Automated Scenario-Based Performance Measurement For Video Games
Essaulov, Andrey (2024)
Essaulov, Andrey
2024
Master's Programme in Computing Sciences and Electrical Engineering
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2024-12-30
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-2024121811378
https://urn.fi/URN:NBN:fi:tuni-2024121811378
Tiivistelmä
The video game industry represents a significant and complex segment of the soft-ware development sector. The creation of video games involves intricate systems that require substantial labour and resources. Automating various processes within game development can contribute to reducing production costs by minimizing manual effort. One critical area where automation can be applied is in the performance measurement of video games. This thesis aims to explore and propose meth. This thesis aims to identify methods for utilizing automated testing processes in the performance measurement of video games.
This thesis explores the implementation possibilities of an automated scenario-based approach for measuring video game performance. Utilizing the Design Science Research methodology, a software artifact was developed to simulate a video game environment in which the proposed approach was applied and evaluated. This artifact served as a practical tool to test the feasibility and effectiveness of the scenario-based performance measurement framework.
The results demonstrate that the proposed approach is viable and can be successfully implemented. It offers flexibility for automation within Continuous Integration/Continuous Deployment (CI/CD) pipelines and allows for the collection of various performance metrics tailored to different types of video games. This adaptability ensures that the solution can accommodate diverse performance evaluation needs across various gaming environments.
However, the study also identified certain limitations. Specifically, it was observed that the range of metrics that can be collected is constrained by the need to maintain the accuracy of performance data. Interference from the measurement process itself may impact the reliability of certain metrics, highlighting the importance of carefully selecting data collection methods. Despite these limitations, the research provides a solid foundation for further advancements in automated video game performance evaluation.
This thesis explores the implementation possibilities of an automated scenario-based approach for measuring video game performance. Utilizing the Design Science Research methodology, a software artifact was developed to simulate a video game environment in which the proposed approach was applied and evaluated. This artifact served as a practical tool to test the feasibility and effectiveness of the scenario-based performance measurement framework.
The results demonstrate that the proposed approach is viable and can be successfully implemented. It offers flexibility for automation within Continuous Integration/Continuous Deployment (CI/CD) pipelines and allows for the collection of various performance metrics tailored to different types of video games. This adaptability ensures that the solution can accommodate diverse performance evaluation needs across various gaming environments.
However, the study also identified certain limitations. Specifically, it was observed that the range of metrics that can be collected is constrained by the need to maintain the accuracy of performance data. Interference from the measurement process itself may impact the reliability of certain metrics, highlighting the importance of carefully selecting data collection methods. Despite these limitations, the research provides a solid foundation for further advancements in automated video game performance evaluation.