Game Development Reference
4. Tester's X 130 tests puts the total tests run for the project at 700. Since Z is the current title
holder, X has to have better numbers than Z. Z's new test contribution is 169/700 = 24%.
X's test contribution is 130/700 = 18.5%. X needs to contribute 7% more of the defects
found than Z. Let “x�? be the number of defects X needs to find. Prior to X's defects, the
defect total is 34. When X's defects are found, the new defect total will be 34 + x. X's defect
contribution will be x / (34 + x) and Z's contribution is 9 / (34 + x). Since X's contribution
must be 7% (0.07) higher than Z's, the equation to solve is x / (34 + x) = (9 / (34 + x) ) +
0.07. Eliminate the fractions by multiplying the equation by (34 + x). This gives you x = 9
+ (34 * 0.07) + (x * 0.07). Subtract 0.07x from both sides of the equation and add the con-
stants remaining on the right side to get 0.93x = 11.38. Divide by 0.93 to solve for x, which
is 12.23. Since you can only have whole numbers of defects, X needs to find 13 defects to
grab the “Best Tester�? crown.
5. Some positive aspects of measuring participation and effectiveness: some people will do
better if they know they are being “watched,�? some people will use their own data as
motivation to improve on their numbers during the course of the project, provides a mea-
surable basis for selecting “elite�? testers for promotion or special projects (as opposed to
favoritism for example), testers seeking better numbers may interact more with developers
to find out where to look for defects.
Some negative aspects: effort is required to collect and report this tester data, it can be used
as a “stick�? against certain testers, may unjustly lower the perceived “value�? of testers who
make important contributions in other ways such as mentoring, could lead to jealousy
if one person constantly wins, testers may argue over who gets credit for certain defects
(hinders collaboration and cooperation), some testers will figure a way to exceed at their
individual numbers without really improving the overall test capabilities of the team
(such as choosing easy tests to run).
1. Full combinatorial tables provide all possible combinations of a set of values with each
other. The size of such a table is calculated by multiplying the number of choices being
considered (tested) for each parameter. A pairwise combinatorial table does not have to
incorporate all combinations of every value with all other values. It is “complete�? in the
sense that somewhere in the table there will be at least one instance of any value being
paired up in the same row with any other value. Pairwise tables are typically much smaller
than full combinatorial tables; sometimes hundreds or thousands of times smaller.
2. A parameter represents a function that can be performed by the game or the game player.
Values are the parameter (function) choices that are available, possible or interesting from
a test perspective.
3. Use the template for 7 params to arrive at the table in Figure A.2. The cells with “*�? can have
either a “Yes�? or “No�? value and your table will still be a correct pairwise combinatorial table.
4. In the three new rows, just add one instance of each of the remaining parameters. The
order is not important since they have already been paired with the other parameters in
the original portion of the table. Your new table should resemble the one in Figure A.3.
The cells with “*�? can have either a “Yes�? or “No�? value and your table will still be a correct
pairwise combinatorial table.