We propose a generic game-based approach for test case generation. We set up a game between the tester and the System Under Test, in such a way that test cases correspond to game strategies, and the conformance relation ioco corresponds to alternating refinement. We show that different test assumptions from the literature can be easily incorporated, by slightly varying the moves in the games and their outcomes. In this way, our framework allows a wide plethora of game-theoretic techniques to be deployed for model based testing.Testing is a widely practiced method to validate the correctness of a system. By exercising a System Under Test (SUT) to a large number of test cases, the tester gets insight in the quality of the system, and especially whether or not a system conforms to its specification. At the same time, testing is very expensive, often requiring 30% of the development cost of a system. Therefore, testing is intrinsically an optimization problem: the tester tries to maximize the effectiveness of the test cases, at a minimum amount of resources.This optimization problem is naturally modeled as a two-player game between the tester and the SUT: in each system state, the tester chooses one of the enabled input actions, and the SUT chooses an enabled output action. Thus, the inputs are under control of the tester, but the outputs of the SUT are not; which closely fits the nature of 2-player games.Various authors have fruitfully pursued this idea and used game-based approaches to obtain effective testing strategies: this idea was first outlined in [13], and later refined in several ways, deploying Markov decision processes [12], timed games [9], and coverage games [20]. While they have shown their effectiveness in realistic settings, these methods are rather pragmatic in nature. A systematic comparison between model-based testing and the underlying game-theoretic methods is currently missing.Indeed, existing game-based testing approaches formulate their methods in terms of a game graph between the tester and the SUT. Testers, however, do not think of testing as a game graph, but rather in terms of a system specification, from which tests are then derived. This means that earlier approaches leave implicit the step from the specification to the game graph. This step is crucial, since this is where the assumptions on the interaction between the tester and the SUT are encoded. In this paper, we show how different test assumptions are encoded by varying the move outcomes when the tester and the SUT propose their actions. In this way, we obtain a game based testing framework that is generic and overarches the most common testing assumptions.Further, earlier approaches do not say how game strategies relate to test cases, hence it is not clear if game-based strategies and test cases have the same capabilities. In this paper, we show that each test case *
There are indications that the interpersonal affective factor and the social deviation factor, both of which are underlying dimensions of psychopathy, have a positive and a negative relationship, respectively, with executive functioning. However, this is seldom taken into consideration in the research on the relationship between executive functioning and psychopathy, which may be an explanation for the many inconsistent results in this area as reported in the literature (e.g., Rogers, 2006). In the present study, executive functioning was studied using the Wisconsin Card Sorting Test (WCST) in 53 inpatients of a Dutch forensic psychiatric clinic who were classified by means of the Psychopathy Checklist-Revised (PCL-R). Special attention was given to the relationship between the two separate factors and executive functioning. Age, educational level, and substance abuse were controlled for in the analysis. No difference was found between psychopathic (N=17) and nonpsychopathic (N=36) patients in the WCST scoring categories, nor was there a significant difference in the four diagnostic subgroups defined by the two factors. However, the trends observed do justify further study in this direction.
The Wechsler Adult Intelligence Scale-Fourth Edition (WAIS-IV; Wechsler, 2008 ) no longer provides the "traditional" Verbal IQ and Performance IQ deviation scores. In the current study, we investigated the structural validity of these scores in the scale's predecessor, the WAIS-Third Edition (WAIS-III; Wechsler, 1997c ), which is still widely used in clinical practice, especially outside the United States. Confirmative (CFA) and exploratory factor analyses (EFA) were performed on WAIS-III data from a Dutch sample of 247 psychiatric patients. Four competing models were tested in the CFA on 11 subtests. The model that fit the data best was a model in which subtests loaded on the four factor indexes (i.e., 3 Verbal Comprehension subtests, 3 Perceptual Organization subtests, 3 Working Memory subtests, and 2 Processing Speed subtests) as proposed by the manual (Wechsler, 1997b ). In the EFA on 13 subtests with four factors extracted, all subtests were found to load on the factors in accordance with the WAIS-III test manual. However, Picture Arrangement, Arithmetic, and Picture Completion showed only moderate loadings on the proposed factors. Implications for clinical practice are discussed.
An n-complete test suite for automata guarantees to detect all faulty implementations with a bounded number of states. We propose a construction of such a test suite for ioco conformance on labeled transition systems, which we derive from construction methods for deterministic FSMs. Our resulting test suite poses no further restrictions on the implementations other than their number of states and fairness in test execution. This elevates restrictions made in existing methods. In particular, we address the problem of compatible states: specification states which can be implemented by a single state. Such states are forbidden by existing methods for ioco, as they complicate test suite construction. Keywords IOCO • Model-based testing • Complete test suite • Distinguishing states Petra van den Bos
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