Searcharxiv⌕ Search

arXiv subjects

Cor-Paul Bezemer

Publications and source records attributed to Cor-Paul Bezemer.

31 records · Page 2Linked to original sources

ImageNet-Hard: The Hardest Images Remaining from a Study of the Power of Zoom and Spatial Biases in Image Classification

Image classifiers are information-discarding machines, by design. Yet, how these models discard information remains mysterious. We hypothesize that one way for image classifiers to reach high accuracy is to first zoom to the most discriminative region in the image and then extract features from there to predict image labels, discarding the rest of the image. Studying six popular networks ranging from AlexNet to CLIP, we find that proper framing of the input image can lead to the correct classification of 98.91% of ImageNet images. Furthermore, we uncover positional biases in various datasets, especially a strong center bias in two popular datasets: ImageNet-A and ObjectNet. Finally, leveraging our insights into the potential of zooming, we propose a test-time augmentation (TTA) technique that improves classification accuracy by forcing models to explicitly perform zoom-in operations before making predictions. Our method is more interpretable, accurate, and faster than MEMO, a state-of-the-art (SOTA) TTA method. We introduce ImageNet-Hard, a new benchmark that challenges SOTA classifiers including large vision-language models even when optimal zooming is allowed.

cs.CV↗

Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectors

Video game testing requires game-specific knowledge as well as common sense reasoning about the events in the game. While AI-driven agents can satisfy the first requirement, it is not yet possible to meet the second requirement automatically. Therefore, video game testing often still relies on manual testing, and human testers are required to play the game thoroughly to detect bugs. As a result, it is challenging to fully automate game testing. In this study, we explore the possibility of leveraging the zero-shot capabilities of large language models for video game bug detection. By formulating the bug detection problem as a question-answering task, we show that large language models can identify which event is buggy in a sequence of textual descriptions of events from a game. To this end, we introduce the GameBugDescriptions benchmark dataset, which consists of 167 buggy gameplay videos and a total of 334 question-answer pairs across 8 games. We extensively evaluate the performance of six models across the OPT and InstructGPT large language model families on our benchmark dataset. Our results show promising results for employing language models to detect video game bugs. With the proper prompting technique, we could achieve an accuracy of 70.66%, and on some video games, up to 78.94%. Our code, evaluation data and the benchmark can be found on https://asgaardlab.github.io/LLMxBugs

cs.CL↗

Automatically Detecting Visual Bugs in HTML5 Games

The HTML5 is used to display high quality graphics in web applications such as web games (i.e., games). However, automatically testing games is not possible with existing web testing techniques and tools, and manual testing is laborious. Many widely used web testing tools rely on the Document Object Model (DOM) to drive web test automation, but the contents of the are not represented in the DOM. The main alternative approach, snapshot testing, involves comparing oracle snapshot images with test-time snapshot images using an image similarity metric to catch visual bugs, i.e., bugs in the graphics of the web application. However, creating and maintaining oracle snapshot images for games is onerous, defeating the purpose of test automation. In this paper, we present a novel approach to automatically detect visual bugs in games. By leveraging an internal representation of objects on the , we decompose snapshot images into a set of object images, each of which is compared with a respective oracle asset (e.g., a sprite) using four similarity metrics: percentage overlap, mean squared error, structural similarity, and embedding similarity. We evaluate our approach by injecting 24 visual bugs into a custom game, and find that our approach achieves an accuracy of 100%, compared to an accuracy of 44.6% with traditional snapshot testing.

cs.SE↗

An Empirical Study of Delayed Games on Steam

The gaming industry is rapidly expanding. With over 2.7 billion players worldwide, game development has become increasingly challenging. To meet the ever-changing demands and expectations of players and due to unforeseen hindrances in the development process, game developers may require to delay the release of their game. We conducted an empirical study of 23,485 games on the Steam platform to analyze how often, and which games delayed their release date. We find that delaying a release is common: 48% of the studied games had a delayed initial release. Games delayed their release by a median of 14 days. Games for which a release date range (e.g., "Q1 2019") was specified, rather than a specific date were more likely to release within that range. Across different game genres, the percentage of games that delay release is similar (ranging from 48% to 52%). Finally, games with a delayed release are rated lower than games that release on time, but the difference is negligible.

cs.GT↗

CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the $\texttt{GamePhysics}$ dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

cs.CV↗

An Empirical Study of Yanked Releases in the Rust Package Registry

Cargo, the software packaging manager of Rust, provides a yank mechanism to support release-level deprecation, which can prevent packages from depending on yanked releases. Most prior studies focused on code-level (i.e., deprecated APIs) and package-level deprecation (i.e., deprecated packages). However, few studies have focused on release-level deprecation. In this study, we investigate how often and how the yank mechanism is used, the rationales behind its usage, and the adoption of yanked releases in the Cargo ecosystem. Our study shows that 9.6% of the packages in Cargo have at least one yanked release, and the proportion of yanked releases kept increasing from 2014 to 2020. Package owners yank releases for other reasons than withdrawing a defective release, such as fixing a release that does not follow semantic versioning or indicating a package is removed or replaced. In addition, we found that 46% of the packages directly adopted at least one yanked release and the yanked releases propagated through the dependency network, which leads to 1.4% of the releases in the ecosystem having unresolved dependencies.

cs.SE↗

Applications of Generative Adversarial Networks in Anomaly Detection: A Systematic Literature Review

Anomaly detection has become an indispensable tool for modern society, applied in a wide range of applications, from detecting fraudulent transactions to malignant brain tumours. Over time, many anomaly detection techniques have been introduced. However, in general, they all suffer from the same problem: a lack of data that represents anomalous behaviour. As anomalous behaviour is usually costly (or dangerous) for a system, it is difficult to gather enough data that represents such behaviour. This, in turn, makes it difficult to develop and evaluate anomaly detection techniques. Recently, generative adversarial networks (GANs) have attracted a great deal of attention in anomaly detection research, due to their unique ability to generate new data. In this paper, we present a systematic literature review of the applications of GANs in anomaly detection, covering 128 papers on the subject. The goal of this review paper is to analyze and summarize: (1) which anomaly detection techniques can benefit from certain types of GANs, and how, (2) in which application domains GAN-assisted anomaly detection techniques have been applied, and (3) which datasets and performance metrics have been used to evaluate these techniques. Our study helps researchers and practitioners to find the most suitable GAN-assisted anomaly detection technique for their application. In addition, we present a research roadmap for future studies in this area.

cs.LG↗

Identifying Similar Test Cases That Are Specified in Natural Language

Software testing is still a manual process in many industries, despite the recent improvements in automated testing techniques. As a result, test cases are often specified in natural language by different employees and many redundant test cases might exist in the test suite. This increases the (already high) cost of test execution. Manually identifying similar test cases is a time-consuming and error-prone task. Therefore, in this paper, we propose an unsupervised approach to identify similar test cases. Our approach uses a combination of text embedding, text similarity and clustering techniques to identify similar test cases. We evaluate five different text embedding techniques, two text similarity metrics, and two clustering techniques to cluster similar test steps and four techniques to identify similar test cases from the test step clusters. Through an evaluation in an industrial setting, we showed that our approach achieves a high performance to cluster test steps (an F-score of 87.39%) and identify similar test cases (an F-score of 83.47%). Furthermore, a validation with developers indicates several different practical usages of our approach (such as identifying redundant and legacy test cases), which help to reduce the testing manual effort and time.

cs.SE↗

A Case Study on the Stability of Performance Tests for Serverless Applications

Context. While in serverless computing, application resource management and operational concerns are generally delegated to the cloud provider, ensuring that serverless applications meet their performance requirements is still a responsibility of the developers. Performance testing is a commonly used performance assessment practice; however, it traditionally requires visibility of the resource environment. Objective. In this study, we investigate whether performance tests of serverless applications are stable, that is, if their results are reproducible, and what implications the serverless paradigm has for performance tests. Method. We conduct a case study where we collect two datasets of performance test results: (a) repetitions of performance tests for varying memory size and load intensities and (b) three repetitions of the same performance test every day for ten months. Results. We find that performance tests of serverless applications are comparatively stable if conducted on the same day. However, we also observe short-term performance variations and frequent long-term performance changes. Conclusion. Performance tests for serverless applications can be stable; however, the serverless model impacts the planning, execution, and analysis of performance tests.

cs.DC↗

An Empirical Study of the Characteristics of Popular Minecraft Mods

It is becoming increasingly difficult for game developers to manage the cost of developing a game, while meeting the high expectations of gamers. One way to balance the increasing gamer expectation and development stress is to build an active modding community around the game. There exist several examples of games with an extremely active and successful modding community, with the Minecraft game being one of the most notable ones. This paper reports on an empirical study of 1,114 popular and 1,114 unpopular Minecraft mods from the CurseForge mod distribution platform, one of the largest distribution platforms for Minecraft mods. We analyzed the relationship between 33 features across 5 dimensions of mod characteristics and the popularity of mods (i.e., mod category, mod documentation, environmental context of the mod, remuneration for the mod, and community contribution for the mod), to understand the characteristics of popular Minecraft mods. We firstly verify that the studied dimensions have significant explanatory power in distinguishing the popularity of the studied mods. Then we evaluated the contribution of each of the 33 features across the 5 dimensions. We observed that popular mods tend to have a high quality description and promote community contribution.

cs.SE↗

Building the perfect game -- an empirical study of game modifications

Game developers cannot always meet the growing and changing needs of the gaming community, due to the often already overloaded schedules of developers. So-called modders can potentially assist game developers with addressing gamers' needs. Modders are enthusiasts who provide modifications or completely new content for a game. By supporting modders, game developers can meet the rapidly growing and varying needs of their gamer base. Modders have the potential to play a role in extending the life expectancy of a game, thereby saving game developers time and money, and leading to a better overall gaming experience for their gamer base. In this paper, we empirically study the metadata of 9,521 mods of the 20 most-modded games on the Nexus Mods distribution platform. Our goal is to provide useful insights into the modding community of the Nexus Mods distribution platform from a quantitative perspective, and to provide researchers with a solid foundation for future exploration of game mods. In doing so, game developers can potentially reduce development time and cost due to the increased replayability of their games through mods. We find that providing official support for mods can be beneficial for the perceived quality of the mods of a game. In addition, mod users are willing to submit bug reports for a mod. However, they often fail to do this in a systematic manner using the bug reporting tool of the Nexus Mods platform, resulting in low-quality bug reports which are difficult to resolve. Based on our findings, we recommend that game developers who desire an active modding community for their own games provide the modding community with an officially-supported modding tool. In addition, we recommend that mod distribution platforms, such as Nexus Mods, improve their bug reporting system to receive higher quality bug reports.

cs.SE↗

Bounties in Open Source Development on GitHub: A Case Study of Bountysource Bounties

Due to the voluntary nature of open source software, it can be hard to find a developer to work on a particular task. For example, some issue reports may be too cumbersome and unexciting for someone to volunteer to do them, yet these issue reports may be of high priority to the success of a project. To provide an incentive for implementing such issue reports, one can propose a monetary reward, i.e., a bounty, to the developer who completes that particular task. In this paper, we study bounties in open source projects on GitHub to better understand how bounties can be leveraged to evolve such projects in terms of addressing issue reports. We investigated 5,445 bounties for GitHub projects. These bounties were proposed through the Bountysource platform with a total bounty value of $406,425. We find that 1) in general, the timing of proposing bounties and the bounty-usage frequency are the most important factors that impact the likelihood of an issue being addressed. More specifically, issue reports are more likely to be addressed if they are for projects in which bounties are used more frequently and if they are proposed earlier. 2) The bounty value that an issue report has is the most important factor that impacts the issue-addressing likelihood in the projects in which no bounties were used before. Backers in such projects proposed higher bounty values to get issues addressed. 3) There is a risk of wasting money for backers who invest money on long-standing issue reports.

cs.SE↗

How is Performance Addressed in DevOps? A Survey on Industrial Practices

DevOps is a modern software engineering paradigm that is gaining widespread adoption in industry. The goal of DevOps is to bring software changes into production with a high frequency and fast feedback cycles. This conflicts with software quality assurance activities, particularly with respect to performance. For instance, performance evaluation activities -- such as load testing -- require a considerable amount of time to get statistically significant results. We conducted an industrial survey to get insights into how performance is addressed in industrial DevOps settings. In particular, we were interested in the frequency of executing performance evaluations, the tools being used, the granularity of the obtained performance data, and the use of model-based techniques. The survey responses, which come from a wide variety of participants from different industry sectors, indicate that the complexity of performance engineering approaches and tools is a barrier for wide-spread adoption of performance analysis in DevOps. The implication of our results is that performance analysis tools need to have a short learning curve, and should be easy to integrate into the DevOps pipeline.

cs.SE↗