dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Prasetya, Wishnu | |
dc.contributor.author | Hoekzema, Stefan | |
dc.date.accessioned | 2024-07-25T23:01:16Z | |
dc.date.available | 2024-07-25T23:01:16Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/46925 | |
dc.description.abstract | Auto-navigation and exploration are crucial for performing automated tests. Existing automated testing tools can do this well in 2D games, but there is no tool yet for 3D games with omnidirectional movement. We created a new automated testing framework, built on top of the existing iv4XR framework, that uses an Octree to store the game world. This Octree data-structure can be used for pathfinding and can be dynamically updated based on observations. We show the method works by performing automated tests for the game Space Engineers and compare the speed and memory performances with a baseline voxel grid and 3D nav-grid. We conclude the Octree to be superior in both overall speed and memory performance in most use cases. | |
dc.description.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | Existing automated testing tools do not provide an efficient method for testing games in 3D with onmidirectional movement. In this thesis, we extend the automated testing tool iv4xr to work in 3D for the game Space Engineers (which has omnidirectional movement).
We use an Octree data-structure to make sure the implementation is memory and speed efficient. We also compare the Octree efficiency with a simple 3D voxelgrid and a 3D navgrid. | |
dc.title | Automated Testing Agent Movement through 3D Environments with Omnidirectional Movement | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | automated agent testing;octree;omnidirectional movement;3D games;auto-navigation;pathfinding;exploration;octree for automated 3D game testing | |
dc.subject.courseuu | Game and Media Technology | |
dc.thesis.id | 34956 | |