Cristiano Politowski

dblp:180/3296 · DBLP profile ↗
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14ranked-venue papers
6as first author
11since 2021 · last 2025
0000-0002-0206-1056ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 11 · 6 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 On the Need for Reproducibility Guidelines for Open-Source Games: A itch.io Case Study
abstract
Video games represent a unique type of complex software project, despite differing in aspects such as methodologies, programming languages, and design patterns. Similar to traditional software, games can be released as open-source software (OSS) projects, thus fostering collaboration and knowledge sharing among developers. However, one of the primary challenges in this domain is the difficulty in finding source code for game development, which is often scattered across various repositories and platforms. Moreover, the lack of proper guidelines to document game projects is still missing, thus worsening this issue. In this paper, we envision a set of initial guidelines leveraging a mining-based methodology considering two different OSS platforms, i.e. itch.io and GitHub. First, we collect data from 765 open-source games from the itch.io platform and map the retrieved games to the corresponding repositories on GitHub, searching for documentation and source code. We further refine the list of games by manually analyzing the repositories, focusing on the quality of the documentation and the presence of source code, ending up with 613 games. On top of this gold set, we elicited a set of ten reproducibility guidelines specifically tailored for games. Our results show that the majority of the games do not have source code available, and the documentation quality is generally low, apart from games with high-rated GitHub projects. In addition, we provide a set of takeaways that can be further investigated by extending the provided guidelines. We believe that our dataset and methodology can be used as a starting point for future research in this domain, providing insights into the challenges and opportunities for assisting newcomers to game development using open-source projects.
Claudio Di Sipio, Andrea D'Angelo, Riccardo Rubei, Cristiano Politowski
CoG4
2025 Unboxing Default Argument Breaking Changes in 1 + 2 data science libraries
João Eduardo Montandon, Luciana Lourdes Silva, Cristiano Politowski, Daniel Prates, Arthur de Brito Bonifácio, Ghizlane El-Boussaidi
J. Syst. Softw.3
2024 PlayMyData: a curated dataset of multi-platform video games
abstract
Being predominant in digital entertainment for decades, video games have been recognized as valuable software artifacts by the software engineering (SE) community just recently. Such an acknowledgment has unveiled several research opportunities, spanning from empirical studies to the application of AI techniques for classification tasks. In this respect, several curated game datasets have been disclosed for research purposes even though the collected data are insufficient to support the application of advanced models or to enable interdisciplinary studies. Moreover, the majority of those are limited to PC games, thus excluding notorious gaming platforms, e.g., PlayStation, Xbox, and Nintendo. In this paper, we propose PlayMyData, a curated dataset composed of 99,864 multi-platform games gathered by the IGDB website. By exploiting a dedicated API, we collect relevant metadata for each game, e.g., description, genre, rating, gameplay video URLs, and screenshots. Furthermore, we enrich PlayMyData with the timing needed to complete each game by mining the HLTB website. To the best of our knowledge, this is the most comprehensive dataset in the domain that can be used to support different automated tasks in SE. More importantly, PlayMyData can be used to foster cross-domain investigations built on top of the provided multimedia data.
Andrea D'Angelo, Claudio Di Sipio, Cristiano Politowski, Riccardo Rubei
MSR3
2023 On the Impact of Development Frameworks on Mobile Apps
abstract
Cross-platform mobile app development frame-works allow developers to use a single codebase to develop apps targeting different platforms. As these frame-works provide distinct features and may impact the apps' quality, their selection must be done with care. Although many works evaluated mobile frame-works, there is no synthesis on these studies. In this paper, we present a Systematic Literature Review (SLR) on approaches that evaluated cross- platform frame-works. Our SLR covers 75 papers and provides insights on 1) the most studied frame-works, 2) the criteria used for evaluation, 3) the evaluation methods used and 4) the results of these evaluations. The SLR shows that prior works generally used a prototype app to evaluate the frame-works but none explored the impact of the frame-works on the app's code quality. Thus, we carried out a preliminary empirical study on 3,566 mobile apps to evaluate the impact of mobile frame-works on the number of bugs and code smells in apps. The results of the study on native Android and React Native indicate that the latter has fewer code smells than native Android apps. Native Android apps generally had worse quality considering the number of bugs and code smells.
Parsa Karami, Ikram Darif, Cristiano Politowski, Ghizlane El-Boussaidi, Segla Kpodjedo, Imen Benzarti
APSEC3
2023 Visualising Game Engine Subsystem Coupling Patterns
Gabriel C. Ullmann, Yann-Gaël Guéhéneuc, Fábio Petrillo, Nicolas Anquetil, Cristiano Politowski
ICEC5
2023 Unboxing Default Argument Breaking Changes in Scikit Learn
abstract
Machine Learning (ML) has revolutionized the field of computer software development, enabling data-based predictions and decision-making across several domains. Following modern software development practices, developers use third-party libraries—e.g., Scikit Learn, TensorFlow, and PyTorch—to integrate ML-based functionalities into their applications. Due to the complexity inherent in ML techniques, the models available in the APIs of these tools often require an extensive list of arguments to be set up. Library maintainers overcome this issue by defining default values for most of these arguments so developers can use ML models in their client applications effortlessly. By relying on these default arguments, the clients inadvertently depend on the value defined in these parameters to keep running as expected. We interpret this problem as a semantical breaking change variant, which we named Default Argument Breaking Change (DABC). In this work, we leverage 77 DABCs in Scikit Learn—a well-known ML library—and investigate how 194K client applications are vulnerable to them. Our results show that 72 DABCs (93%) are responsible for exposing 67,747 clients (35%). We also detected that most DABCs (61, 79%) involve APIs used in ML model training and model evaluation stages. Finally, we discuss the importance of managing DABCs in third-party ML libraries and provide insights for developers to mitigate the potential impact of these changes in their applications.
João Eduardo Montandon, Luciana Lourdes Silva, Cristiano Politowski, Ghizlane El-Boussaidi, Marco Túlio Valente
SCAM3
2022 Game Engine Comparative Anatomy
Gabriel C. Ullmann, Cristiano Politowski, Yann-Gaël Guéhéneuc, Fábio Petrillo
ICEC2
2021 A Survey of Video Game Testing
abstract
Video-game projects are notorious for having day- one bugs, no matter how big their budget or team size. The quality of a game is essential for its success. This quality could be assessed and ensured through testing. However, to the best of our knowledge, little is known about video-game testing. In this paper, we want to understand how game developers perform game testing. We investigate, through a survey, the academic and gray literature to identify and report on existing testing processes and how they could automate them. We found that game developers rely, almost exclusively, upon manual play-testing and the testers' intrinsic knowledge. We conclude that current testing processes fall short because of their lack of automation, which seems to be the natural next step to improve the quality of games while maintaining costs. However, the current game-testing techniques may not generalize to different types of games.
Cristiano Politowski, Fábio Petrillo, Yann-Gaël Guéhéneuc
AST1
2021 What skills do IT companies look for in new developers? A study with Stack Overflow jobs
João Eduardo Montandon, Cristiano Politowski, Luciana Lourdes Silva, Marco Túlio Valente, Fábio Petrillo, Yann-Gaël Guéhéneuc
Inf. Softw. Technol.2
2021 Game industry problems: An extensive analysis of the gray literature
Cristiano Politowski, Fábio Petrillo, Gabriel C. Ullmann, Yann-Gaël Guéhéneuc
Inf. Softw. Technol.1
2021 Are game engines software frameworks? A three-perspective study
Cristiano Politowski, Fábio Petrillo, João Eduardo Montandon, Marco Túlio Valente, Yann-Gaël Guéhéneuc
J. Syst. Softw.1
2020 Dataset of Video Game Development Problems
abstract
Different from traditional software development, there is little information about the software-engineering process and techniques in video-game development. One popular way to share knowledge among the video-game developers' community is the publishing of postmortems, which are documents summarizing what happened during the video-game development project. However, these documents are written without formal structure and often providing disparate information. Through this paper, we provide developers and researchers with grounded dataset describing software-engineering problems in video-game development extracted from postmortems. We created the dataset using an iterative method through which we manually coded more than 200 postmortems spanning 20 years (1998 to 2018) and extracted 1,035 problems related to software engineering while maintaining traceability links to the postmortems. We grouped the problems in 20 different types. This dataset is useful to understand the problems faced by developers during video-game development, providing researchers and practitioners a starting point to study video-game development in the context of software engineering.
Cristiano Politowski, Fábio Petrillo, Gabriel C. Ullmann, Josias de Andrade Werly, Yann-Gaël Guéhéneuc
MSR1
2020 A large scale empirical study of the impact of Spaghetti Code and Blob anti-patterns on program comprehension
Cristiano Politowski, Foutse Khomh, Simone Romano 0001, Giuseppe Scanniello, Fábio Petrillo, Yann-Gaël Guéhéneuc, Abdou Maiga
Inf. Softw. Technol.1
2018 Learning from the past: A process recommendation system for video game projects using postmortems experiences
Cristiano Politowski, Lisandra M. Fontoura, Fábio Petrillo, Yann-Gaël Guéhéneuc
Inf. Softw. Technol.1