LLM glitch detection in games and testing antipatterns

This week we cover GlitchBench and test antipatterns

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🎮️ đź§Ş Software Engineer - Unity Automation Frameworks

Article Highlight - Testing Antipattern: Depending on Real Game Features by Henry Golding

This past week, I shared a blog post on self-healing testing in games, where LLMs are used to fix broken tests automatically. In the Automated Testing in Games Discord (join if you haven’t!), Henry Golding brought up some great points about how self-healing tests might hide tests that are badly designed in the first place. He shared his article on an example of this testing antipattern, and it’s a great read!

Click the image to check out our most recent blog post

Trello Board of Resources in Automated QA

Looking for a collection of great resources to learn more about automation in game QA? This Trello Board has a ton of articles, tutorials, talks, and tools for getting started, whether it be bots, general advice, CI pipelines, and other topics in this space.

Papers we’ve been reading

In today’s Reading Club (held in our Discord every Friday at 2pm ET) we are discussing GlitchBench: Can large multimodal models detect video game glitches? In this paper, the authors introduce a dataset of game screenshots with a goal of identifying bugs in those images, such as clipping, missing textures, incorrect character poses, and more.

Members of our community discuss these papers on our Discord #reading-club channel. You can also find all past resources on our GitHub.

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