2017
DOI: 10.1007/978-3-319-59930-4_38
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Automated MMORPG Testing – An Agent-Based Approach

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Cited by 5 publications
(2 citation statements)
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“…Following a mixed-initiative [27] approach, Butler et al [28] allowed the designer to specify the difficulty progression via a user interface while a constraint solver ensured the solvability of generated puzzles. Schatten et al [14] simulated large-scale dynamic agent systems to test quest solvability in MMORPGs. Pfau et al [13] introduced a generic adventure solver traversing point-and-click adventure games via reinforcement learning and reporting crashes, dead-ends and performance issues.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Following a mixed-initiative [27] approach, Butler et al [28] allowed the designer to specify the difficulty progression via a user interface while a constraint solver ensured the solvability of generated puzzles. Schatten et al [14] simulated large-scale dynamic agent systems to test quest solvability in MMORPGs. Pfau et al [13] introduced a generic adventure solver traversing point-and-click adventure games via reinforcement learning and reporting crashes, dead-ends and performance issues.…”
Section: Related Workmentioning
confidence: 99%
“…For instance, AI can predict users' high-level behavior [8] (if they will leave the game, if they will make purchases) or their motivation levels [9] based on past trends in the userbase. Specifically with regards to automated playtesting, AI agents have been used to discover bugs or game crashes [10], constraint violations [11], [12] to identify dead-end game states [13] or unreachable states [14]. Notably, most of these agents follow ad-hoc heuristics and constraints and do not necessarily match how players act in their games.…”
Section: Introductionmentioning
confidence: 99%