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VLA Foundry: A Unified Framework for Training Vision-Language-Action Models Evaluating LLM-Generated Obfuscated XSS Payloads for Machine Learning-Based Detection Do Agents Dream of Root Shells? Partial-Credit Evaluation of LLM Agents in Capture the Flag Challenges Refute-or-Promote: An Adversarial Stage-Gated Multi-Agent Review Methodology for High-Precision LLM-Assisted Defect Discovery From Particles to Perils: SVGD-Based Hazardous Scenario Generation for Autonomous Driving Systems Testing Choose Your Own Adventure: Non-Linear AI-Assisted Programming with EvoGraph Human-Machine Co-Boosted Bug Report Identification with Mutualistic Neural Active Learning LLMSniffer: Detecting LLM-Generated Code via GraphCodeBERT and Supervised Contrastive Learning Neurosymbolic Repo-level Code Localization CodeMMR: Bridging Natural Language, Code, and Image for Unified Retrieval Symbolic Guardrails for Domain-Specific Agents: Stronger Safety and Security Guarantees Without Sacrificing Utility Verification Modulo Tested Library Contracts The Semi-Executable Stack: Agentic Software Engineering and the Expanding Scope of SE Scaling Test-Time Compute for Agentic Coding AI-Assisted Requirements Engineering: An Empirical Evaluation Relative to Expert Judgment From Procedural Skills to Strategy Genes: Towards Experience-Driven Test-Time Evolution Atropos: Improving Cost-Benefit Trade-off of LLM-based Agents under Self-Consistency with Early Termination and Model Hotswap Vibe-Coding: Feedback-Based Automated Verification with no Human Code Inspection, a Feasibility Study Benchmarks for Trajectory Safety Evaluation and Diagnosis in OpenClaw and Codex: ATBench-Claw and ATBench-Codex Bounded Autonomy for Enterprise AI: Typed Action Contracts and Consumer-Side Execution AIPC: Agent-Based Automation for AI Model Deployment with Qualcomm AI Runtime Analyzing Chain of Thought (CoT) Approaches in Control Flow Code Deobfuscation Tasks Asking What Matters: Reward-Driven Clarification for Software Engineering Tasks Prompt-Driven Code Summarization: A Systematic Literature Review LinuxArena: A Control Setting for AI Agents in Live Production Software Environments LLMs taking shortcuts in test generation: A study with SAP HANA and LevelDB Large Language Models to Enhance Business Process Modeling: Past, Present, and Future Trends CollabCoder: Plan-Code Co-Evolution via Collaborative Decision-Making for Efficient Code Generation Sentiment analysis for software engineering: How far can zero-shot learning (ZSL) go? Learning from Change: Predictive Models for Incident Prevention in a Regulated IT Environment
Using Gameplay Videos for Detecting Issues in Video Games
Emanuela Guglielmi, Simone Scalabrino, Gabriele Bavota, Rocco Ol · 2023-07-27 · via cs.SE updates on arXiv.org

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. But no software and, thus, no video game is perfect: Streamers may encounter several problems (such as bugs, glitches, or performance issues) while they play. Also, 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. In this paper, we propose and empirically evaluate 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 (e.g., logic or presentation); clustering them based on (iii) the context in which appear (e.g., level or game area) and (iv) on the specific issue type (e.g., game crashes). Method. We manually defined a training set for step 2 of GELID (categorization) and a test set for validating in isolation the four components of GELID. In total, we manually segmented, labeled, and clustered 170 videos related to 3 video games, defining a dataset containing 604 segments. Results. While in steps 1 (segmentation) and 4 (specific issue clustering) GELID achieves satisfactory results, it shows limitations on step 3 (game context clustering) and, above all, step 2 (categorization).