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Simone Scalabrino

Publications and source records attributed to Simone Scalabrino.

23 records · Page 2Linked to original sources

Towards Using Gameplay Videos for Detecting Issues in Video Games

Context. The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions (e.g., e-sports or speed-running) or for making business by entertaining others (e.g., streamers). The latter daily produce a large amount of gameplay videos in which they also comment live what they experience. Since no software and, thus, no video game is perfect, streamers may encounter several problems (such as bugs, glitches, or performance issues). However, it is unlikely that they explicitly report such issues to developers. The identified problems may negatively impact the user's gaming experience and, in turn, can harm the reputation of the game and of the producer. Objective. We aim at proposing and empirically evaluating GELID, an approach for automatically extracting relevant information from gameplay videos by (i) identifying video segments in which streamers experienced anomalies; (ii) categorizing them based on their type and context in which appear (e.g., bugs or glitches appearing in a specific level or scene of the game); and (iii) clustering segments that regard the same specific issue. Method. We will build on top of existing approaches able to identify videos that are relevant for a specific video game. These represent the input of GELID that processes them to achieve the defined objectives. We will experiment GELID on several gameplay videos to understand the extent to which each of its steps is effective.

cs.SE↗

Using Reinforcement Learning for Load Testing of Video Games

Different from what happens for most types of software systems, testing video games has largely remained a manual activity performed by human testers. This is mostly due to the continuous and intelligent user interaction video games require. Recently, reinforcement learning (RL) has been exploited to partially automate functional testing. RL enables training smart agents that can even achieve super-human performance in playing games, thus being suitable to explore them looking for bugs. We investigate the possibility of using RL for load testing video games. Indeed, the goal of game testing is not only to identify functional bugs, but also to examine the game's performance, such as its ability to avoid lags and keep a minimum number of frames per second (FPS) when high-demanding 3D scenes are shown on screen. We define a methodology employing RL to train an agent able to play the game as a human while also trying to identify areas of the game resulting in a drop of FPS. We demonstrate the feasibility of our approach on three games. Two of them are used as proof-of-concept, by injecting artificial performance bugs. The third one is an open-source 3D game that we load test using the trained agent showing its potential to identify areas of the game resulting in lower FPS.

cs.SE↗

Evaluating SZZ Implementations Through a Developer-informed Oracle

The SZZ algorithm for identifying bug-inducing changes has been widely used to evaluate defect prediction techniques and to empirically investigate when, how, and by whom bugs are introduced. Over the years, researchers have proposed several heuristics to improve the SZZ accuracy, providing various implementations of SZZ. However, fairly evaluating those implementations on a reliable oracle is an open problem: SZZ evaluations usually rely on (i) the manual analysis of the SZZ output to classify the identified bug-inducing commits as true or false positives; or (ii) a golden set linking bug-fixing and bug-inducing commits. In both cases, these manual evaluations are performed by researchers with limited knowledge of the studied subject systems. Ideally, there should be a golden set created by the original developers of the studied systems. We propose a methodology to build a "developer-informed" oracle for the evaluation of SZZ variants. We use Natural Language Processing (NLP) to identify bug-fixing commits in which developers explicitly reference the commit(s) that introduced a fixed bug. This was followed by a manual filtering step aimed at ensuring the quality and accuracy of the oracle. Once built, we used the oracle to evaluate several variants of the SZZ algorithm in terms of their accuracy. Our evaluation helped us to distill a set of lessons learned to further improve the SZZ algorithm.

cs.SE↗

Studying the Usage of Text-To-Text Transfer Transformer to Support Code-Related Tasks

Deep learning (DL) techniques are gaining more and more attention in the software engineering community. They have been used to support several code-related tasks, such as automatic bug fixing and code comments generation. Recent studies in the Natural Language Processing (NLP) field have shown that the Text-To-Text Transfer Transformer (T5) architecture can achieve state-of-the-art performance for a variety of NLP tasks. The basic idea behind T5 is to first pre-train a model on a large and generic dataset using a self-supervised task ( e.g: filling masked words in sentences). Once the model is pre-trained, it is fine-tuned on smaller and specialized datasets, each one related to a specific task ( e.g: language translation, sentence classification). In this paper, we empirically investigate how the T5 model performs when pre-trained and fine-tuned to support code-related tasks. We pre-train a T5 model on a dataset composed of natural language English text and source code. Then, we fine-tune such a model by reusing datasets used in four previous works that used DL techniques to: (i) fix bugs, (ii) inject code mutants, (iii) generate assert statements, and (iv) generate code comments. We compared the performance of this single model with the results reported in the four original papers proposing DL-based solutions for those four tasks. We show that our T5 model, exploiting additional data for the self-supervised pre-training phase, can achieve performance improvements over the four baselines.

cs.SE↗

Why Developers Refactor Source Code: A Mining-based Study

Refactoring aims at improving code non-functional attributes without modifying its external behavior. Previous studies investigated the motivations behind refactoring by surveying developers. With the aim of generalizing and complementing their findings, we present a large-scale study quantitatively and qualitatively investigating why developers perform refactoring in open source projects. First, we mine 287,813 refactoring operations performed in the history of 150 systems. Using this dataset, we investigate the interplay between refactoring operations and process (e.g., previous changes/fixes) and product (e.g., quality metrics) metrics. Then, we manually analyze 551 merged pull requests implementing refactoring operations and classify the motivations behind the implemented refactorings (e.g., removal of code duplication). Our results led to (i) quantitative evidence of the relationship existing between certain process/product metrics and refactoring operations and (ii) a detailed taxonomy, generalizing and complementing the ones existing in the literature, of motivations pushing developers to refactor source code.

cs.SE↗