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by tomatohs
846 days ago
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We're building an AI Agent that can perform manual testing on feature branches [1]. I can tell you, it works, and it's going to get better, and it's going to happen fast. It's not hard at all for an AI to read text on the screen and click it. What's amazing is the social impact this has - often people don't believe it's real. It feels like when I had to explain to my parents that in my online multiplayer game, that the other characters were other kids at home on their own computers. I think it's a matter of denial. Yes, software is made for humans and we will always need to validate that humans can use that software. But should a human really be required to manually test every PR in 10k person teams? Again, as a founder of an AI Agent for E2E testing, we work with this every day. If I was a QA professional right now, I would watch the space closely in the next 6 months. The other option is to specialize in the emotional human part like in gaming. You can't test for "fun." 1. https://testdriver.ai. Demo: https://www.youtube.com/watch?v=HZQxgQ1jt4g |
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Sounds intuitive, but there are gaming researches working on that regard. Two related terms (learnt from IEEE Conference of Games) that come to mind:
1. Game refinement theory. The inventors of this theory see games as if they were evolving species, so this is to describe how game became more interesting, more challenging, more "refined". Personally I don't buy that theory because the series of papers had only a limited number of examples and it is questionable how related statistics were generated (especially the repeatedly occured baselines Go and Mahjong), but nonetheless there is theory on that.
2. Deep Player Behaviory Modeling (DPBM): This is the more interesting one. Game developers want their game to be automatically testable, but the agents are often not ready or not true enough. Says AlphaZero for Go or AlphaStar for StarCraft II, they are impressive ones but super-human, so the agnet's behavior give us little insight on how the quality of the game is and how to further improve the game. With DPBM, the signature of real human play can be captured and reproduced by agents, and thus auto-play testing is possible. Balance, fairness, engagement, etc. can then be used as the indirect keys to reassemble "fun."