Frank Dignum
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Frank Dignum has a total of 159 co-authors. Here are the top co-authors by number of shared publications:
- Virginia Dignum
Umeå University
8 shared publications - Mehdi Dastani
Utrecht University, Utrecht, Netherlands
7 shared publications - I. S. Wishnu B. Prasetya
Utrecht University
6 shared publications - Loïs Vanhée
Umeå University
6 shared publications Alexander Melchior
Utrecht University, Utrecht, Netherlands
5 shared publicationsChristian Kammler
Umeå University, Umeå, Sweden
5 shared publications
Latest Publications
- 30 July 2026
- Published by Springer Nature
- p. 252-268
Designing Social Agent-Based Models for Theory Development: Insights from Radicalization
- 30 July 2026
- Published by Springer Nature
- p. 252-268
Designing Social Agent-Based Models for Theory Development: Insights from Radicalization
- 30 July 2026
- Published by Springer Nature
- p. 620-632
Disastrous Agent Behaviour—ABM and Behaviour Realism in Disaster Research
- 30 July 2026
- Published by Springer Nature
- p. 620-632
Disastrous Agent Behaviour—ABM and Behaviour Realism in Disaster Research
- Open Access
- 13 February 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Software Engineering and Methodology
- Vol. 35 (3) , 1-47
Programming Smart Playtesting
Until recently the game industry heavily relied on manual playtesting to test the games it produces. Even if the benefits of introducing automated testing are acknowledged, it is rarely done in practice. Some of the main hurdles include the lack of automated testing tools that can target computer games as well as the complexity of automated game plays which are much more difficult to program than typical simple test sequences. This article presents an agent-based testing framework called aplib that comes with a Domain Specific Language (DSL) that allows complex playtests to be programmed more abstractly. A so-called goal structure is used to abstractly formulate a playtest scenario in terms of main goals and their decomposition into subgoals. Scenarios that are not too complicated can be formulated using static goal structures. More complex scenarios may need a test agent that can dynamically adapt its play according to the situation that evolves during the play. To handle such cases, aplib allows dynamic goals to be expressed as well. Invariants and pre-/post-conditions are used to assert the properties that a play is expected to satisfy. They include differential properties that allow constraints on the current state to be related to that of past states. Three case studies are included in the article. The first one aims to evaluate the performance of playtests programmed with aplib . The second shows that the approach can also be combined with other automated testing approaches, in this case reinforcement learning. The third shows the applicability of such playtests in a 3D setup and for non-functional testing.
- 13 February 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Software Engineering and Methodology
- Vol. 35 (3) , 1-47
Open AccessProgramming Smart Playtesting
Until recently the game industry heavily relied on manual playtesting to test the games it produces. Even if the benefits of introducing automated testing are acknowledged, it is rarely done in practice. Some of the main hurdles include the lack of automated testing tools that can target computer games as well as the complexity of automated game plays which are much more difficult to program than typical simple test sequences. This article presents an agent-based testing framework called aplib that comes with a Domain Specific Language (DSL) that allows complex playtests to be programmed more abstractly. A so-called goal structure is used to abstractly formulate a playtest scenario in terms of main goals and their decomposition into subgoals. Scenarios that are not too complicated can be formulated using static goal structures. More complex scenarios may need a test agent that can dynamically adapt its play according to the situation that evolves during the play. To handle such cases, aplib allows dynamic goals to be expressed as well. Invariants and pre-/post-conditions are used to assert the properties that a play is expected to satisfy. They include differential properties that allow constraints on the current state to be related to that of past states. Three case studies are included in the article. The first one aims to evaluate the performance of playtests programmed with aplib . The second shows that the approach can also be combined with other automated testing approaches, in this case reinforcement learning. The third shows the applicability of such playtests in a 3D setup and for non-functional testing.
- 26 October 2025
- Published by Springer Nature
- p. 191-205
No Numbers: Qualitative Structural Validation of Explanatory Social Agent-Based Models
- 26 October 2025
- Published by Springer Nature
- p. 191-205
No Numbers: Qualitative Structural Validation of Explanatory Social Agent-Based Models
- 21 March 2025
- Published by Springer Nature
- p. 137-154
Value-Based Decision-Making in Software Agents: A Systematic Literature Review
- 21 March 2025
- Published by Springer Nature
- p. 137-154
Value-Based Decision-Making in Software Agents: A Systematic Literature Review
- 21 March 2025
- Published by Springer Nature
- p. 208-222
Context Matters: Contextual Value-Based Deliberation in Water Consumption Scenarios
- 21 March 2025
- Published by Springer Nature
- p. 208-222
Context Matters: Contextual Value-Based Deliberation in Water Consumption Scenarios
- Open Access
- 17 February 2025
- Published by Wiley in Software Testing, Verification and Reliability
- Vol. 35 (2)
Automated Game Testing With Online Search Agent and Model Construction, a Study
Modern computer games have become very complex, so they can benefit from automated testing. However, their huge and fine grained interaction space makes them very challenging for automated testing algorithms. Having a model of a system would greatly improve the effectiveness of a testing algorithm. However, manually constructing a model is expensive and time‐consuming. This paper proposes an online agent‐based search approach to solve common testing tasks for computer games, in particular games that involve elements of world navigation and exploration. On the fly, the approach also constructs a model of the system, which is then exploited to solve the given testing task. The effectiveness of the approach is studied via a case study called Lab Recruits and its simulation of another game called Dungeons and Dragons Online. The study showed that the approach is superior in its ability to complete testing tasks and its completion time compared to evolutionary algorithm, Q‐learning and MCTS. This paper extends a previous work presented in ATEST by including evaluation on large game levels, evaluation of the achieved coverage and fault detection and the aforementioned comparison with other algorithms.
- 17 February 2025
- Published by Wiley in Software Testing, Verification and Reliability
- Vol. 35 (2)
Open AccessAutomated Game Testing With Online Search Agent and Model Construction, a Study
Modern computer games have become very complex, so they can benefit from automated testing. However, their huge and fine grained interaction space makes them very challenging for automated testing algorithms. Having a model of a system would greatly improve the effectiveness of a testing algorithm. However, manually constructing a model is expensive and time‐consuming. This paper proposes an online agent‐based search approach to solve common testing tasks for computer games, in particular games that involve elements of world navigation and exploration. On the fly, the approach also constructs a model of the system, which is then exploited to solve the given testing task. The effectiveness of the approach is studied via a case study called Lab Recruits and its simulation of another game called Dungeons and Dragons Online. The study showed that the approach is superior in its ability to complete testing tasks and its completion time compared to evolutionary algorithm, Q‐learning and MCTS. This paper extends a previous work presented in ATEST by including evaluation on large game levels, evaluation of the achieved coverage and fault detection and the aforementioned comparison with other algorithms.
- 16 September 2024
- Published by Springer Nature
- p. 23-41
Cooperative Multi-agent Approach for Automated Computer Game Testing
- 16 September 2024
- Published by Springer Nature
- p. 23-41
Cooperative Multi-agent Approach for Automated Computer Game Testing
- 21 July 2024
- Published by Springer Nature
- p. 235-248
Policy Development for Societal Challenges: The Collaborative Agent Based Modelling Policy Framework
- 21 July 2024
- Published by Springer Nature
- p. 235-248
Policy Development for Societal Challenges: The Collaborative Agent Based Modelling Policy Framework