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Record W6986646582

Quantifying, Characterizing, and Leveraging Cross-Disciplinary Dependencies: Empirical Studies from a Video Game Development Setting

2023· dissertation· en· W6986646582 on OpenAlexaff

Bibliographic record

VenueUWSpace (University of Waterloo) · 2023
Typedissertation
Languageen
FieldComputer Science
TopicSoftware Engineering Research
Canadian institutionsBlackberry (Canada)
Fundersnot available
KeywordsEmpirical researchDependency (UML)Process (computing)Code (set theory)Source codeComponent (thermodynamics)Key (lock)SoftwareGraphics
DOInot available

Abstract

fetched live from OpenAlex

Continuous Integration (CI) is a common practice adopted by modern software organizations. It plays an especially important role for large corporations like Ubisoft, where thousands of build jobs are submitted daily. The CI process of video games, which are developed by studios like Ubisoft, involves assembling artifacts that are produced by personnel with various types of expertise, such as source code produced by developers, graphics produced by artists, and audio produced by musicians and sound experts. To weave these artifacts into a cohesive system, the build system—a key component in CI—processes each artifacts while respecting their intra- and inter-artifact dependencies. In such projects, a change produced by any team can impact artifacts from other teams, and may cause defects if the transitive impact of changes is not carefully considered. \n \n \nTherefore, to better understand the potential challenges and opportunities presented by multidisciplinary software projects, we conduct an empirical study of a recently launched video game project, which reveals that code files only make up 2.8% of the nodes in the build dependency graph, and code-to-code dependencies only make up 4.3% of all dependencies. We also observe that the impact of 44% of the studied source code changes crosses disciplinary boundaries, highlighting the importance of analyzing inter-artifact dependencies. A comparative analysis of cross-boundary changes with changes that do not cross boundaries indicates that cross-boundary changes are: (1) impacting a median of 120,368 files; (2) with a 51% probability of causing build failures; and (3) a 67% likelihood of introducing defects. All three measurements are larger than changes that do not cross boundaries to statistically significant degrees. We also find that cross-boundary changes are: (4) more commonly associated with gameplay functionality and feature additions that directly impact the game experience than changes that do not cross boundaries, and (5) disproportionately produced by a single team (74% of the contributors of cross-boundary changes are associated with that team). \n \n \nNext, we set out to explore whether analysis of cross-boundary changes can be leveraged to accelerate CI. Indeed, the cadence of development progress is constrained by the pace at which CI services process build jobs. To provide faster CI feedback, recent work explores how build outcomes can be anticipated. Although early results show plenty of promise, prior work on build outcome prediction has largely focused on open-source projects that are code-intensive, while the distinct characteristics of a AAA video game project at Ubisoft presents new challenges and opportunities for build outcome prediction. In the video game setting, changes that do not modify source code also incur build failures. Moreover, we find that the code changes that have an impact that crosses the source-data boundary are more prone to build failures than code changes that do not impact data files. Since such changes are not fully characterized by the existing set of build outcome prediction features, state-of-the-art models tend to underperform. \n \n \nTherefore, to accommodate the data context into build outcome prediction, we propose RavenBuild, a novel approach that leverages context, relevance, and dependency-aware features. We apply the state-of-the-art BuildFast model and RavenBuild to the video game project, and observe that RavenBuild improves the F1-score of the failing class by 46%, the recall of the failing class by 76%, and AUC by 28%. To ease adoption in settings with heterogeneous project sets, we also provide a simplified alternative RavenBuild-CR, which excludes dependency-aware features. We apply RavenBuild-CR on 22 open-source projects and the video game project, and observe across-the-board improvements as well. On the other hand, we find that a naive Parrot approach, which simply echoes the previous build outcome as its prediction, is surprisingly competitive with BuildFast and RavenBuild. Though Parrot fails to predict when the build outcome differs from their immediate predecessor, Parrot serves well as a tendency indicator of the sequences in build outcome datasets. Therefore, future studies should also consider comparing the Parrot approach as a baseline when evaluating build outcome prediction models.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.009
metaresearch head score (Gemma)0.062
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.010
Threshold uncertainty score0.047

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0090.062
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0040.004
Science and technology studies0.0010.002
Scholarly communication0.0020.004
Open science0.0020.002
Research integrity0.0010.002
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.075
GPT teacher head0.325
Teacher spread0.250 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2023
Admission routes1
Has abstractyes

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