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Ruizhen Gu

Publications and source records attributed to Ruizhen Gu.

4 recordsLinked to original sources

Collaborative Multi-Agent Testing for Emergent Failure Discovery in Autonomous Driving Systems

Autonomous Driving Systems (ADS) can fail because of faults within individual modules as well as from interactions across perception, planning, and control. Yet existing ADS testing research often treats key testing functions, such as perturbation generation, behavioural assessment, and test case selection and exploration, as loosely coupled steps rather than coordinated roles for discovering such failures. We present CREAD, a collaborative multi-agent testing framework for testing ADS that organises perturbation generation, behavioural validation, and search coordination through a shared blackboard and an orchestrator. In the current work-in-progress instantiation, the framework focuses on perception-oriented perturbation generation, while remaining extensible to other ADS modules, including planning and control. It currently comprises a Perception Fuzzer Agent, a Metamorphic Validator Agent, and an Orchestrator Agent. Respectively, they generate perturbations, assess behavioural consistency across related scenario pairs, and coordinate further exploration. Experiments in HighwayEnv simulator show that the collaborative configuration improves failure discovery in the highway environment and remains competitive in the roundabout setting. Across the two environments, it yields about 2.1x as many failures per 100 scenarios as the single-agent baseline on average, while gains over a non-collaborative two-agent baseline vary across environments. These results suggest that collaborative multi-agent testing is a promising research direction for emergent ADS behaviour discovery.

cs.SE

SkillMOO: Multi-Objective Optimization of Agent Skills for Software Engineering

Agent skills are increasingly used to configure coding agents for software engineering (SE) tasks, yet current practice treats them as static, hand-crafted assets, or evolved on pass rate alone. This is insufficient: a skill can improve task success while substantially raising token cost, or introducing misleading guidance. We argue that SE agent skill bundles can be treated as multi-objective search objects and present SkillMOO, a framework that evolves skill bundles through LLM-proposed edits and NSGA-II Pareto selection on pass rate and inference cost. Evaluated across all 16 SkillsBench SE tasks, SkillMOO achieves the top pass rate rank on 11 of 12 non-zero-pass tasks while achieving cost reductions of up to 31.7% over static bundles, with pass rate gains up to 21 percentage points. Analysis of 38 skill edits shows that pruning and substitution dominate successful operations, offering actionable principles for skill bundle design. Thereby, the current practice of deploying skills without cost-aware validation leaves better skill configurations unexplored, motivating a new class of cost-aware, search-based skill engineering.

cs.SE

Automated Testing of Prevalent 3D User Interactions in Virtual Reality Applications

Virtual Reality (VR) technologies offer immersive user experiences across various domains, but present unique testing challenges compared to traditional software. Existing VR testing approaches enable scene navigation and interaction activation, but lack the ability to automatically synthesise realistic 3D user inputs (e.g, grab and trigger actions via hand-held controllers). Automated testing that generates and executes such input remains an unresolved challenge. Furthermore, existing metrics fail to robustly capture diverse interaction coverage. This paper addresses these gaps through four key contributions. First, we empirically identify four prevalent interaction types in nine open-source VR projects: fire, manipulate, socket, and custom. Second, we introduce the Interaction Flow Graph, a novel abstraction that systematically models 3D user interactions by identifying targets, actions, and conditions. Third, we construct XRBench3D, a benchmark comprising ten VR scenes that encompass 456 distinct user interactions for evaluating VR interaction testing. Finally, we present XRintTest, an automated testing approach that leverages this graph for dynamic scene exploration and interaction execution. Evaluation on XRBench3D shows that XRintTest achieves great effectiveness, reaching 93% coverage of fire, manipulate and socket interactions across all scenes, and performing 12x more effectively and 6x more efficiently than random exploration. Moreover, XRintTest can detect runtime exceptions and non-exception interaction issues, including subtle configuration defects. In addition, the Interaction Flow Graph can reveal potential interaction design smells that may compromise intended functionality and hinder testing performance for VR applications.

cs.SE

Software Testing for Extended Reality Applications: A Systematic Mapping Study

Extended Reality (XR) is an emerging technology spanning diverse application domains and offering immersive user experiences. However, its unique characteristics, such as six degrees of freedom interactions, present significant testing challenges distinct from traditional 2D GUI applications, demanding novel testing techniques to build high-quality XR applications. This paper presents the first systematic mapping study on software testing for XR applications. We selected 34 studies focusing on techniques and empirical approaches in XR software testing for detailed examination. The studies are classified and reviewed to address the current research landscape, test facets, and evaluation methodologies in the XR testing domain. Additionally, we provide a repository summarising the mapping study, including datasets and tools referenced in the selected studies, to support future research and practical applications. Our study highlights open challenges in XR testing and proposes actionable future research directions to address the gaps and advance the field of XR software testing.

cs.SE