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Gaming: Generating random world content and some consistency algorithms...

Generating random world content is one of those tasks that gets written off as a trivial matter. It isn't hard to throw some stuff around a virtual space and call it good. However, after trivializing the world content generation during your first game...

Testing: GC Sanity Checks in Whidbey

I have a feeling this method will only be useful when you can run a series of tests without any collections taking place during your tests. Whenever a collection occurs you can never be sure of the amount of time spent in collection (anyone on the CLR...
Posted by Justin Rogers | with no comments

Binary features seem to be very easy to test with solid mathematical limits

Well, I managed to find a paper, and in that paper I saw that someone had a generator for compressing a testing simulation of 100 features each of which had 2 options, down into only 10 tests. Now that got me intrigued, so I spent nearly my entire night...
Posted by Justin Rogers | 1 comment(s)
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Testing: Pair-wise, upper and lower boundings

You'd think there would be more math on this. Maybe I'm looking in the wrong places? Well, I wanted to try and formalize some boundings for sequences of features that have identical numbers of options. f = number of features n = number of options n^2...

Testing: The pair-wise problem and fertile ground for improvement.

Apparently pair-wise testing is a pretty big thing. Hell, I'm not a tester, but I know I've used some of the same techniques writing my own tests. So I guess it was only a matter of time before I learned there was a name for what in the hell was going...
Posted by Justin Rogers | with no comments

Card Games: Testing the Poker Coder (a short before I start back into the math)...

Testing the poker coder is actually fairly fun. We know quite a bit about the sample data, and we know exactly how many combinations there are. So let's take a look at some naive approaches. for(int i = 0; i < 52; i++) { for(int j = 0; j < 52; j...
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