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Research on Automated Game QA Reporting Based on Natural Language Captions

Jun Myeong Kim, Jang Young Jeong, Shin Jin Kang, Beomjoo Seo*
Department of Games (Engineering), Hongik University, Sejong, 30016, Republic of Korea
* Corresponding Author: Beomjoo Seo. Email: email
(This article belongs to the Special Issue: AI-Powered Software Engineering)

Computers, Materials & Continua https://doi.org/10.32604/cmc.2025.071084

Received 31 July 2025; Accepted 14 October 2025; Published online 13 November 2025

Abstract

Game Quality Assurance (QA) currently relies heavily on manual testing, a process that is both costly and time-consuming. Traditional script- and log-based automation tools are limited in their ability to detect unpredictable visual bugs, especially those that are context-dependent or graphical in nature. As a result, many issues go unnoticed during manual QA, which reduces overall game quality, degrades the user experience, and creates inefficiencies throughout the development cycle. This study proposes two approaches to address these challenges. The first leverages a Large Language Model (LLM) to directly analyze gameplay videos, detect visual bugs, and automatically generate QA reports in natural language. The second approach introduces a pipeline method: first generating textual descriptions of visual bugs in game videos using the ClipCap model, then using those descriptions as input for the LLM to synthesize QA reports. Through these two multi-faceted approaches, this study evaluates the feasibility of automated game QA systems. To implement this system, we constructed a visual bug database derived from real-world game cases and fine-tuned the ClipCap model for the game video domain. Our proposed approach aims to enhance both efficiency and quality in game development by reducing the burden of manual QA while improving the accuracy of visual bug detection and ensuring consistent, reliable report generation.

Keywords

Game quality assurance; vision-language model; automated report system
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