DOI QR코드

DOI QR Code

Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Received : 2010.05.18
  • Accepted : 2010.11.29
  • Published : 2011.06.30

Abstract

In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Keywords

References

  1. Game genres. http://en.wikipedia.org/wiki/Game_genres
  2. Blizzard - World of Warcraft. http:// www.worldofwarcraft.com
  3. C.P. Schultz, R. Bryant, and T. Langdell, Game Testing All In One, Thomson Course Technology PTR, 2005.
  4. L. Mellon et al., "Large-Scale Engineering for Online and Offline Games," GDC, Spring 2007.
  5. HP LoadRunner software - HP - BTO Software. http://www. hp.com
  6. QALoad. http://www.compuware.com/
  7. S. Elbaum, S. Karre, and G. Rothermel, "Improving Web Application Testing with User Session Data," Proc. 25th Int. Conf. Software Eng, May 3-10, 2003, pp. 49-59.
  8. Y.-T. Han and H.-S. Park, "Game Traffic Classification Using Statistical Characteristics at the Transport Layer," ETRI J., vol. 32, no. 1, Feb. 2010, pp. 22-32. https://doi.org/10.4218/etrij.10.0109.0236
  9. K. Shin et al., "Transformation Approach to Model Online Gaming Traffic," ETRI J., vol. 33, no. 2, Apr. 2011, pp. 219-229. https://doi.org/10.4218/etrij.11.1510.0087
  10. L. Mellon, "Automated Testing of Massively Multi-player Systems: Lessons Learned from The Sims Online," GDC, Spring 2003.
  11. B.H. Lim, J.R. Kim, and K.H. Shim, "A Load Testing Architecture for Network Virtual Environment," Proc. 8th Int. Conf. Adv. Commun. Tech., Feb. 20-22, 2006, pp. 848-852.
  12. E. Rees and L. Fryer, Best Practices in Quality Assurance/Testing, IGDA Business Committee, Apr. 2003.

Cited by

  1. Five Models of Players' Rule Behavior for Game Balance vol.15, pp.9, 2011, https://doi.org/10.1089/cyber.2011.0504