Play TestingSoftware TestingTesting MethodGenerating Test SuitesSlide 5Combine Both ApproachesRandom TestingSlide 8Slide 9Team StructurePlay Testing TeamExternal TestersSlide 13External Testers: Half-LifeHalf-Life: Fine tuningHalf-LifeSlide 17AdviceMore AdviceMarch 24, Spring 2004 CS4455 1Play TestingSoftware TestingPlay Testing Team StructuresMarch 24, Spring 2006 CS 4455 2Software TestingGoal: “Prove” that the software works–Matches the functional specification–Matches the performance specificationReal Proof: NP-Hard problem–Simulate all the possible runs–Exponential growth in testing time –Each branch point multiplies possible program state by 2March 24, Spring 2006 CS 4455 3Testing MethodRun the program using a suite of data –Data suite exercises as much of the program’s code as possible–Each data set is accompanied by expected results–Where the results are unexpected, there is a bug!March 24, Spring 2006 CS 4455 4Generating Test SuitesBlack Box Testing–Generate test data based purely on interpretation of the specifications–Don’t look at the code!–Code is a Black BoxMarch 24, Spring 2006 CS 4455 5Generating Test SuitesWhite Box Testing–Use the code to generate tests with the purpose of exercising all blocks of codeCentral concept: CoverageCover all of the parts of the programs code –Ensure that all lines of code run at least onceMarch 24, Spring 2006 CS 4455 6Combine Both ApproachesBlack Box + White Box test suites –Complementary roles–Hard to tell from the data what approach was used–Aims to generate that ever-elusive “proof”Test suites:–Great for testing Compilers–Perhaps not so great for interaction and gamesMarch 24, Spring 2006 CS 4455 7Random TestingSome applications are hard to test:Random test–Give up the idea of formal coverage–Hope for stochastic coverage!Sometimes this depends on actual human interaction–Need to get lots of people–Beta testing by customersMarch 24, Spring 2006 CS 4455 8Play TestingWhat is it?March 24, Spring 2006 CS 4455 9Play TestingPlay testing follows software testing–Overlap of phasesSoftware Testing + More–Tuning game play–Tuning that Flow experience!Discover Intellectual Space–Does the player Get it??–Less important in established genresMarch 24, Spring 2006 CS 4455 10Team StructureFundamental issue: Willful blindnessDon’t fall in love with your code!Having testing team members be different from your coders is vitalA Software Testing teamA Play Testing TeamMarch 24, Spring 2006 CS 4455 11Play Testing TeamInternal team–Manages play-testing people–Does own play tests–Recruits outsiders for a week or twoExternal team–A population sample –Varying skills–Unfamiliar with product–Not in love with your product!–Not yet bored with the productMarch 24, Spring 2006 CS 4455 12External TestersDo they like the game?–They may lie to you–Politeness effect•If they can’t say why they like it, you have a problemDo they get frustrated?–What common areas?–Often skill-based•Internal team judges player’s skill, alsoMarch 24, Spring 2006 CS 4455 13External TestersFAQ–Be prepared to deal with the frequent questions in the final gameMarch 24, Spring 2006 CS 4455 14External Testers: Half-LifePeople near Valve’s offices who sent in registration cardsDesigners sit quietly while player struggles–Designer takes notesTypical 2-hour session–100 action itemsFirst 20-30 sessions absolutely vital–Learn what was fun–200 sessions totalMarch 24, Spring 2006 CS 4455 15Half-Life: Fine tuningAdd instrumentation–Player position, time, health, weapons–Activities:•Game save, dying, being hurt, solving a puzzle, fighting a monster…Graph series of sessions together–Spot too long with no encounters–Spot long periods of too much health–Spot long periods of too little healthMarch 24, Spring 2006 CS 4455 16Half-LifeMost important playtesting outcome:Clearly identified good and bad ideasAllowed people to…March 24, Spring 2006 CS 4455 17Half-LifeMost important playtesting outcome:Clearly identified good and bad ideasAllowed people to Abandon Bad IdeasPlaytesting provides the evidence neededMarch 24, Spring 2006 CS 4455 18AdviceDon’t get defensive!–The tester opinion is importantTesters: Stick to your findings!–Respectfully point out problemsMix up the hardware–Be honest about the specs on the boxMarch 24, Spring 2006 CS 4455 19More AdviceDiscourage Legacies–Don’t let bad decisions live
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