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Using Metroid to explain fuzzing: balancing exploration and minimization in automated testing

By

eatonphil

9mo ago· 12 min readenInsight

Summary

The article uses Metroid (a Nintendo game) as an analogy to explain how fuzzing and property-based testing (PBT) work, specifically how to balance exploration and minimization in automated testing. The author reveals that their team's understanding of these concepts came from playing and analyzing games, not from traditional academic study. The article draws parallels between Samus's exploration of the game world and how a fuzzer should navigate code paths, balancing thorough exploration with efficient minimization.

Key quotes

· 3 pulled
People ask me: 'why do you let your employees spend so much time playing Nintendo games?'
The honest truth, the underlying reality beneath the hype, is that this is actually how we figured this stuff out.
None of us were fuzzing or PBT experts coming into this business, and if we were that wouldn't have helped anyway.
Snippet from the RSS feed
How should a fuzzer balance exploration and minimization? Samus has the answer.

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