Using Planning for Automated Testing of Video Games
Proceedings of the Thirty-Fourth International Joint Conference on Artificial Intelligence. Demo Track. Pages 11004-11008.
https://doi.org/10.24963/ijcai.2025/1250
Keywords
- Multidisciplinary Topics and Applications: MTA: Computer games
- Planning and Scheduling: PS: Applications
Abstract
In this demonstration, we present a system that automates regression testing for video games using automated planning techniques. Traditional test scripts are a common method for testing both video games and software in general. While effective, they require manual creation and frequent updates throughout development, making the process labor-intensive. Our system eliminates this burden by automatically generating and maintaining test scripts. 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. It collects detailed logs, telemetry data, and video recordings, allowing users to review test results efficiently.
@inproceedings{ijcai2025p1250,
title = {Using Planning for Automated Testing of Video Games},
author = {Balyo, Tomáš and Barták, Roman and Chrpa, Lukas and Červenka, Michal and Dvořák, Filip and Gocht, Stephan and Lipčák, Lukáš and Macek, Viktor and Roháček, Dominik and Ryzí, Josef and Suda, Martin and Šafránek, Dominik and Švancar, Slavomír and Youngblood, G. Michael},
booktitle = {Proceedings of the Thirty-Fourth International Joint Conference on
Artificial Intelligence, {IJCAI-25}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {James Kwok},
pages = {11004--11008},
year = {2025},
month = {8},
note = {Demo Track},
doi = {10.24963/ijcai.2025/1250},
url = {https://doi.org/10.24963/ijcai.2025/1250},
}
TY - CPAPER TI - Using Planning for Automated Testing of Video Games AU - Balyo, Tomáš AU - Barták, Roman AU - Chrpa, Lukas AU - Červenka, Michal AU - Dvořák, Filip AU - Gocht, Stephan AU - Lipčák, Lukáš AU - Macek, Viktor AU - Roháček, Dominik AU - Ryzí, Josef AU - Suda, Martin AU - Šafránek, Dominik AU - Švancar, Slavomír AU - Youngblood, G. Michael T2 - Proceedings of the Thirty-Fourth International Joint Conference on Artificial Intelligence, IJCAI-25 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2025 SP - 11004 EP - 11008 DO - 10.24963/ijcai.2025/1250 UR - https://doi.org/10.24963/ijcai.2025/1250 ER -Copied
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