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Towards Fuzz Testing a Procedurally-Generated Video Game

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Conference

2024 ASEE North Central Section Conference

Location

Kalamazoo, Michigan

Publication Date

March 22, 2024

Start Date

March 22, 2024

End Date

March 23, 2024

Page Count

10

DOI

10.18260/1-2--45643

Permanent URL

https://peer.asee.org/45643

Download Count

15

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Paper Authors

biography

Erik Fredericks Grand Valley State University

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Erik Fredericks is an Assistant Professor in the School of Computing at Grand Valley State University. His research focuses on exploring how uncertainty can impact self-adaptive and safety-critical systems at different levels of abstraction and how it can be mitigated by using search-based software engineering techniques. Recently, he has been investigating how generative art can be automatically created via evolutionary computation.

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Abstract

Fuzz testing presents opportunities for discovering bugs in software projects that are unanticipated by developers as large amounts of either random or targeted inputs are applied to the system under test. Moreover, exploratory techniques such as search-based fuzz testing can discover new and interesting combinations of input data that can further lead to bug discovery. Video games are a subset of software projects that involve the additional overhead of audio/visual cues for gameplay, state management, and rigorous timing constraints. Procedural content generation (PCG) can be used to support development by incorporating unique game content (e.g., items, storylines, environments, etc.) via algorithms. As such, verification of PCG techniques is necessary to ensure that the generated content is valid for the situations in which they are deployed, given that such content can lead to emergent gameplay (i.e., unanticipated interactions that result in new features) or user dissatisfaction (e.g., the "same" type of rock is generated multiple times in a small area). We present our work-in-progress efforts and proposed run-time software testing methodology for developing an experimental testbed for fuzzing procedural generation in video games.

This project was created as part of the NSF RISE program for first-generation students to participate in an active research program. Delve the Dungeon is our prototype framework for exploring how software engineering can enhance assurance that PCG techniques are executing as expected. Specifically, this framework provides a roguelike-style video game environment that comprises procedurally generated dungeons and text, with common features of this particular game domain including turn-based gameplay, bump-to attack, and different forms of monsters that attack the player. Additionally, we have developed a proof-of-concept requirements specification to support our software engineering activities, where the next phase of development will monitor those requirements at run time, use the requirements as a basis for creating test cases and generating fuzzed test data, and then incorporate the results of run-time requirements monitoring and test case execution to the application as part of a feedback loop to continuously improve its behavior.

Fredericks, E. (2024, March), Towards Fuzz Testing a Procedurally-Generated Video Game Paper presented at 2024 ASEE North Central Section Conference, Kalamazoo, Michigan. 10.18260/1-2--45643

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