21,707 research outputs found
Are Smell-Based Metrics Actually Useful in Effort-Aware Structural Change-Proneness Prediction? An Empirical Study
Bad code smells (also named as code smells) are symptoms of poor design choices in implementation. Existing studies empirically confirmed that the presence of code smells increases the likelihood of subsequent changes (i.e., change-proness). However, to the best of our knowledge, no prior studies have leveraged smell-based metrics to predict particular change type (i.e., structural changes). Moreover, when evaluating the effectiveness of smell-based metrics in structural change-proneness prediction, none of existing studies take into account of the effort inspecting those change-prone source code. In this paper, we consider five smell-based metrics for effort-aware structural change-proneness prediction and compare these metrics with a baseline of well-known CK metrics in predicting particular categories of change types. Specifically, we first employ univariate logistic regression to analyze the correlation between each smellbased metric and structural change-proneness. Then, we build multivariate prediction models to examine the effectiveness of smell-based metrics in effort-aware structural change-proneness prediction when used alone and used together with the baseline metrics, respectively. Our experiments are conducted on six Java open-source projects with up to 60 versions and results indicate that: (1) all smell-based metrics are significantly related to structural change-proneness, except metric ANS in hive and SCM in camel after removing confounding effect of file size; (2) in most cases, smell-based metrics outperform the baseline metrics in predicting structural change-proneness; and (3) when used together with the baseline metrics, the smell-based metrics are more effective to predict change-prone files with being aware of inspection effort
GPSP: Graph Partition and Space Projection based Approach for Heterogeneous Network Embedding
In this paper, we propose GPSP, a novel Graph Partition and Space Projection
based approach, to learn the representation of a heterogeneous network that
consists of multiple types of nodes and links. Concretely, we first partition
the heterogeneous network into homogeneous and bipartite subnetworks. Then, the
projective relations hidden in bipartite subnetworks are extracted by learning
the projective embedding vectors. Finally, we concatenate the projective
vectors from bipartite subnetworks with the ones learned from homogeneous
subnetworks to form the final representation of the heterogeneous network.
Extensive experiments are conducted on a real-life dataset. The results
demonstrate that GPSP outperforms the state-of-the-art baselines in two key
network mining tasks: node classification and clustering.Comment: WWW 2018 Poste
Forecasting Human Dynamics from Static Images
This paper presents the first study on forecasting human dynamics from static
images. The problem is to input a single RGB image and generate a sequence of
upcoming human body poses in 3D. To address the problem, we propose the 3D Pose
Forecasting Network (3D-PFNet). Our 3D-PFNet integrates recent advances on
single-image human pose estimation and sequence prediction, and converts the 2D
predictions into 3D space. We train our 3D-PFNet using a three-step training
strategy to leverage a diverse source of training data, including image and
video based human pose datasets and 3D motion capture (MoCap) data. We
demonstrate competitive performance of our 3D-PFNet on 2D pose forecasting and
3D pose recovery through quantitative and qualitative results.Comment: Accepted in CVPR 201
On Reinforcement Learning for Full-length Game of StarCraft
StarCraft II poses a grand challenge for reinforcement learning. The main
difficulties of it include huge state and action space and a long-time horizon.
In this paper, we investigate a hierarchical reinforcement learning approach
for StarCraft II. The hierarchy involves two levels of abstraction. One is the
macro-action automatically extracted from expert's trajectories, which reduces
the action space in an order of magnitude yet remains effective. The other is a
two-layer hierarchical architecture which is modular and easy to scale,
enabling a curriculum transferring from simpler tasks to more complex tasks.
The reinforcement training algorithm for this architecture is also
investigated. On a 64x64 map and using restrictive units, we achieve a winning
rate of more than 99\% against the difficulty level-1 built-in AI. Through the
curriculum transfer learning algorithm and a mixture of combat model, we can
achieve over 93\% winning rate of Protoss against the most difficult
non-cheating built-in AI (level-7) of Terran, training within two days using a
single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong
generalization performance, when tested against never seen opponents including
cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We
hope this study could shed some light on the future research of large-scale
reinforcement learning.Comment: Appeared in AAAI 201
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