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Yann-Gaël Guéhéneuc

Publications and source records attributed to Yann-Gaël Guéhéneuc.

At least 19 recordsLinked to original sources

A Systematic Literature Review of Machine Learning Approaches for Migrating Monolithic Systems to Microservices

Scalability and maintainability challenges in monolithic systems have led to the adoption of microservices, which divide systems into smaller, independent services. However, migrating existing monolithic systems to microservices is a complex and resource-intensive task, which can benefit from machine learning (ML) to automate some of its phases. Choosing the right ML approach for migration remains challenging for practitioners. Previous works studied separately the objectives, artifacts, techniques, tools, and benefits and challenges of migrating monolithic systems to microservices. No work has yet investigated systematically existing ML approaches for this migration to understand the \revised{automated migration phases}, inputs used, ML techniques applied, evaluation processes followed, and challenges encountered. We present a systematic literature review (SLR) that aggregates, synthesises, and discusses the approaches and results of 81 primary studies (PSs) published between 2015 and 2024. We followed the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) statement to report our findings and answer our research questions (RQs). We extract and analyse data from these PSs to answer our RQs. We synthesise the findings in the form of a classification that shows the usage of ML techniques in migrating monolithic systems to microservices. The findings reveal that some phases of the migration process, such as monitoring and service identification, are well-studied, while others, like packaging microservices, remain unexplored. Additionally, the findings highlight key challenges, including limited data availability, scalability and complexity constraints, insufficient tool support, and the absence of standardized benchmarking, emphasizing the need for more holistic solutions.

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Comparison of Code Quality and Best Practices in IoT and non-IoT Software

Context: IoT systems, networks of connected devices powered by software, require studying software quality for maintenance. Despite extensive studies on non-IoT software quality, research on IoT software quality is lacking. It is uncertain if IoT and non-IoT systems software are comparable, hindering the confident application of results and best practices gained on non-IoT systems. Objective: Therefore, we compare the code quality of two equivalent sets of IoT and non-IoT systems to determine whether there are similarities and differences. We also collect and revisit software-engineering best practices in non-IoT contexts to apply them to IoT. Method: We design and apply a systematic method to select two sets of 94 non-IoT and IoT systems software from GitHub with comparable characteristics. We compute quality metrics on the systems in these two sets and then analyse and compare the metric values. We analyse in depth and provide specific examples of IoT system's complexity and how it manifests in the codebases. After the comparison, We systematically select and present a list of best practices to address the observed difference between IoT and non-IoT code. Results: Through a comparison of metrics, we conclude that software for IoT systems is more complex, coupled, larger, less maintainable, and cohesive than non-IoT systems. Several factors, such as integrating multiple hardware and software components and managing data communication between them, contribute to these differences. Considering these differences, we present a revisited best practices list with approaches, tools, or techniques for developing IoT systems. As example, applying modularity, and refactoring are best practices for lowering the complexity. Conclusion: Based on our work, researchers can now make an informed decision using existing studies on the quality of non-IoT systems for IoT systems.

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SyDRA: An Approach to Understand Game Engine Architecture

Game engines are tools to facilitate video game development. They provide graphics, sound, and physics simulation features, which would have to be otherwise implemented by developers. Even though essential for modern commercial video game development, game engines are complex and developers often struggle to understand their architecture, leading to maintainability and evolution issues that negatively affect video game productions. In this paper, we present the Subsystem-Dependency Recovery Approach (SyDRA), which helps game engine developers understand game engine architecture and therefore make informed game engine development choices. By applying this approach to 10 open-source game engines, we obtain architectural models that can be used to compare game engine architectures and identify and solve issues of excessive coupling and folder nesting. Through a controlled experiment, we show that the inspection of the architectural models derived from SyDRA enables developers to complete tasks related to architectural understanding and impact analysis in less time and with higher correctness than without these models.

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Visualising Game Engine Subsystem Coupling

Game engines support video game development by providing functionalities such as graphics rendering or input/output device management. However, their architectures are often overlooked, which hinders their integration and extension. In this paper, we use an approach for architecture recovery to create architectural models for 10 open-source game engines. We use these models to answer the following questions: Which subsystems more often couple with one another? Do game engines share subsystem coupling patterns? We observe that the Low-Level Renderer, Platform Independence Layer and Resource Manager are frequently coupled to the game engine Core. By identifying the most frequent coupling patterns, we describe an emergent game engine architecture and discuss how it can be used by practitioners to improve system understanding and maintainability.

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Assessing Video Game Balance using Autonomous Agents

As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this paper, we research, design, and implement an approach to supplement game testing to balance video games with autonomous agents. We evaluate our approach with two platform games. We bring a systematic way to assess if a game is balanced by (1) comparing the difficulty levels between game versions and issues with the game design, and (2) the game demands for skill or luck.

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An Exploratory Approach for Game Engine Architecture Recovery

Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other applications or extend them via plugins. To integrate or extend correctly, developers need a broad system architectural understanding. However, architectural information is not always readily available and is often overlooked in this kind of system. In this work, we propose an approach for game engine architecture recovery and explore the architecture of three popular open-source game engines (Cocos2d-x, Godot, and Urho3D). We perform manual subsystem detection and use Moose, a platform for software analysis, to generate architectural models. With these models, we answer the following questions: Which subsystems are present in game engines? Which subsystems are more often coupled with one another? Why are these subsystems coupled with each other? Results show that the platform independence, resource management, world editor, and core subsystems are frequently included by others and therefore act as foundations for the game engines. Furthermore, we show that, by applying our approach, game engine developers can understand whether subsystems are related and divide responsibilities. They can also assess whether relationships among subsystems are appropriate for the game engine.

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Game Engine Comparative Anatomy

Video game developers use game engines as a tool to manage complex aspects of game development. While engines play a big role in the success of games, to the best of our knowledge, they are often developed in isolation, in a closed-source manner, without architectural discussions, comparison, and collaboration among projects. In this work in progress, we compare the call graphs of two open-source engines: Godot 3.4.4 and Urho3D 1.8. While static analysis tools could provide us with a general picture without precise call graph paths, the use of a profiler such as Callgrind allows us to also view the call order and frequency. These graphs give us insight into the engines' designs. We showed that, by using Callgrind, we can obtain a high-level view of an engine's architecture, which can be used to understand it. In future work, we intend to apply both dynamic and static analysis to other open-source engines to understand architectural patterns and their impact on aspects such as performance and maintenance.

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Video Game Project Management Anti-patterns

Project Management anti-patterns are well-documented in the software-engineering literature, and studying them allows understanding their impacts on teams and projects. The video game development industry is known for its mismanagement practices, and therefore applying this knowledge would help improving game developers' productivity and well-being. In this paper, we map project management anti-patterns to anti-patterns reported by game developers in the gray literature. We read 440 postmortems problems, identified anti-pattern candidates, and related them with definitions from the software-engineering literature. We discovered that most anti-pattern candidates could be mapped to anti-patterns in the software-engineering literature, except for Feature Creep, Feature Cuts, Working on Multiple Projects, and Absent or Inadequate Tools. We discussed the impact of the unmapped candidates on the development process while also drawing a parallel between video games and traditional software development. Future works include validating the definitions of the candidates via survey with practitioners and also considering development anti-patterns.

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Towards Automated Video Game Testing: Still a Long Way to Go

As the complexity and scope of game development increase, playtesting remains an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of playtesting gives space to improvements in the process. In this study, we investigate gaps between academic solutions in the literature for automated video game testing and the needs of video game developers in the industry. We performed a literature review on video game automated testing and applied an online survey with video game developers. The literature results show a rise in research topics related to automated video game testing. The survey results show that game developers are skeptical about using automated agents to test games. We conclude that there is a need for new testing approaches that did not disrupt the developer workflow. As for the researchers, the focus should be on the testing goal and testing oracle.

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Game Industry Problems: an Extensive Analysis of the Gray Literature

Context: Given its competitiveness, the video-game industry has a closed-source culture. Hence, little is known of the problems faced by game developers. However, game developers do share information about their games projects through postmortems, which describe informally what happened during the projects. Objective: The software-engineering research community and game developers would benefit from a state of the problems of the video game industry, in particular the problems faced by game developers, their evolution in time, and their root causes. This state of the practice would allow researchers and practitioners to work towards solving these problems. Method: We analyzed 200 postmortems from 1997 to 2019, resulting in 927 problems divided into 20 types. Through our analysis, we described the overall landscape of game industry problems in the past 23 years and how these problems evolved over the years. We also give details on the most common problems, their root causes, and possible solutions. We finally discuss suggestions for future projects. Results: We observe that (1) the game industry suffers from management and production problems in the same proportion; (2) management problems decreased over the years giving space to business problems, while production problems remained constant; (3a) technical and game design problems are decreasing over the years, the latter only after the last decade; (3b) problems related to the team increase over the last decade;(3c) marketing problems are the ones that had the biggest increase over the 23 years compared to other problem types; (4) finally, the majority of the main root causes are related to people, not technologies. Conclusions: In this paper we provide a state of the practice for researchers to understand and study video-game development problems. We also offer suggestions to help practitioners to avoid the most common problems.

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What Skills do IT Companies look for in New Developers? A Study with Stack Overflow Jobs

Context: There is a growing demand for information on how IT companies look for candidates to their open positions. Objective: This paper investigates which hard and soft skills are more required in IT companies by analyzing the description of 20,000 job opportunities. Method: We applied open card sorting to perform a high-level analysis on which types of hard skills are more requested. Further, we manually analyzed the most mentioned soft skills. Results: Programming languages are the most demanded hard skills. Communication, collaboration, and problem-solving are the most demanded soft skills. Conclusion: We recommend developers to organize their resumé according to the positions they are applying. We also highlight the importance of soft skills, as they appear in many job opportunities.

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Are Game Engines Software Frameworks? A Three-perspective Study

Game engines help developers create video games and avoid duplication of code and effort, like frameworks for traditional software systems. In this paper, we explore open-source game engines along three perspectives: literature, code, and human. First, we explore and summarise the academic literature on game engines. Second, we compare the characteristics of the 282 most popular engines and the 282 most popular frameworks in GitHub. Finally, we survey 124 engine developers about their experience with the development of their engines. We report that: (1) Game engines are not well-studied in software-engineering research with few studies having engines as object of research. (2) Open-source game engines are slightly larger in terms of size and complexity and less popular and engaging than traditional frameworks. Their programming languages differ greatly from frameworks. Engine projects have shorter histories with less releases. (3) Developers perceive game engines as different from traditional frameworks. Generally, they build game engines to (a) better control the environment and source code, (b) learn about game engines, and (c) develop specific games. We conclude that open-source game engines have differences compared to traditional open-source frameworks although this differences do not demand special treatments.

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Dataset of Video Game Development Problems

Different from traditional software development, there is little information about the software-engineering process and techniques in video-game development. One popular way to share knowledge among the video-game developers' community is the publishing of postmortems, which are documents summarizing what happened during the video-game development project. However, these documents are written without formal structure and often providing disparate information. Through this paper, we provide developers and researchers with grounded dataset describing software-engineering problems in video-game development extracted from postmortems. We created the dataset using an iterative method through which we manually coded more than 200 postmortems spanning 20 years (1998 to 2018) and extracted 1,035 problems related to software engineering while maintaining traceability links to the postmortems. We grouped the problems in 20 different types. This dataset is useful to understand the problems faced by developers during video-game development, providing researchers and practitioners a starting point to study video-game development in the context of software engineering.

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Learning from the past: A process recommendation system for video game projects using postmortems experiences

Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist developers by generating recommendations to help them perform their tasks. Objective: This article describes a systematic approach to recommend development processes for video game projects, using postmortem knowledge extraction and a model of the context of the new project, in which "postmortems" are articles written by video game developers at the end of projects, summarizing the experience of their game development team. This approach aims to provide reflections about development processes used in the game industry as well as guidance to developers to choose the most adequate process according to the contexts they're in. Method: Our approach is divided in three separate phases: in the the first phase, we manually extracted the processes from the postmortems analysis; in the second one, we created a video game context and algorithm rules for recommendation; and finally in the third phase, we evaluated the recommended processes by using quantitative and qualitative metrics, game developers feedback, and a case study by interviewing a video game development team. Contributions: This article brings three main contributions. The first describes a database of developers' experiences extracted from postmortems in the form of development processes. The second defines the main attributes that a video game project contain, which it uses to define the contexts of the project. The third describes and evaluates a recommendation system for video game projects, which uses the contexts of the projects to identify similar projects and suggest a set of activities in the form of a process.

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A Large Scale Empirical Study of the Impact of Spaghetti Code and Blob Anti-patterns on Program Comprehension

Context: Several studies investigated the impact of anti-patterns (i.e., "poor" solutions to recurring design problems) during maintenance activities and reported that anti-patterns significantly affect the developers' effort required to edit files. However, before developers edit files, they must understand the source code of the systems. This source code must be easy to understand by developers. Objective: In this work, we provide a complete assessment of the impact of two instances of two anti-patterns, Blob or Spaghetti Code, on program comprehension. Method: We analyze the impact of these two anti-patterns through three empirical studies conducted at Polytechnique Montréal (Canada) with 24 participants; at Carlton University (Canada) with 30 participants; and at University Basilicata (Italy) with 79 participants. Results: We collect data from 372 tasks obtained thanks to 133 different participants from the three universities. We use three metrics to assess the developers' comprehension of the source code: (1) the duration to complete each task; (2) their percentage of correct answers; and, (3) the NASA task load index for their effort. Conclusions: We report that, although single occurrences of Blob or Spaghetti code anti-patterns have little effect on code comprehension, two occurrences of either Blob or Spaghetti Code significantly increases the developers' time spent in their tasks, reduce their percentage of correct answers, and increase their effort. Hence, we recommend that developers act on both anti-patterns, which should be refactored out of the source code whenever possible. We also recommend further studies on combinations of anti-patterns rather than on single anti-patterns one at a time.

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Are the Old Days Gone? A Survey on Actual Software Engineering Processes in Video Game Industry

In the past 10 years, several researches studied video game development process who proposed approaches to improve the way how games are developed. These approaches usually adopt agile methodologies because of claims that traditional practices and the waterfall process are gone. However, are the "old days" really gone in the game industry? In this paper, we present a survey of software engineering processes in video game industry from postmortem project analyses. We analyzed 20 postmortems from Gamasutra Portal. We extracted their processes and modelled them through using the Business Process Model and Notation (BPMN). This work presents three main contributions. First, a postmortem analysis methodology to identify and extract project processes. Second, the study main result: \textbf{the "old days" are gone, but not completely}. \textbf{Iterative practices} are increasing and are applied to at least \textbf{65\% of projects} in which \textbf{45\% of this projects} explicitly adopted Agile practices. However, \textbf{waterfall} process is still applied at least \textbf{30\% of projects}. Finally, we discuss some implications, directions and opportunities for video game development community.

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Deep Learning Anti-patterns from Code Metrics History

Anti-patterns are poor solutions to recurring design problems. Number of empirical studies have highlighted the negative impact of anti-patterns on software maintenance which motivated the development of various detection techniques. Most of these approaches rely on structural metrics of software systems to identify affected components while others exploit historical information by analyzing co-changes occurring between code components. By relying solely on one aspect of software systems (i.e., structural or historical), existing approaches miss some precious information which limits their performances. In this paper, we propose CAME (Convolutional Analysis of code Metrics Evolution), a deep-learning based approach that relies on both structural and historical information to detect anti-patterns. Our approach exploits historical values of structural code metrics mined from version control systems and uses a Convolutional Neural Network classifier to infer the presence of anti-patterns from this information. We experiment our approach for the widely known God Class anti-pattern and evaluate its performances on three software systems. With the results of our study, we show that: (1) using historical values of source code metrics allows to increase the precision; (2) CAME outperforms existing static machine-learning classifiers; and (3) CAME outperforms existing detection tools.

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A Machine-learning Based Ensemble Method For Anti-patterns Detection

Anti-patterns are poor solutions to recurring design problems. Several empirical studies have highlighted their negative impact on program comprehension, maintainability, as well as fault-proneness. A variety of detection approaches have been proposed to identify their occurrences in source code. However, these approaches can identify only a subset of the occurrences and report large numbers of false positives and misses. Furthermore, a low agreement is generally observed among different approaches. Recent studies have shown the potential of machine-learning models to improve this situation. However, such algorithms require large sets of manually-produced training-data, which often limits their application in practice. In this paper, we present SMAD (SMart Aggregation of Anti-patterns Detectors), a machine-learning based ensemble method to aggregate various anti-patterns detection approaches on the basis of their internal detection rules. Thus, our method uses several detection tools to produce an improved prediction from a reasonable number of training examples. We implemented SMAD for the detection of two well known anti-patterns: God Class and Feature Envy. With the results of our experiments conducted on eight java projects, we show that: (1) our method clearly improves the so aggregated tools; (2) SMAD significantly outperforms other ensemble methods.

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