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。
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.