446 research outputs found
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Using formal methods to support testing
Formal methods and testing are two important approaches that assist in the development of high quality software. While traditionally these approaches have been seen as rivals, in recent
years a new consensus has developed in which they are seen as complementary. This article reviews the state of the art regarding ways in which the presence of a formal specification can be used to assist testing
Model-Based Testing for Composite Web Services in Cloud Brokerage Scenarios
Cloud brokerage is an enabling technology allowing various services to be merged together for providing optimum quality of service for the end-users. Within this collection of composed services, testing is a challenging task which brokers have to take on to ensure quality of service. Most Software-as-a-Service (SaaS) testing has focused on high-level test generation from the functional specification of individual services, with little research into how to achieve sufficient test coverage of composite services. This paper explores the use of model-based testing to achieve testing of composite services, when two individual web services are tested and combined. Two example web services – a login service and a simple shopping service – are combined to give a more realistic shopping cart service. This paper focuses on the test coverage required for testing the component services individually and their composition. The paper highlights the problems of service composition testing, requiring a reworking of the combined specification and regeneration of the tests, rather than a simple composition of the test suites; and concludes by arguing that more work needs to be done in this area
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Modeling and formal verification of gaming storylines
Video games are becoming more and more interactive with increasingly complex plots. These plots typically involve multiple parallel storylines that may converge and diverge based on player actions. This may lead to situations that are inconsistent or impassable. Current techniques for planning and testing game plots involve naive means such as text documents, spreadsheets, and critical path testing. Recent academic research [1] [2] [3] examines the design planning problems, but neglect testing and verification of the possible plot lines. These complex plots have thus until now been handled inadequately due to a lack of a formal methodology and tools to support them. In this dissertation, we describe how we develop methods to 1) characterize storylines (SChar), 2) define a storyline description language (SDL), and 3) create a storyline verification tool based in formal verification techniques (StoCk) that use our SDL as input. SChar (Storyline Characterization) help game developers characterize the category of story line they are working on (e.g. linear, branching and plot) through a tool that give a set of guided questions. Our SDL allows its users to describe storylines in a consistent format similar to how they reason about storylines, but in such a way that it can be used for formal verification. StoCk accepts storylines, described in SDL, to be formally verified using SPIN for errors. StoCk is also examined in three common use cases found in the gaming industry used as a tool 1) during storyline creation 2) during quality assurance and 3) during storyline implementation. The combination of SChar, SDL, and StoCk provides designers, writers, and developers a novel methodology and tools to verify consistency in large and complex game plots.Electrical and Computer Engineerin
Formal techniques for the procedural control of industrial processes
Imperial Users onl
Dynamic behavior-based control and world-embedded knowledge for interactive artificial intelligence
Video game designers depend on artificial intelligence to drive player experience in modern games. Therefore it is critical that AI not only be fast and computation- ally inexpensive, but also easy to incorporate with the design process. We address the problem of building computationally inexpensive AI that eases the game de- sign process and provides strategic and tactical behavior comparable with current industry-standard techniques.
Our central hypothesis is that behavior-based characters in games can exhibit effec- tive strategy and coordinate in teams through the use of knowledge embedded in the world and a new dynamic approach to behavior-based control that enables charac- ters to transfer behavioral knowledge. We use dynamic extensions for behavior-based subsumption and world-embedded knowledge to simplify and enhance game character intelligence. We find that the use of extended affordances to embed knowledge in the world can greatly reduce the effort required to build characters and AI engines while increasing the effectiveness of the behavior controllers. In addition, we find that the technique of multi-character affordances can provide a simple mechanism for enabling team coordination. We also show that reactive teaming, enabled by dynamic extensions to the subsumption architecture, is effective in creating large adaptable teams of characters. Finally, we show that the command policy for reactive teaming can be used to improve performance of reactive teams for tactical situations
Automated specification-based testing of graphical user interfaces
Tese de doutoramento. Engenharia Electrónica e de Computadores. 2006. Faculdade de Engenharia. Universidade do Porto, Departamento de Informática, Escola de Engenharia. Universidade do Minh
Custom Integrated Circuits
Contains reports on ten research projects.Analog Devices, Inc.IBM CorporationNational Science Foundation/Defense Advanced Research Projects Agency Grant MIP 88-14612Analog Devices Career Development Assistant ProfessorshipU.S. Navy - Office of Naval Research Contract N0014-87-K-0825AT&TDigital Equipment CorporationNational Science Foundation Grant MIP 88-5876
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