game engine editors supporting both Unity and Unreal to execute and evaluate test cases directly within the game. ... In most tests, the only configuration the user must specify is the environment (map) on which the test will be executed. |