基于Bot方法的在线电子游戏容量测试自动化

Adity M. Sidiq, Jati H. Husen, S. Widowati
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引用次数: 0

摘要

在线游戏是一种电脑游戏,可以通过互联网访问,并与其他玩家一起玩同样的游戏。随着网络游戏开发的发展,要求游戏开发者开发出能够让多人在同一款游戏中玩的游戏,尤其是在网络游戏服务器的容量上。这些需求可以通过使用机器人来实现。然而,以前的工作只是对网络功能进行基于bot的测试。在本研究中,这些工作将进一步扩展到测试游戏服务器的容量。研究结果表明,机器人方法测试可以充分模拟真实玩家。除此之外,bot方法还可以扩展。然而,结果也表明,机器人方法仍然有一些局限性,因为机器人不能模拟真实玩家所表现出的动态。还需要特别注意用于执行机器人的客户端,以使它们具有可扩展性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Bot Approach-Based Capacity Testing Automation for Online Video Games
Online games are a type of computer game that can be accessed using the internet network and played with other players to play the same game. With the advance in online game development, game developers are required to develop games that can be played by many players in one game, especially in the capacity of an online game server. Those needs can be achieved by utilizing bots. However, previous works only conducted bot-based testing for testing network capabilities. In this research, those works will be extended further ftotesting the capacity of a game server. The result of this research suggests that bot approach testing can simulate real players adequately. Other than that, the bot approach also can be scalable. However, the result also suggests that the bot approach still has some limitations as bots cannot simulate the dynamics shown by real players. Special attention is also needed towards clients utilized for executing the bots for them to be scalable.
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