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Yusaku Kato

Publications and source records attributed to Yusaku Kato.

3 recordsLinked to original sources

Where Does Balance Break? Boundary Discovery for Game Balance Testing under a Finite Simulation Budget

Software testing often relies on assumptions such as reproducible executions and stable correctness criteria. However, many modern software systems exhibit non-deterministic executions and large behavior spaces, making exhaustive exploration impractical and single-run judgments unreliable. These characteristics make it difficult to identify where acceptable behavior ends and problematic behavior begins. Competitive multiplayer games represent a challenging instance of such systems, where balance must be maintained so that no single strategy dominates. Even small parameter changes can trigger abrupt balance disruption, yet detecting such failures requires repeated simulations under non-deterministic outcomes and high-dimensional parameter spaces. In this paper, we formulate game balance regression testing as a boundary-discovery problem under a finite simulation budget. The objective is to efficiently identify inputs near the boundary that separates balanced and unbalanced regions. To address this problem, we propose BBExplorer, which combines multi-directional candidate generation, budget-aware two-stage screening, and adaptive step-size shrinkage for boundary refinement. Experimental results on two games with different levels of complexity show that the approach is strong in low-dimensional settings and remains effective in higher-dimensional ones. It also exhibits stable boundary behavior across unseen random seeds and threshold settings. These results indicate that BBExplorer is effective for practical balance regression testing and, more broadly, for boundary-oriented testing in non-deterministic, budget-constrained systems.

cs.SE

Software Testing Beyond Closed Worlds: Open-World Games as an Extreme Case

Software testing research has traditionally relied on closed-world assumptions, such as finite state spaces, reproducible executions, and stable test oracles. However, many modern software systems operate under uncertainty, non-determinism, and evolving conditions, challenging these assumptions. This paper uses open-world games as an extreme case to examine the limitations of closed-world testing. Through a set of observations grounded in prior work, we identify recurring characteristics that complicate testing in such systems, including inexhaustible behavior spaces, non-deterministic execution outcomes, elusive behavioral boundaries, and unstable test oracles. Based on these observations, we articulate a vision of software testing beyond closed-world assumptions, in which testing supports the characterization and interpretation of system behavior under uncertainty. We further discuss research directions for automated test generation, evaluation metrics, and empirical study design. Although open-world games serve as the motivating domain, the challenges and directions discussed in this paper extend to a broader class of software systems operating in dynamic and uncertain environments.

cs.SE

BiFuzz: A Two-Stage Fuzzing Tool for Open-World Video Games

Open-world video games present a broader search space than other video games, posing challenges for test automation. Fuzzing, which generates new inputs by mutating an initial input, is commonly used to uncover issues. In this study, we proposed BiFuzz, a two-stage fuzzer designed for automated testing of open-world video games, and investigated its effectiveness. The results revealed that BiFuzz mutated the overall strategy of gameplay and test cases, including actual movement paths, step by step. Consequently, BiFuzz can detect character stuck issues. The tool and its video are at https://github.com/Yusaku-Kato/BiFuzz and https://www.youtube.com/watch?v=VOrHfnLJSbk.

cs.SE