I. Introduction
This paper will focus mainly on the problem of automatic generation in video games of non-player characters (NPCs) that are able to follow a sequential specification of tasks. This is especially relevant within the scope of the testing and QA process, where typically a group of human testers have to replay the level walkthroughs to find bugs that they report to the programmers for correction. These walkthroughs usually follow a logic that tries to foresee possible ways for the player to solve a level, which in our approach we represent as a set of steps ("Move to a platform, pick up an object, from there advance to the exit, all while avoiding being killed by an enemy attack. Check that it is possible to perform this sequence of tasks while losing less than half of the player’s health points"). Our goal is to develop NPCs that are able to learn to follow these steps and test the game’s levels, even when those levels or their logic undergo changes, as usually happens during the development of a video game.