Production: All Articles
Managing the Development Process |
Ways to Manage Creative Chaos |
Offshore Game Development Outsourcing |
Leadership: The Making Of Effective and Happy Teams |
The Stages of Game Development |
Customer Support in Massively Multiplayer Online Games |
Quality Assurance: Bug Tracking and Test Cases |
Effective Quality Assurance-How to Manage Developers |
Managing and Growing an MMOG as a Service |
Community Management: Do's and Don'ts from Those Who've Done Them |
Techniques for Providing Online Support for Massively Multiplayer Games |
Large-Scale Project Management |
Managing and Growing an MMOG as a Service |
Automated Testing for Online Games |
Customer Support and Player Reputation: It�s All About Trust |
Building (and Keeping) a Great Game Development Team |
Keeping Your Team Motivated |
Managing External Development Teams: Hand Me the Remote |
Total Quality Control in Game Development |
Using Focus Groups to Proof Design Ideas |
Testing Undefined Behavior as a Result of Learning |
Abstract: We consider learning to be the essence of Artificial Intelligence. Non-player characters, when granted the ability to learn, are given the potential to surprise and entertain the player in completely unexpected ways. This is very reinforcing from the player's point of view, but a nightmare for a testing department. How can they assure the quality of a game that may behave completely differently depending on the who's playing it? In this article we show, via a case study of the computer game "Black & White", exactly how a testing department can achieve their goals when the product they're testing features unpredictable learning AI.
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