32,396 research outputs found
Recursion Aware Modeling and Discovery For Hierarchical Software Event Log Analysis (Extended)
This extended paper presents 1) a novel hierarchy and recursion extension to
the process tree model; and 2) the first, recursion aware process model
discovery technique that leverages hierarchical information in event logs,
typically available for software systems. This technique allows us to analyze
the operational processes of software systems under real-life conditions at
multiple levels of granularity. The work can be positioned in-between reverse
engineering and process mining. An implementation of the proposed approach is
available as a ProM plugin. Experimental results based on real-life (software)
event logs demonstrate the feasibility and usefulness of the approach and show
the huge potential to speed up discovery by exploiting the available hierarchy.Comment: Extended version (14 pages total) of the paper Recursion Aware
Modeling and Discovery For Hierarchical Software Event Log Analysis. This
Technical Report version includes the guarantee proofs for the proposed
discovery algorithm
Deriving Models for Software Project Effort Estimation By Means of Genetic Programming
Software engineering, effort estimation, genetic programming, symbolic regression. This paper presents the application of a computational intelligence methodology in effort estimation for software projects. Namely, we apply a genetic programming model for symbolic regression; aiming to produce mathematical expressions that (1) are highly accurate and (2) can be used for estimating the development effort by revealing relationships between the projectโs features and the required work. We selected to investigate the effectiveness of this methodology into two software engineering domains. The system was proved able to generate models in the form of handy mathematical expressions that are more accurate than those found in literature.
Structured Review of the Evidence for Effects of Code Duplication on Software Quality
This report presents the detailed steps and results of a structured review of code clone literature. The aim of the review is to investigate the evidence for the claim that code duplication has a negative effect on code changeability. This report contains only the details of the review for which there is not enough place to include them in the companion paper published at a conference (Hordijk, Ponisio et al. 2009 - Harmfulness of Code Duplication - A Structured Review of the Evidence)
Data Mining by Soft Computing Methods for The Coronary Heart Disease Database
For improvement of data mining technology, the advantages and disadvantages on respective data mining methods
should be discussed by comparison under the same condition. For this purpose, the Coronary Heart Disease database (CHD DB) was developed in 2004, and the data mining competition was held in the International Conference on Knowledge-Based Intelligent Information and Engineering Systems (KES). In the competition, two methods based on soft computing were presented. In this paper, we report the overview of the CHD DB and the soft computing methods, and discuss the features of respective methods by comparison of the experimental results
Structured Review of Code Clone Literature
This report presents the results of a structured review of code clone literature. The aim of the review is to assemble a conceptual model of clone-related concepts which helps us to reason about clones. This conceptual model unifies clone concepts from a wide range of literature, so that findings about clones can be compared with each other
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Multi-agent evolutionary systems for the generation of complex virtual worlds
Modern films, games and virtual reality applications are dependent on
convincing computer graphics. Highly complex models are a requirement for the
successful delivery of many scenes and environments. While workflows such as
rendering, compositing and animation have been streamlined to accommodate
increasing demands, modelling complex models is still a laborious task. This
paper introduces the computational benefits of an Interactive Genetic Algorithm
(IGA) to computer graphics modelling while compensating the effects of user
fatigue, a common issue with Interactive Evolutionary Computation. An
intelligent agent is used in conjunction with an IGA that offers the potential
to reduce the effects of user fatigue by learning from the choices made by the
human designer and directing the search accordingly. This workflow accelerates
the layout and distribution of basic elements to form complex models. It
captures the designer's intent through interaction, and encourages playful
discovery
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