Eray Yapagci

dblp:402/4954 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

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.

Software engineering, system software, and programming languages
1 paper
Debugging and program repair · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Debugging and program repair › bug reproduction › crash reproduction
automated crash reproduction
0.912025
Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft · ASE 2025
Debugging and program repair
bug reproduction
0.912025
Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft · ASE 2025

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

vision-based LLM agent · 0.9macro API · 0.9large language model · 0.9
YearPublicationVenuePosition
2025 Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft
abstract
Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io.
Eray Yapagci, Yavuz Alp Sencer Öztürk, Eray Tüzün
ASE1