Riccardo Rubei

dblp:228/4210 · DBLP profile ↗
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2ranked-venue papers in the field
0as first author
2since 2021 · last 2024
0000-0001-9622-5949ORCID · verified

Domains — venue-derived; a paper can count in several

Other / Interdisciplinary · 2
YearPublicationVenuePosition
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
MSR4
2023 Dealing with Popularity Bias in Recommender Systems for Third-party Libraries: How far Are We?
abstract
Recommender systems for software engineering (RSSEs) assist software engineers in dealing with a growing information overload when discerning alternative development solutions. While RSSEs are becoming more and more effective in suggesting handy recommendations, they tend to suffer from popularity bias, i.e., favoring items that are relevant mainly because several developers are using them. While this rewards artifacts that are likely more reliable and well-documented, it would also mean that missing artifacts are rarely used because they are very specific or more recent. This paper studies popularity bias in Third-Party Library (TPL) RSSEs. First, we investigate whether state-of-the-art research in RSSEs has already tackled the issue of popularity bias. Then, we quantitatively assess four existing TPL RSSEs, exploring their capability to deal with the recommendation of popular items. Finally, we propose a mechanism to defuse popularity bias in the recommendation list. The empirical study reveals that the issue of dealing with popularity in TPL RSSEs has not received adequate attention from the software engineering community. Among the surveyed work, only one starts investigating the issue, albeit getting a low prediction performance.
Phuong T. Nguyen 0001, Riccardo Rubei, Juri Di Rocco, Claudio Di Sipio, Davide Di Ruscio, Massimiliano Di Penta
MSR2