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Robust Imitation Learning for Automated Game Testing

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arxiv 2401.04572 v1 pith:TSRY2IQX submitted 2024-01-09 cs.LG

classification cs.LG
keywords evolutemodeltasksdiscretegametestingtrainingactions
verification ladder T0 review T1 audit T2 compute T3 formal
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Game development is a long process that involves many stages before a product is ready for the market. Human play testing is among the most time consuming, as testers are required to repeatedly perform tasks in the search for errors in the code. Therefore, automated testing is seen as a key technology for the gaming industry, as it would dramatically improve development costs and efficiency. Toward this end, we propose EVOLUTE, a novel imitation learning-based architecture that combines behavioural cloning (BC) with energy based models (EBMs). EVOLUTE is a two-stream ensemble model that splits the action space of autonomous agents into continuous and discrete tasks. The EBM stream handles the continuous tasks, to have a more refined and adaptive control, while the BC stream handles discrete actions, to ease training. We evaluate the performance of EVOLUTE in a shooting-and-driving game, where the agent is required to navigate and continuously identify targets to attack. The proposed model has higher generalisation capabilities than standard BC approaches, showing a wider range of behaviours and higher performances. Also, EVOLUTE is easier to train than a pure end-to-end EBM model, as discrete tasks can be quite sparse in the dataset and cause model training to explore a much wider set of possible actions while training.

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Cited by 1 Pith paper

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  1. Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

    cs.CV 2026-07 conditional novelty 5.0 of 10

    VLMs detect obvious geometry clipping but produce many false positives on visually ambiguous frames, making them useful only as high-recall candidate filters in multi-stage game QA.

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