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Kazuki Wayama

dblp:337/0577 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0001-7808-891XORCID · reported

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

Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Automated reasoning and model checking · 100%
Software engineering, system software, and programming languages
1 paper
Program verification · 77% Software testing · 23%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Program verification
model checking
0.612022
Verifying Game Logic in Unreal Engine 5 Blueprint Visual Scripting System Using Model Checking · ASE 2022
Automated reasoning and model checking
model checking
0.612022
Verifying Game Logic in Unreal Engine 5 Blueprint Visual Scripting System Using Model Checking · ASE 2022
Automated reasoning and model checking › model checking
state space reduction
0.612022
Verifying Game Logic in Unreal Engine 5 Blueprint Visual Scripting System Using Model Checking · ASE 2022
Software testing
game testing
0.212022
Verifying Game Logic in Unreal Engine 5 Blueprint Visual Scripting System Using Model Checking · ASE 2022

Methods — techniques the papers use, named apart from their topics

variable domain abstraction · 1.1NuSMV · 1.1dataflow optimization · 0.6data flow optimization · 0.6
YearPublicationVenuePosition
2022 Verifying Game Logic in Unreal Engine 5 Blueprint Visual Scripting System Using Model Checking
abstract
This paper examines modeling methods for applying model checking to game programs created with Unreal Engine 5 Blueprint scripting system (hereinafter UE5 Blueprint). UE5 Blueprint can visually describe game logic by combining various processing nodes, but as the size of the game grows, it becomes more difficult to find and fix bugs that prevent the game from progressing. In this paper, a formal verification technique, model checking, is used to automatically detect game logic bugs. We convert a game program created in UE5 Blueprint into an input model for the model-checker NuSMV to achieve verification by NuSMV. The proposed framework enables the automatic generation of models by formally defining the semantics of nodes. We also propose methods for data flow optimization and abstraction of variable domain for the purpose of reducing the number of states in the model. We applied the proposed method to a blueprint containing a typical flag management bug and confirmed that the bug was correctly detected by NuSMV. Furthermore, we show that the number of states can be significantly reduced by the optimization and abstraction.
Kazuki Wayama, Tomoyuki Yokogawa, Sousuke Amasaki, Hirohisa Aman, Kazutami Arimoto
ASE1