Automated Tests in World of Tanks: bots-net to Test Quality
summary
A bot-net testing framework for World of Tanks embeds Python into the game client, proxies game objects, and runs many headless clients called botokse to simulate large-scale multiplayer. Each process runs 100–500 bots (client bot ~4 MB vs full client ~2 GB), enabling full regression runs in a few hours; bugs are detected via checked step control (~30%), log parsing (~50%), and assertions, and the framework runs in production to surface reproducible issues.
AI-written summary · about
chapters (11)
- 0:00Game testing automation intro
- 3:10Automation challenges
- 6:22Automation limits
- 11:18Building testing framework
- 14:49Framework demo
- 20:55BotsNet architecture
- 27:16Test scenarios
- 31:49Async tests
- 34:15Finding bugs
- 38:51Framework takeaways
- 40:18BotsNet support
related talks
18mAutomated testing
46mMultiplayer Game Testing in Action
25mBeware the Bot Armies! Protecting RTC User Experience Using Simulations
48mWeb — The Magic of QA Processes in (Super) High-Load Systems
28mTest Automation in a Networking World
01h 03m“Testing Battle.net (before deploying to millions of players)"
40mAutomated Testing at Scale in Sea of Thieves
44mTaking CI and automated testing seriously
