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Max Kiehn

Publications and source records attributed to Max Kiehn.

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Multi-CoLoR: Context-Aware Localization and Reasoning across Multi-Language Codebases

Large language models demonstrate strong capabilities in code generation but struggle to navigate complex, multi-language repositories to locate relevant code. Effective code localization requires understanding both organizational context (e.g., historical issue-fix patterns) and structural relationships within heterogeneous codebases. Existing methods either (i) focus narrowly on single-language benchmarks, (ii) retrieve code across languages via shallow textual similarity, or (iii) assume no prior context. We present Multi-CoLoR, a framework for Context-aware Localization and Reasoning across Multi-Language codebases, which integrates organizational knowledge retrieval with graph-based reasoning to traverse complex software ecosystems. Multi-CoLoR operates in two stages: (i) a similar issue context (SIC) module retrieves semantically and organizationally related historical issues to prune the search space, and (ii) a code graph traversal agent (an extended version of LocAgent, a state-of-the-art localization framework) performs structural reasoning within C++ and QML codebases. Evaluations on a real-world enterprise dataset show that incorporating SIC reduces the search space and improves localization accuracy, and graph-based reasoning generalizes effectively beyond Python-only repositories. Combined, Multi-CoLoR improves Acc@5 over both lexical and graph-based baselines while reducing tool calls on an AMD codebase.

cs.SE

Automating Artifact Detection in Video Games

In spite of advances in gaming hardware and software, gameplay is often tainted with graphics errors, glitches, and screen artifacts. This proof of concept study presents a machine learning approach for automated detection of graphics corruptions in video games. Based on a sample of representative screen corruption examples, the model was able to identify 10 of the most commonly occurring screen artifacts with reasonable accuracy. Feature representation of the data included discrete Fourier transforms, histograms of oriented gradients, and graph Laplacians. Various combinations of these features were used to train machine learning models that identify individual classes of graphics corruptions and that later were assembled into a single mixed experts "ensemble" classifier. The ensemble classifier was tested on heldout test sets, and produced an accuracy of 84% on the games it had seen before, and 69% on games it had never seen before.

cs.CV