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P2 Automated Diagnosis and Testing of Game Compatibility Layers

游戏兼容层的自动化诊断与测试
FSE Proceedings of the 34th ACM International Conference on the Foundations of Software Engineering2026匹配度 4/10 · 该论文聚焦游戏兼容层的自动诊断与测试,使用LLM定位缺陷子组件,属于测试/调试与LLM辅助软件工程,与用户核心关注的静态分析、形式化验证、浮点程序分析或贝叶斯程序分析没有直接关联。它虽涉及“机器学习与程序语言”和LLM作为工具,但并非PL→AI或AI→PL在静态分析/形式化验证方向的核心工作。引用 0 inbox
Hanzheng Dai
crossref: 2026-09-12dblp: 2026-09-12

AI 速览

一句话:提出结合问题报告实证、语言模型定位与症状引导测试的 GCL 自动诊断与测试方案。

游戏兼容层(GCL)通过实时翻译系统调用与 API,使未修改的游戏可跨平台运行。2025 年 Linux 游戏用户增长 57%,月活超四百万,商业游戏多面向 Windows 开发,因此 Linux 用户越来越依赖 GCL。然而 GCL 的缺陷定位高度依赖缺乏编程背景的玩家提交的异常行为报告,维护者需额外投入诊断与修复。该博士研究拟解决 GCL 的自动诊断与测试问题,包含三个工作包:1)对 GCL 问题报告进行实证研究,建立其特有症状分类并揭示症状与子组件的关系;2)设计基于语言模型的框架,根据用户报告的症状准确识别相关子组件;3)提出症状引导的测试方法,以发现更多缺陷并提升系统质量。

问题
GCL 的缺陷定位依赖玩家报告的异常行为,维护者诊断和修复成本高,且缺乏自动化的症状分析与测试方法。
方法
计划先对 GCL 问题报告做实证研究,建立症状分类及症状-子组件映射;再构建基于语言模型的子组件识别框架;最后设计症状引导的测试方法。
评估
通过问题报告实证分析、语言模型识别子组件的准确性评估,以及症状引导测试发现的缺陷数量与系统质量提升来验证所提方法;目前为博士研究提案,结果尚未给出。
原文摘要(Abstract)

This doctoral research proposal focuses on a critical yet under-explored problem: how to automatically diagnose and test game compatibility layers (GCLs). GCLs are software systems composed of multiple subcomponents that allow unmodified games to run across different platforms by translating system calls and APIs in real time. In 2025, the number of Linux gaming users increased by 57%, reaching over four million monthly active users. As most commercial games are developed primarily for Windows, Linux users increasingly rely on GCLs to run Windows games on Linux, indicating a rapidly expanding user base for GCLs. However, localizing GCLs' bugs heavily relies on unexpected behavior reported by the gamers (who usually have limited background in programming), thus taking maintainers' extra effort to diagnose and fix bugs. It motivates this doctoral research, aiming to analyze the symptoms, and propose methods to identify bug-related subcomponents within GCLs and further test GCLs. Specifically, I design the following three work packages. 1) An empirical study on GCL's issue reports to build a taxonomy of the unique symptoms in GCLs and uncover relationships between symptoms and GCL's subcomponents; 2) A language model-based framework to help maintainers to accurately identify related subcomponents given user-reported symptoms; and 3) A symptom-guided testing method to uncover more bugs in GCLs and improve the system quality.

链接与引用

DOI 原文 · PDF(开放获取) · DBLP

BibTeX
@inproceedings{Dai26,
  title = {Automated Diagnosis and Testing of Game Compatibility Layers},
  author = {Hanzheng Dai},
  booktitle = {FSE},
  year = {2026},
  doi = {10.1145/3803437.3804876}
}