Yuechen Wu

dblp:222/7925 · DBLP profile ↗
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7ranked-venue papers
3as first author
4since 2021 · last 2023
0000-0001-5615-8016ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Software engineering, systems software and programming languages · 3 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2023 GameRTS: A Regression Testing Framework for Video Games
abstract
Continuous game quality assurance is of great importance to satisfy the increasing demands of users. To respond to game issues reported by users timely, game com-panies often create and maintain a large number of releases, updates, and tweaks in a short time. Regression testing is an essential technique adopted to detect regression issues during the evolution of the game software. However, due to the special characteristics of game software (e.g., frequent updates and long-running tests), traditional regression testing techniques are not directly applicable. To bridge this gap, in this paper, we perform an early exploratory study to investigate the challenges in regression testing of video games. We first performed empirical studies to better understand the game development process, bugs introduced during game evolution, and the context sensitivity. Based on the results of the study, we proposed the first regression test selection (RTS) technique for game software, which is a compromise between safety and practicality. In particular, we model the test suite of game software as a State Transition Graph (STG) and then perform the RTS on the STG. We establish the dependencies between the states/actions of STG and game files, including game art resources, game design files, and source code, and perform change impact analysis to identify the states/actions (in the STG) that potentially execute such changes. We implemented our framework in a tool, named GameRTS, and evaluated its usefulness on 10 tasks of a large-scale commercial game, including a total of 1,429 commits over three versions. The experimental results demonstrate the usefulness and effectiveness of GameRTS in game RTS. For most tasks, GameRTS only selected one trace from STG, which can significantly reduce the testing time. Furthermore, GameRTS detects all the regression bugs from the test evaluation suites. Compared with the file-level RTS, GameRTS selected fewer states/actions/traces (i.e., 13.77%, 23.97%, 6.85%). In addition, GameRTS identified 2 new critical regression bugs in the game.
Jiongchi Yu, Yuechen Wu, Xiaofei Xie, Wei Le, Lei Ma 0003, Fan Zhang 0010
ICSE2
2023 Detection and Mitigation of Ground Clutter in Polarimetric Phased Array Radar Measurements Using Machine Learning and Physics-Based Discriminants
abstract
This paper presents clutter detection and mitigation for polarimetric phased array weather radar measurements using machine learning. Three approaches of naive Bayes classifier (NBC), multilayer perceptron (MLP), and convolutional neural network (CNN) are used for clutter detection in the cylindrical polarimetric phased array radar measurements. Results show that CNN achieves the best performance in clutter detection, followed by MLP and NBC. This is because CNN utilizes spatial information of the input images, which has different features for clutter from that for weather. It is also shown that the combination of physics-based discriminants of power ratio and raw radar measurements is more effective in clutter detection than the direct use of raw radar measurements. In addition, CNN is employed for clutter mitigation and its performance is compared with the traditional speckle filter technique. It is demonstrated that CNN outperforms the speckle filter and incorporation of power ratio in the training process could further improve CNN’s performance in clutter mitigation.
Zhe Li 0036, Guifu Zhang, Yuechen Wu
IEEE Trans. Geosci. Remote. Sens.3
2022 GBGallery : A benchmark and framework for game testing
Zhuo Li 0013, Yuechen Wu, Lei Ma 0003, Xiaofei Xie, Changjie Fan
Empir. Softw. Eng.2
2021 Visual Navigation With Multiple Goals Based on Deep Reinforcement Learning
abstract
Learning to adapt to a series of different goals in visual navigation is challenging. In this work, we present a model-embedded actor-critic architecture for the multigoal visual navigation task. To enhance the task cooperation in multigoal learning, we introduce two new designs to the reinforcement learning scheme: inverse dynamics model (InvDM) and multigoal colearning (MgCl). Specifically, InvDM is proposed to capture the navigation-relevant association between state and goal and provide additional training signals to relieve the sparse reward issue. MgCl aims at improving the sample efficiency and supports the agent to learn from unintentional positive experiences. Besides, to further improve the scene generalization capability of the agent, we present an enhanced navigation model that consists of two self-supervised auxiliary task modules. The first module, which is named path closed-loop detection, helps to understand whether the state has been experienced. The second one, namely the state-target matching module, tries to figure out the difference between state and goal. Extensive results on the interactive platform AI2-THOR demonstrate that the agent trained with the proposed method converges faster than state-of-the-art methods while owning good generalization capability. The video demonstration is available at https://vsislab.github.io/mgvn.
Zhenhuan Rao, Yuechen Wu, Zifei Yang, Wei Zhang 0021, Shijian Lu, Weizhi Lu, Zhengjun Zha
IEEE Trans. Neural Networks Learn. Syst.2
2020 Regression Testing of Massively Multiplayer Online Role-Playing Games
abstract
Regression testing aims to check the functionality consistency during software evolution. Although general regression testing has been extensively studied, regression testing in the context of video games, especially Massively Multiplayer Online Role-Playing Games (MMORPGs), is largely untouched so far. One big challenge is that game testing requires a certain level of intelligence in generating suitable action sequences among the huge search space, to accomplish complex tasks in the MMORPG. Existing game testing mainly relies on either the manual playing or manual scripting, which are labor-intensive and time-consuming. Even worse, it is often unable to satisfy the frequent industrial game evolution. The recent process in machine learning brings new opportunities for automatic game playing and testing. In this paper, we propose a reinforcement learning-based regression testing technique that explores differential behaviors between multiple versions of an MMORPGs such that the potential regression bugs could be detected. The preliminary evaluation on real industrial MMORPGs demonstrates the promising of our technique.
Yuechen Wu, Xiaofei Xie, Changjie Fan, Lei Ma 0003
ICSME1
2019 Exploring the Task Cooperation in Multi-goal Visual Navigation
abstract
Learning to adapt to a series of different goals in visual navigation is challenging. In this work, we present a model-embedded actor-critic architecture for the multi-goal visual navigation task. To enhance the task cooperation in multi-goal learning, we introduce two new designs to the reinforcement learning scheme: inverse dynamics model (InvDM) and multi-goal co-learning (MgCl). Specifically, InvDM is proposed to capture the navigation-relevant association between state and goal, and provide additional training signals to relieve the sparse reward issue. MgCl aims at improving the sample efficiency and supports the agent to learn from unintentional positive experiences. Extensive results on the interactive platform AI2-THOR demonstrate that the proposed method converges faster than state-of-the-art methods while producing more direct routes to navigate to the goal. The video demonstration is available at: https://youtube.com/channel/UCtpTMOsctt3yPzXqe_JMD3w/videos.
Yuechen Wu, Zhenhuan Rao, Wei Zhang 0021, Shijian Lu, Weizhi Lu, Zhengjun Zha
IJCAI1
2018 Master-Slave Curriculum Design for Reinforcement Learning
abstract
Curriculum learning is often introduced as a leverage to improve the agent training for complex tasks, where the goal is to generate a sequence of easier subasks for an agent to train on, such that final performance or learning speed is improved. However, conventional curriculum is mainly designed for one agent with fixed action space and sequential simple-to-hard training manner. Instead, we present a novel curriculum learning strategy by introducing the concept of master-slave agents and enabling flexible action setting for agent training. Multiple agents, referred as master agent for the target task and slave agents for the subtasks, are trained concurrently within different action spaces by sharing a perception network with an asynchronous strategy. Extensive evaluation on the VizDoom platform demonstrates the joint learning of master agent and slave agents mutually benefit each other. Significant improvement is obtained over A3C in terms of learning speed and performance.
Yuechen Wu, Wei Zhang 0021, Ke Song 0003
IJCAI1