Computing Running Game with Automata Theory

This paper examines a common but unverified claim in a strand of published work applying automata theory to game design: that specifying a game as a finite automaton yields a complete, bug-resistant design. Prior work has already modeled endless-running games with finite state machines, including tested, shipped implementations [8], [9]; the contribution here is different. We take a two-level running game from this literature, give it, for the first time in this line of work, an explicit five-tuple automaton definition — formally an ε-NFA, though the tabulated transition relation is single-valued — and machine-checkable transition tables (Tables 3 and 4) rather than a diagram and prose description alone, and build a reference implementation directly from those tables. Doing so surfaced a real specification defect: three states had no valid continuation for any input, meaning the automaton as originally described could not be completed to a win state along certain valid paths. We report this as a case study in applying lightweight completeness and reachability auditing — standard practice in hardware and software finite-state-machine verification, but not evident in this game-design literature — backed by a 2,000-run randomized fuzz test (100% totality pass rate) and mutation testing (89.4% of 66 mutants killed, after an independent rerun caught and fixed a reproducibility bug in the test harness itself, and survivor analysis guided four added test cases), and we test the audit directly against a published claim that automata-based game design of this kind “covers infinitely many possibilities” of play and yields “minimum bugs” [3]. In the one case examined, that claim did not hold until the audited defect was fixed.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-09-10
DOI
https://doi.org/10.5281/zenodo.22693052
Primary Topic
Software Testing and Debugging Techniques
Type
preprint
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preprint

Computing Running Game with Automata Theory

Areej Fatima, Muhammad Moeez
Zenodo (CERN European Organization for Nuclear Research)
Software Testing and Debugging Techniques
preprint

Computing Running Game with Automata Theory

Areej Fatima, Muhammad Moeez
preprint en

Abstract

This paper examines a common but unverified claim in a strand of published work applying automata theory to game design: that specifying a game as a finite automaton yields a complete, bug-resistant design. Prior work has already modeled endless-running games with finite state machines, including tested, shipped implementations [8], [9]; the contribution here is different. We take a two-level running game from this literature, give it, for the first time in this line of work, an explicit five-tuple automaton definition — formally an ε-NFA, though the tabulated transition relation is single-valued — and machine-checkable transition tables (Tables 3 and 4) rather than a diagram and prose description alone, and build a reference implementation directly from those tables. Doing so surfaced a real specification defect: three states had no valid continuation for any input, meaning the automaton as originally described could not be completed to a win state along certain valid paths. We report this as a case study in applying lightweight completeness and reachability auditing — standard practice in hardware and software finite-state-machine verification, but not evident in this game-design literature — backed by a 2,000-run randomized fuzz test (100% totality pass rate) and mutation testing (89.4% of 66 mutants killed, after an independent rerun caught and fixed a reproducibility bug in the test harness itself, and survivor analysis guided four added test cases), and we test the audit directly against a published claim that automata-based game design of this kind “covers infinitely many possibilities” of play and yields “minimum bugs” [3]. In the one case examined, that claim did not hold until the audited defect was fixed.

Zenodo (CERN European Organization for Nuclear Research)
University of Gujrat (PK)
Software Testing and Debugging Techniques
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