3,568 research outputs found

    A Survey of Constrained Combinatorial Testing

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    Combinatorial Testing (CT) is a potentially powerful testing technique, whereas its failure revealing ability might be dramatically reduced if it fails to handle constraints in an adequate and efficient manner. To ensure the wider applicability of CT in the presence of constrained problem domains, large and diverse efforts have been invested towards the techniques and applications of constrained combinatorial testing. In this paper, we provide a comprehensive survey of representations, influences, and techniques that pertain to constraints in CT, covering 129 papers published between 1987 and 2018. This survey not only categorises the various constraint handling techniques, but also reviews comparatively less well-studied, yet potentially important, constraint identification and maintenance techniques. Since real-world programs are usually constrained, this survey can be of interest to researchers and practitioners who are looking to use and study constrained combinatorial testing techniques

    An overview of decision table literature 1982-1995.

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    This report gives an overview of the literature on decision tables over the past 15 years. As much as possible, for each reference, an author supplied abstract, a number of keywords and a classification are provided. In some cases own comments are added. The purpose of these comments is to show where, how and why decision tables are used. The literature is classified according to application area, theoretical versus practical character, year of publication, country or origin (not necessarily country of publication) and the language of the document. After a description of the scope of the interview, classification results and the classification by topic are presented. The main body of the paper is the ordered list of publications with abstract, classification and comments.

    Interactive Cost Configuration Over Decision Diagrams

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    Abstract In many AI domains such as product configuration, a user should interactively specify a solution that must satisfy a set of constraints. In such scenarios, offline compilation of feasible solutions into a tractable representation is an important approach to delivering efficient backtrack-free user interaction online. In particular, binary decision diagrams (BDDs) have been successfully used as a compilation target for product and service configuration. In this paper we discuss how to extend BDD-based configuration to scenarios involving cost functions which express user preferences. We first show that an efficient, robust and easy to implement extension is possible if the cost function is additive, and feasible solutions are represented using multi-valued decision diagrams (MDDs). We also discuss the effect on MDD size if the cost function is non-additive or if it is encoded explicitly into MDD. We then discuss interactive configuration in the presence of multiple cost functions. We prove that even in its simplest form, multiple-cost configuration is NP-hard in the input MDD. However, for solving two-cost configuration we develop a pseudo-polynomial scheme and a fully polynomial approximation scheme. The applicability of our approach is demonstrated through experiments over real-world configuration models and product-catalogue datasets. Response times are generally within a fraction of a second even for very large instances

    Experimental Design in Game Testing

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    The gaming industry has been on constant rise over the last few years. Companies invest huge amounts of money for the release of their games. A part of this money is invested in testing the games. Current game testing methods include manual execution of pre-written test cases in the game. Each test case may or may not result in a bug. In a game, a bug is said to occur when the game does not behave according to its intended design. The process of writing the test cases to test games requires standardization. We believe that this standardization can be achieved by implementing experimental design to video game testing. In this thesis, we discuss the implementation of combinatorial testing to test games. Combinatorial testing is a method of experimental design that is used to generate test cases and is primarily used for commercial software testing. In addition to the discussion of the implementation of combinatorial testing techniques in video game testing, we present a method for finding combinations resulting in video game bugs

    Building High Strength Mixed Covering Arrays with Constraints

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    Covering arrays have become a key piece in Combinatorial Testing. In particular, we focus on the efficient construction of Covering Arrays with Constraints of high strength. SAT solving technology has been proven to be well suited when solving Covering Arrays with Constraints. However, the size of the SAT reformulations rapidly grows up with higher strengths. To this end, we present a new incomplete algorithm that mitigates substantially memory blow-ups. The experimental results confirm the goodness of the approach, opening avenues for new practical applications
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