# Testing games 1. Games are DLLs. Use a standalone test project to test a game. 2. Create baseline game snapshots in textual format. Save to files. 3. Create baseline logs via the R3 observable API. Save to files. 4. Read the snapshot/logs manually to identify issues. 5. Make sure serialization roundtrip works. ## Play tests The goal of playtests is to execute a game with AI players and potentially random seeds. Then the log/snapshots are read by the LLM agent to spot issues. There is no failure in play tests; all tests pass but the agent should read the log for reference. AI players are not LLMs here; they are typically common game AI implementations. Create static functions that analyze the game state and return a command. Each such function is an agent. Each AI player routes its decisions to a random agent in a pool of weighted agents. Agents to consider: - **Random:** evenly chooses every move randomly. - **Greedy:** uses a specific way to score actions. Always chooses the one with highest score. There can be multiple Greedy agents with different scoring. For each playtest attempt, generate a full game log, analyze and report what you find from the log. ### Round Runner Playtests should run multiple rounds, not just one. The recommended pattern: ``` while chips >= minimum_bet AND chips < 2× starting_chips: place bet → deal → agent decides hit/stand → resolve → new round ``` This exercises the full game lifecycle including deck reshuffling, round transitions, and chip management. Safety cap at ~200 rounds to prevent infinite loops. ### Play Log Format Each play log should contain: - **Header:** agent name, seed, result summary, win/loss/push counts. - **Round Summaries:** per-round result, chip delta, hit count. - **Decisions:** per-decision hand total and choice (Hit/Stand). - **Reactivity:** raw R3 observable log of component/entity changes. - **Final State:** snapshot of the world after all rounds. Logs are saved as `.playlog` files alongside test output for manual review.