Added section 2.10: Testing
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@ -3323,8 +3323,42 @@ Testing
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\end_layout
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\begin_layout Standard
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NOTE: This is not a part of the final text.
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There has been some work on the area of testing game servers, see
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There are several ways in which the GGS can be tested.
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The most important aspect has been deemed to be the experience players
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have when using the GGS.
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In order to test the user experience of the GGS, a realistic usage scenario
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has to be set up.
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\end_layout
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\begin_layout Standard
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The GGS is intended to be used for powering games which have many concurrent
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players.
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The players need not participate in the same instance of the game, games
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such as chess are prime candidates for the GGS.
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\end_layout
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\begin_layout Standard
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When developing the GGS, two main categories of games exhibiting different
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performance demands were identified; real-time games and turn-based games.
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The real-time games were deemed more demanding than the turn based games.
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Tests were carried out using a real time game, since this is the more demanding
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type of games.
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\end_layout
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\begin_layout Standard
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The real time game chosen for testing the GGS is
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\emph on
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Pong
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\emph default
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, a game in which two players play a game involving a all and two paddles.
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The goal for each player is to shoot eside the othre player's paddle while
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not allowing the ball to pass by her own paddle.
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The game requires real time updates and is quite demanding when played
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in several instances concurrently.
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\end_layout
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\begin_layout Standard
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There has been some work on the area of testing game servers, see
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\begin_inset CommandInset citation
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LatexCommand citet
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key "Lidholt02designand"
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@ -3349,6 +3383,24 @@ number of clients
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able to connect to the server, and the system load.
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\end_layout
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\begin_layout Standard
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Similar tests were performed on the GGS, and the results of these tests
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are visible in chapter
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\begin_inset CommandInset ref
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LatexCommand ref
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reference "chap:Results-and-discussion"
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\end_inset
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.
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The tests were initially performed by starting an operating system process
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for each player.
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Due to lack of hardware, not enough player processes could be started in
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this way.
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The bots were re-written in Erlang, and due to Erlang's light weigh threads,
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enough processes could be created to successfully test the server.
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\end_layout
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\begin_layout Chapter
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Implementation of a prototype
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\begin_inset CommandInset label
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@ -5729,6 +5781,13 @@ Usability
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\begin_layout Chapter
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Results and discussion
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\begin_inset CommandInset label
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LatexCommand label
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name "chap:Results-and-discussion"
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\end_inset
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\end_layout
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\begin_layout Section
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