Login | Register

Learning from the Past: a Process Recommendation System for Video Game Projects using Postmortems Experiences

Title:

Learning from the Past: a Process Recommendation System for Video Game Projects using Postmortems Experiences

Politowski, Cristiano, Fontoura, Lisandra M., Petrillo, Fabio and Guéhéneuc, Yann-Gaël (2018) Learning from the Past: a Process Recommendation System for Video Game Projects using Postmortems Experiences. Information and Software Technology . ISSN 09505849 (In Press)

[img]
Text (Accepted manuscript) (application/pdf)
Learning-from-the-Past--a-Process-Recommendation-Syst_2018_Information-and-S.pdf - Accepted Version
Restricted to Repository staff only until 12 April 2020.
Available under License Spectrum Terms of Access.
2MB

Official URL: http://dx.doi.org/10.1016/j.infsof.2018.04.003

Abstract

Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist developers by generating recommendations to help them perform their tasks.

Objective: This article describes a systematic approach to recommend development processes for video game projects, using postmortem knowledge extraction and a model of the context of the new project, in which “postmortems” are articles written by video game developers at the end of projects, summarizing the experience of their game development team. This approach aims to provide reflections about development processes used in the game industry as well as guidance to developers to choose the most adequate process according to the contexts they’re in.

Method: Our approach is divided in three separate phases: in the the first phase, we manually extracted the processes from the postmortems analysis; in the second one, we created a video game context and algorithm rules for recommendation; and finally in the third phase, we evaluated the recommended processes by using quantitative and qualitative metrics, game developers feedback, and a case study by interviewing a video game development team.

Contributions: This article brings three main contributions. The first describes a database of developers’ experiences extracted from postmortems in the form of development processes. The second defines the main attributes that a video game project contain, which it uses to define the contexts of the project. The third describes and evaluates a recommendation system for video game projects, which uses the contexts of the projects to identify similar projects and suggest a set of activities in the form of a process.

Divisions:Concordia University > Gina Cody School of Engineering and Computer Science > Computer Science and Software Engineering
Item Type:Article
Refereed:Yes
Authors:Politowski, Cristiano and Fontoura, Lisandra M. and Petrillo, Fabio and Guéhéneuc, Yann-Gaël
Journal or Publication:Information and Software Technology
Date:12 April 2018
Funders:
  • National Council for Scientific and Technological Development of Brazil
Digital Object Identifier (DOI):10.1016/j.infsof.2018.04.003
Keywords:Software development process, Video game development, Recommendation system
ID Code:983778
Deposited By: MONIQUE LANE
Deposited On:19 Apr 2018 14:31
Last Modified:26 Sep 2018 12:55

References:

NEWZOO, The global games market reaches $99.6 billion in 2016, mobile generating 37%, 2016

A. Gershenfeld, M. Loparco, C. Barajas Game plan: the insider’s guide to breaking in and succeeding in the computer and video game business St. Martin’ s Griffin Press, New York (2003)

F. Petrillo, M. Pimenta, F. Trindade, C. Dietrich Houston, we have a problem...: a survey of actual problems in computer games development Proceedings of the 2008 ACM symposium on Applied computing - SAC 08, ACM Press (2008

F. Petrillo, M. Pimenta, F. Trindade, C. DietrichWhat went wrong? a survey of problems in game development Computers in Entertainment, 7 (1) (2009), p. 1

E. Murphy-Hill, T. Zimmermann, N. Nagappan Cowboys, ankle sprains, and keepers of quality: how is video game development different from software development? Proceedings of the 36th International Conference on Software Engineering - ICSE 2014, ACM Press(2014)

C. Politowski, L. Fontoura, F. Petrillo, Y.-G. Guéhéneuc Are the old days gone?: A survey on actual software engineering processes in video game industry Proceedings of the 5th International Workshop on Games and Software Engineering, GAS ’16, ACM, New York, NY, USA (2016), pp. 22-28

J. Weststar, M. Andrei-Gedja Developer Satisfaction Survey 2015 Industry Trends and Future Outlook Report Technical Report, International Game Developers Association (IGDA) (2016)

C.M. Kanode, H.M. Haddad Software engineering challenges in game development 2009 Sixth International Conference on Information Technology: New Generations, IEEE (2009

F. Petrillo, M. Pimenta Is agility out there? Proceedings of the 28th ACM International Conference on Design of Communication - SIGDOC 10, ACM Press (2010)

C. Keith Agile Game Development with Scrum (1st), Addison-Wesley Professional (2010)

C. Politowski, D. de Vargas, L.M. Fontoura, A.A. Foletto Software engineering processes in game development: a survey about Brazilian developers’ experiences XV Simpósio Brasileiro de Jogos e Entretenimento Digital, SBGAMES ’16 (2016)

W. Hamann, Goodbye postmortems, hello critical stage analysis, 2003

M. Robillard, R. Walker, T. Zimmermann Recommendation systems for software engineering IEEE Software, 27 (4) (2010), pp. 80-86

M.P. Robillard, W. Maalej, R.J. Walker, T. Zimmermann Recommendation systems in software engineering Springer Science & Business (2014)

W.S. Humphrey The software engineering process: Definition and scope Proceedings of the 4th International Software Process Workshop on Representing and Enacting the Software Process, ISPW ’88, ACM, New York, NY, USA (1988), pp. 82-83

M. Fowler The new methodology Wuhan University Journal of Natural Sciences, 6 (1) (2001), pp. 12-24

W.W. Royce Managing the development of large software systems: Concepts and techniques Proceedings of the 9th International Conference on Software Engineering, ICSE ’87, IEEE Computer Society Press, Los Alamitos, CA, USA (1987), pp. 328-338

C. Larman, V.R. Basili Iterative and incremental developments. A brief history Computer, 36 (6) (2003), pp. 47-56

K. Schwaber, M. Beedle Agile Software Development with Scrum
Series in agile software development, Pearson Education International (2002)

K. Beck Extreme Programming Explained: Embrace Change
An Alan R. Apt Book Series, Addison-Wesley (2000)

C. Larman, V. Basil iIterative and incremental developments. a brief history Computer, 36 (6) (2003), pp. 47-56 VersionOne The 10th State of Agile Report Technical Report (2015)

J. Musil, A. Schweda, D. Winkler, S. Biffl A Survey on the State of the Practice in Video Game Software Development Technical Report, Technical report, QSE-IFS-10/04, TU Wien (2010)

A.Fuggetta, E.D. Nitto Software process Proceedings of the on Future of Software Engineering - FOSE 2014, ACM Press (2014)

B. Boehm Balancing agility and discipline: A guide for the perplexed
Software Engineering Research and Applications, Springer Berlin Heidelberg (2004), p. 1

P. Kruchten Contextualizing agile software development Journal of Software: Evolution and Process, 25 (4) (2011), pp. 351-361

D. Callele, E. Neufeld, K. Schneider Requirements engineering and the creative process in the video game industry 13th IEEE International Conference on Requirements Engineering (RE 05), IEEE (2005)

M. Fridley, Postmortem: Kingdoms of amalur: Reckoning, 2013

M. Myllyaho, O. Salo, J. Kääriäinen, J. Hyysalo, J. Koskela A review of small and large post-mortem analysis methods IEEE France, 17th International Conference Software & Systems Engineering and their Applications, Paris (2004)

I. Jolliffe Principal component analysis Wiley Online Library (2002)

B. Bates Game Design Thomson Course Technology (2004)

M. Moore, J. Novak Game Development Essentials: Game industry career guide Game development essentials, Delmar/Cengage Learning (2010)

I. Avazpour, T. Pitakrat, L. Grunske, J. Grundy Dimensions and metrics for evaluating recommendation systems Recommendation systems in software engineering, Springer (2014), pp. 245-273

M.P. Robillard Topology analysis of software dependencies ACM Transactions on Software Engineering and Methodology (TOSEM), 17 (4) (2008), p. 18

M. Ge, C. Delgado-Battenfeld, D. Jannach Beyond accuracy: evaluating recommender systems by coverage and serendipity Proceedings of the fourth ACM conference on Recommender systems, ACM (2010), pp. 257-260

G. Shani, A. Gunawardana Evaluating recommendation systems Recommender systems handbook, Springer (2011), pp. 257-297

F. Salfner, M. Lenk, M. Malek A survey of online failure prediction methods ACM Computing Surveys (CSUR), 42 (3) (2010), p. 10

M. Washburn, P. Sathiyanarayanan, M. Nagappan, T. Zimmermann, C. Bird What went right and what went wrong Proceedings of the 38th International Conference on Software Engineering Companion - ICSE 16, ACM Press (2016)

L. Pascarella, F. Palomba, M.D. Penta, A. Bacchelli How Is Video Game Development Different from Software Development in Open Source? (2018) May

A.O. O’Hagan, G. Coleman, R.V. O’Connor Software development processes for games: a systematic literature review Systems, Software and Services Process Improvement, Springer (2014), pp. 182-193

A.O. O’Hagan, R.V. O’Connor Towards an understanding of game software development processes: A case study Communications in Computer and Information Science, Springer International Publishing (2015), pp. 3-16

D. Čubranić, G.C. Murphy Hipikat: Recommending pertinent software development artifacts Proceedings of the 25th International Conference on Software Engineering, ICSE ’03, IEEE Computer Society, Washington, DC, USA (2003), pp. 408-418

R. Holmes, A. Begel Deep intellisense: A tool for rehydrating evaporated information Proceedings of the 2008 International Working Conference on Mining Software Repositories, MSR ’08, ACM, New York, NY, USA (2008), pp. 23-26

R. Holmes, R.J. Walker, G.C. Murphy Strathcona example recommendation tool SIGSOFT Softw. Eng. Notes, 30 (5) (2005), pp. 237-240

T. Zimmermann, P. Weisgerber, S. Diehl, A. Zeller Mining version histories to guide software changes Proceedings of the 26th International Conference on Software Engineering, ICSE ’04, IEEE Computer Society, Washington, DC, USA (2004), pp. 563-572

L. Ponzanelli, S. Scalabrino, G. Bavota, A. Mocci, R. Oliveto, M. Di Penta, M. Lanza Supporting software developers with a holistic recommender system Proceedings of the 39th International Conference on Software Engineering, ICSE ’17, IEEE Press, Piscataway, NJ, USA (2017), pp. 94-105

A. Ouni, R.G. Kula, M. Kessentini, T. Ishio, D.M. German, K. Inoue Search-based software library recommendation using multi-objective optimization Information and Software Technology, 83 (2017), pp. 55-75

I. Velásquez, A. Caro, A. Rodríguez Kontun: A framework for recommendation of authentication schemes and methods Information and Software Technology (2017)

M. Gasparic, A. Janes, F. Ricci, G.C. Murphy, T. Gurbanov A graphical user interface for presenting integrated development environment command recommendations: Design, evaluation, and implementation Information and Software Technology, 92 (2017), pp. 236-255

J. Jiang, Y. Yang, J. He, X. Blanc, L. Zhang Who should comment on this pull request? analyzing attributes for more accurate commenter recommendation in pull-based development Information and Software Technology, 84 (2017), pp. 48-62
All items in Spectrum are protected by copyright, with all rights reserved. The use of items is governed by Spectrum's terms of access.

Repository Staff Only: item control page

Downloads per month over past year

Research related to the current document (at the CORE website)
- Research related to the current document (at the CORE website)
Back to top Back to top