Bug localization in game software engineering: evolving simulations to locate bugs in software models of video games

Rodrigo Casamayor, Lorena Arcega, Francisca Pérez, Carlos Cetina
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Abstract

Video games have characteristics that differentiate their development and maintenance from classic software development and maintenance. These differences have led to the coining of the term Game Software Engineering to name the emerging subfield that intersects Software Engineering and video games. One of these differences is that video game developers perceive more difficulties than other non-game developers when it comes to locating bugs. Our work proposes a novel way to locate bugs in video games by means of evolving simulations. As the baseline, we have chosen BLiMEA, which targets classic software engineering and uses bug reports and the defect localization principle to locate bugs. We also include Random Search as a sanity check in the evaluation. We evaluate the approaches in a commercial video game (Kromaia). The results for F-measure range from 46.80%. to 70.28% for five types of bugs. Our approach improved the results of the baseline by 20.29% in F-measure. To the best of our knowledge, this is the first approach that is designed specifically for bug localization in video games. A focus group with professional video game developers has confirmed the acceptance of our approach. Our approach opens a new research direction for bug localization for both game software engineering and possibly classic software engineering.
游戏软件工程中的Bug定位:在电子游戏软件模型中定位Bug的进化模拟
电子游戏具有将其开发和维护与传统软件开发和维护区分开来的特征。这些差异导致了“游戏软件工程”这一术语的诞生,这是软件工程和电子游戏交叉的新兴分支领域。其中一个不同之处在于,电子游戏开发者比其他非游戏开发者更容易发现漏洞。我们的工作提出了一种通过进化模拟来定位电子游戏中的漏洞的新方法。作为基准,我们选择了BLiMEA,它以经典的软件工程为目标,并使用bug报告和缺陷定位原则来定位bug。我们还包括随机搜索作为评估中的完整性检查。我们在商业电子游戏(Kromaia)中评估这些方法。F-measure的结果从46.80%不等。到70.28%对五种类型的虫子。我们的方法在F-measure中将基线的结果提高了20.29%。据我们所知,这是第一个专门为电子游戏中的漏洞定位设计的方法。一个由专业电子游戏开发者组成的焦点小组证实了我们的方法的可行性。我们的方法为游戏软件工程和经典软件工程的bug定位开辟了一个新的研究方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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