IJCAI 20250 citations

Using Planning for Automated Testing of Video Games

Tomáš Balyo, Roman Barták, Lukáš Chrpa, Michal Červenka, Filip Dvořák, Stephan Gocht, Lukáš Lipčák, Viktor Macek

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.

BibTeX
@inproceedings{ijcai2025_usingplanningfor,
  title = {Using Planning for Automated Testing of Video Games},
  author = {Tomáš Balyo and Roman Barták and Lukáš Chrpa and Michal Červenka and Filip Dvořák and Stephan Gocht and Lukáš Lipčák and Viktor Macek and Dominik Roháček and Josef Ryzí and Martin Suda and Dominik Šafránek and Slavomír Švancar and G. Michael Youngblood},
  booktitle = {IJCAI 2025},
  year = {2025}
}