chocoliticekreem

swarm-testing

Use when many testers should hit a Roblox game at once ("throw 10 testers at it", "stress the lobby", "parallel AI testers", load or concurrency bugs in squads, pads, countdowns or mission instances).

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SKILL.md

Swarm testing

Overview

swarm(goal, testers, minutes) runs many AI testers in parallel and merges their bugs into one
report. Swarms cost Studio windows: the machine allows 4 agent Studios at once, and one
local multiplayer test holds at most 8 players. Plan around both, and a swarm report is a list
of leads to reproduce, not of facts.

Steps

  1. Window and slot. studios: the * row must be your own local place, never a (shared)
    one. Only if your place isn't open yet: sh scripts/studio-slot.sh acquire <place>, then open
    it (an open window already holds its slot).
  2. A sharp goal. "Join a squad pad with 3 others, ride the countdown, launch, and all arrive
    in the same mission instance". Not "test the lobby".
  3. Run:
    • swarm(goal, testers=N, minutes=5).
    • If it says swarm isn't in this checkout: multiplayer_start(players=min(N, 8)), then
      playtest(goal, mode="squads", squads=2) for lobby/mission goals, or playtest(goal, players=min(N, 8)) otherwise. Tell the user how many testers really ran.
    • Asked for more than 8? Run batches of 8 and say so. Never claim 10 ran when 8 did.
  4. Always play_stop when it's over, and studio-slot.sh release <place> if you took a slot.
  5. Leads → facts. Merge duplicates. For each bug that matters, reproduce it the
    testing-roblox-features way: test_feature(description, players=2, playtest=false) with a
    scenario that tests it (lobby_countdown, squad_parallel). Only reproduced bugs go in
    "what breaks".
  6. Hand off the reproduced bugs with the triaging-tester-reports skill.

Cost: each AI tester makes about one Mubit call per tick. 10 testers × 5 min is hundreds of
calls, so for a quick look use fewer testers or fewer minutes.

Report format

Swarm: <N actually run> testers × <minutes> min on "<goal>"  (via swarm | multiplayer fallback)
Reproduced: <bug> (test <id>) ...
Unconfirmed leads: <bug> (seen by k testers) ...
Play stopped: yes

Common mistakes

Mistake Fix
Asking for 10 players in one multiplayer test 8 is the maximum: run batches
Reporting raw swarm bugs as confirmed Step 5: reproduce, or list as a lead
Running a swarm beside other Studio work Run it alone. It is heavy
Forgetting play_stop / the slot Step 4, every time, including after a failure