Abstract
AbstractAutomated testing reduces the costs of software development. We propose a testing model that is specifically designed for the creation and execution of fully automated regression tests within video game development without the need of test isolation. The proposed model combines the usability and veracity of record and playback techniques and the possible test coverage of tests written in a game specific scripting language. The model has an intuitive structure that enables professional video game testers to create meaningful tests by using only a rudimentary set of programming skills within a graphical user interface. The resulting tool establishes a network connection with one or several concurrently running applications under test while the required performance can be distributed between several dedicated computers. The application under test is modified to process incoming function calls and to generate output that is used to dynamically control the course of the tests and to evaluate if the tested application operates within acceptable parameters.
Highlights
The development of video games is a complex process which is prone to software regression due to frequently changed software design
Since the manual execution of regression tests is expensive in terms of time and money, automated testing techniques are capable of enhancing the testing process
A condition registers an event by comparing its stored string and client identification number (CIN) with the string and CIN of the event. If both strings as well as both CINs match, the counter of the condition is increased by the value of the multiplier that is stored within the event
Summary
The development of video games is a complex process which is prone to software regression due to frequently changed software design. The risk of software regression is usually compensated by a quality assurance team. Since the manual execution of regression tests is expensive in terms of time and money, automated testing techniques are capable of enhancing the testing process. A poll of 120 professional game developers at the Game Developer Conference in 2002 documented that only 18% use automated testing techniques within their current projects [1]. Due to the lack of suitability of chosen tools, the implementation of an automated test process fails frequently [2]. This paper describes script-based and user-interface-based testing in the background section and discusses the applicability of those techniques within video game development. The discussion summarizes the most relevant possibilities of the proposed architecture
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