<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Software-Analysis on Tee Zhi Yao</title><link>https://teezhiyao.com/tags/software-analysis/</link><description>Recent content in Software-Analysis on Tee Zhi Yao</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Sat, 02 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://teezhiyao.com/tags/software-analysis/feed.xml" rel="self" type="application/rss+xml"/><item><title>OMSCS: Game AI and Software Analysis (Spring 2026)</title><link>https://teezhiyao.com/posts/omscs-game-ai-and-software-analysis-spring-2026/</link><pubDate>Sat, 02 May 2026 00:00:00 +0000</pubDate><guid>https://teezhiyao.com/posts/omscs-game-ai-and-software-analysis-spring-2026/</guid><description>&lt;p>Spring 2026 was a two-course semester. Coming into it, I knew it&amp;rsquo;d be a stretch — Game AI on the creative side, Software Analysis on the formal side — but I wanted to see how they&amp;rsquo;d play off each other while balancing a full-time QA role. Turned out they complemented each other better than I expected.&lt;/p>
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&lt;h2 id="cs7632--game-ai">CS7632 — Game AI&lt;/h2>
&lt;p>Game AI is fundamentally different from academic AI. You&amp;rsquo;re not trying to prove optimality or solve an intractable problem in the general case — you&amp;rsquo;re making a player have a good time. That means cutting corners, embracing approximations, and yes, cheating when the player won&amp;rsquo;t notice. The entire course is built around this philosophy.&lt;/p></description></item></channel></rss>