Sony · Filed Apr 29, 2025 · Published Oct 29, 2026

Sony Files Patent to Let AI Write the Code That Feeds Game-Testing Bots

Before an AI bot can test a video game, someone has to teach the game to report what's happening. Sony's filing hands that job to another AI.

A player using a video game console, displaying gameplay on a television screen. Drawing from patent filing US 2026/0335770 A1.
A player using a video game console, displaying gameplay on a television screen.
See all 10 drawings from this filing ↓
Publication number US 2026/0335770 A1 US20260335770A1
Applicant SONY INTERACTIVE ENTERTAINMENT INC.
Filing date Apr 29, 2025
Publication date Oct 29, 2026
Inventors Matthew McCallum, Christian Rickeby, Richard S. Martin, Erick Flores
US classification 463/42
Examiner MOSSER, ROBERT E (Art Unit 3715)
Status when we published Waiting for an examiner (May 22, 2025)
Document 20 claims

What Sony's game-testing code helper does

Every time a studio builds a new version of a game, testers have to play it again to catch bugs. More and more, some of that playing is done by AI bots instead of people. But a bot is only as good as what it can see.

A bot can't glance at the screen the way you do. The game has to tell it things, like your character is low on health or the ship is almost out of fuel. Today, an engineer has to find the right spot in the game's code and add a message that sends that information out. Sony's patent application gives that chore to an AI model, which reads the game's code, picks the spots, writes the messages, and adds them.

Then the bot plays, and the system watches how it does. If the extra information helps, the message stays. If not, it can be changed or removed.

From the filing · CLAIM 1
… determining, by the machine learning model and based on the video game information to be collected, a location in a video game codebase for an application programming interface (API) call insertion …

Translation: The AI figures out exactly where in the source code to insert a data tracking command.

How the AI picks where to add each data request

The system starts with an input describing what the test bot needs to know: the current state of the game world, the actions available, interactions with non-player characters (the computer-controlled ones), or game events. In one version, that input is a JSON file (a simple, structured text file) listing the type of data, its format, and the address of the AI agent that will receive it.

A machine learning model, described as a large language model (the same family of AI behind chatbots), then reads the game's codebase, meaning the full collection of source code. It picks the right spots and writes an API call, a small request that pulls a piece of information out of the game and sends it along. The filing's example is a simple role-playing game where moving, attacking and collecting an item each send a report to the bot.

After that, a feedback loop kicks in:

  • The bot plays, and a separate assessor checks how its choices lined up with the data it received.
  • The model can change, move, delete or add calls based on that review.
  • Developers can accept or reject each call in a merge request (a standard code review step), and those answers help retrain the model.
  • Marker tags let the calls be stripped out once a testing session ends.

The filing also describes the model leaving plain-language comments in the code to explain each addition, then reading them later to decide on more.

From the filing · THE ABSTRACT
… generating an API call based on the video game information to be collected and the location. The method can further include inserting the API call into the video game codebase at the location …

Translation: The system automatically writes the new code and injects it directly into the game's codebase.

What this means for Sony's game testing bots

The immediate winners are the people who build and test games. The filing says hand-picking code locations for test data is slow and easy to get wrong, and that automating it could cut mistakes and shorten development timelines. For you as a player, the hoped-for result is fewer bugs slipping through to release.

The filing uses Sony's own console setting as its example, and it names big PlayStation-style games as titles a bot might play. It also mentions that an AI agent could run during a live game session, and could even control a non-player character. Those are optional variations, though. The core idea is a behind-the-scenes tool that helps AI testers see more of what a game is doing.

That makes this Sony's ninth filing in the AI recommendation space we've tracked since May, joining earlier applications like voice-matching players by skill and concert streams near parked cars.

Editorial take

Software alone can make this work, which means the distance to a first working version is shorter than most ideas of this type. A studio would need a model that can read code, access to the game's stored source files, and a bot capable of playing through the game automatically, none of which require new hardware to build.

The document itself shows where the real work lives: the system proposes a code change, then a human engineer approves or rejects it before anything goes live. That approval step is the design, not a gap in it, and it points toward an internal assistant as the nearest practical form rather than anything running on its own.

No speed or accuracy numbers appear in the filing, so how well this holds up under real conditions is still an open question. If it works well enough to ship, players would never encounter it directly, only the quieter benefit of games arriving with fewer rough edges.

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The drawings

10 drawing sheets from US 2026/0335770 A1 · click any drawing to enlarge

A typical console setup where players run games, drawing sheet 1 from US 2026/0335770 A1
Sheet 1 A typical console setup where players run games
Connecting an AI model to game code for automated testing, drawing sheet 2 from US 2026/0335770 A1
Sheet 2 Connecting an AI model to game code for automated testing
How game data feeds an AI bot playing the game, drawing sheet 3 from US 2026/0335770 A1
Sheet 3 How game data feeds an AI bot playing the game
Exchanging gameplay data between the game and an AI model, drawing sheet 4 from US 2026/0335770 A1
Sheet 4 Exchanging gameplay data between the game and an AI model
Original game code before automated updates, drawing sheet 5 from US 2026/0335770 A1
Sheet 5 Original game code before automated updates
Game code modified to report player actions, drawing sheet 6 from US 2026/0335770 A1
Sheet 6 Game code modified to report player actions
Training an AI to find code insertion points, drawing sheet 7 from US 2026/0335770 A1
Sheet 7 Training an AI to find code insertion points
Steps for letting AI insert testing commands into code, drawing sheet 8 from US 2026/0335770 A1
Sheet 8 Steps for letting AI insert testing commands into code
Show the other 2 sheets
How live game data reaches an AI tester, drawing sheet 9 from US 2026/0335770 A1
Sheet 9 How live game data reaches an AI tester
Hardware parts that run the game and testing servers, drawing sheet 10 from US 2026/0335770 A1
Sheet 10 Hardware parts that run the game and testing servers
Browse all the drawings 10 drawing sheets
Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.
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