REVIEW 4 major objections 4 minor 2 cited by
Automated Bug Frame Retrieval from Gameplay Videos Using Vision-Language Models
T0 review · 4 major / 4 minor · reviewed 2026-08-05 · deepseek-v4-flash
Pith's one-line read The paper claims a gameplay video bug report can be reduced to one frame: after re-encoding, keyframes preserve the bug in 98.79% of confirmed visual-bug videos, and a zero-shot vision-language model ranks the right frame first with 0.89 ac
desk verdict A genuinely useful industrial case study of keyframe + VLM bug-frame retrieval, but the headline Accuracy@1 overstates per-bug success and Table 2's numbers don't add up. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The central mechanism is keyframe extraction followed by zero-shot visual ranking: FFmpeg re-encodes each video with H.264, and the encoder's inserted keyframes serve as a deterministic down-sampling of the video, cutting it to a median of 1.90% of its original frames. A vision-language model (GPT-4o) then ranks those keyframes against a summarised bug description and returns the most representative frame. For videos with more than 50 keyframes, the frames are processed in consecutive batches and merged by a second VLM pass that acts as a judge, re-ranking all candidate frames with the batch-level explanations.
What would settle it
Build a test set of only temporal bugs (a light that flickers only during playback, an FPS counter dropping without any scene change, a two-frame animation pop-in) and require the top-1 static frame alone to carry the bug. If accuracy on that set is at chance, the static-frame ceiling the paper acknowledges is confirmed; if accuracy stays high, the one-frame-is-enough claim extends beyond the paper's own category analysis.
Extended reading notes
Core claim
The discovery is that a static-frame retrieval task, not a full video-understanding task, is enough for most visual bug reports. After re-encoding videos to a uniform format, keyframes preserve at least one bug frame in 98.79% of the 247 manually confirmed bug videos, and zero-shot ranking by a vision-language model retrieves a correct top-1 frame in 169 of those 247 videos. The authors define the pipeline's output as a ranked list of keyframes, with the top of the list meant to serve as instant visual evidence for the reported bug. They further show that repeated runs are stable only at the aggregate level: 183 of 350 videos are correct in all three runs, so they recommend majority voting o
Load-bearing premise
The pipeline assumes the reported bug is visible in at least one static keyframe after re-encoding; if the bug exists only as motion over time—flickering, frame-rate drops, or animation glitches—no ranking of still frames can find it.
Editorial extensions
If this is right
- QA engineers can check the top-1 or top-3 keyframes instead of scrubbing a gameplay video, reducing each review to a glance at a few still images.
- The approach is cheap enough for routine use: the paper reports running the entire evaluation for under $100.
- For bugs with strong visual contrast and clear text-to-image alignment (lighting glitches, physics clipping, placeholder UI elements), automated retrieval is reliable enough to be used directly.
- For flickering, frame-rate drops, and animation/VFX glitches, static-frame retrieval is the wrong tool; the paper recommends multi-frame or video-level modeling for these temporal cases.
- Aggregating at the report level rather than the video level raises successful retrieval from 68.42% to 82.14% of multi-video bug reports.
Reading between the lines
- Beyond the paper, the same keyframe-plus-ranking recipe could transfer to other software domains where bug reports contain screen recordings, such as mobile apps or desktop UI tools, provided the bug is visible in a static frame.
- A testable extension is to run the pipeline only on video categories the paper identifies as temporally hard (Animation & VFX, Performance) and use the paper's own category F1 scores as a prior to route those clips to manual review instead.
- The run-to-run variance suggests that three runs with majority voting may be a cheaper reliability boost than switching to a larger or fine-tuned model, since the paper observed that aggregate F1 stays flat around 0.79 even as per-video results fluctuate.
- Another extension is to combine static retrieval with a lightweight temporal check: only videos where the VLM returns low-confidence or no frame get a second pass over short clips, which would directly target the failure modes the paper identifies.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper proposes an automated pipeline for retrieving a single representative bug frame from gameplay videos: FFmpeg is used to extract keyframes (re-encoding videos for better coverage), GPT-4o is used to summarize the textual bug description, rank keyframes, and aggregate batch-level rankings. The system is evaluated on 350 real-world JIRA bug-report videos from a popular FPS game, reporting an overall Accuracy@1 of 0.89 and F1@1 of 0.79, with category-specific performance and an analysis of run-to-run consistency. The paper argues this reduces manual QA video review without requiring captions/transcripts.
Significance. If the reported performance holds, the paper makes a practically useful contribution: it combines well-understood keyframe extraction with a strong VLM in a zero-shot retrieval setting, evaluated on industrial (rather than scraped) data. The task itself, retrieving a single representative frame from a bug-report video, is clearly motivated and not addressed by prior work. The paper also provides an honest analysis of VLM non-determinism and category-level weaknesses (e.g., Animation & VFX, Performance). However, the significance is heavily undermined by serious internal inconsistencies in the evaluation table and the metric definitions, which must be corrected before the headline claims can be accepted.
major comments (4)
- [Table 2, Section 5.2] The evaluation table is internally inconsistent. The Overall row reports 247 bug videos, but TP@1+FN = 190, and TP+TN+FP+FN = 324, while the evaluation set is 350 videos. Per-category, the four-cell sums range from 43 to 50, not 50 as implied by the sampling design. Moreover, the 'Invalid' column sums to 57, yet RQ1 (Section 5.1) finds only 1.21% of 247 (about 3) videos fail keyframe coverage after re-encoding. These contradictions make the Accuracy@1 and F1@1 values in the abstract and introduction impossible to verify. The authors must reconcile every video in the dataset, clarify what 'Invalid' represents, and provide a coherent confusion matrix.
- [Section 4.0.1, Eq. (1)] The metric named 'Accuracy@N' is defined as TP@N/(TP@N+FN), which is recall over the subset of videos whose keyframes actually contain a bug frame. It excludes invalid videos entirely. The paper itself reports a 'successful retrieval rate' of 68.42% (169/247) in Section 5.2. Presenting the abstract's 'Accuracy of 0.89' without qualifying that it excludes invalid videos is misleading for practitioners because, on a random bug video, the system succeeds only ~68% of the time. Please either report end-to-end accuracy (counting invalid videos as failures) or explicitly distinguish the conditional metric in every claim.
- [Section 4.0.1] The definition of false positives is non-standard and likely inflates or deflates F1 unpredictably. The text states that 'false positives include those arising from invalid cases, and any retrieved frame that does not correspond to a valid bug frame, regardless of its rank. Therefore, FP@1 = FP@2 = FP@3 = FP.' This implies a video with a correct top-1 frame and a wrong frame at rank 2 would be both TP@1 and FP, double-counting a single video. F1@1 should be computed from a top-1 confusion matrix only. Please clarify and recompute using a conventional position-specific definition.
- [Section 5.2] No baseline is reported on the same data. Since each bug video has, on average, about 10 keyframes of which ~4.5 show the bug, a random keyframe baseline would be ~45% top-1 recall on covered videos. Providing a random selection or a simple heuristic (e.g., first/last keyframe) baseline is essential to judge whether the VLM adds value beyond chance. The current comparison to a prior glitch-detection benchmark uses a different task and a different 100-image sample, and thus does not serve as a retrieval baseline.
minor comments (4)
- [Section 5.3] The pass@3 calculation is arithmetically incorrect: 1 - (1 - 0.68)^3 ≈ 0.967, not 0.98. Please correct this value and verify the derived conclusion.
- [Section 5.1 vs Section 1] The average number of bug-depicting keyframes is reported as 4.79 in Section 1 (RQ1) and as 4.57 in Section 5.1. Please make these consistent.
- [Section 5.2] The text mentions 'Camera & UI' when the category is named 'UI & HUD' in Table 1. Please unify the terminology.
- [Throughout] Since the metric TP/(TP+FN) is recall, consider renaming 'Accuracy@N' to 'Recall@N' or clearly define it as recall on the subset of bug-containing videos with keyframe coverage, to avoid misinterpretation.
Circularity Check
No significant circularity: the reported F1/accuracy are direct measurements against manual ground truth, with no fitted parameter or load-bearing self-citation.
full rationale
The paper's central claims are empirical system measurements: FFmpeg keyframe coverage (RQ1) and GPT-4o retrieval accuracy (RQ2/RQ3) are evaluated against manually annotated bug frames. The pipeline uses GPT-4o for summarization, ranking, and batch aggregation, but the correctness labels are external human annotations, so the claimed F1@1=0.79 and Accuracy@1=0.89 are not equivalent by construction to the model's own inputs. No parameter is fitted to a subset and then 'predicted'; the model is zero-shot. The self-citations to VideoGameQA-Bench/GlitchBench/VideoGameBunny (Taesiri et al., with co-author Bezemer) justify model selection and benchmark context, but they are not load-bearing: the reported performance is measured directly, and removing those citations would not alter the derivation. The unusual Accuracy@N=TP/(TP+FN) formula and the internal inconsistency of Table 2 (247 bug videos vs 190 TP+FN vs 324 total counts) are correctness/threats-to-validity concerns about what '0.89' means, not circular reductions of a prediction to its inputs. The paper's own limitations (e.g., temporal bugs not captured by static frames, VLM non-determinism, potential manual evaluation bias) are stated and do not constitute circularity.
Assumptions & free parameters
free parameters (3)
- Per-category evaluation sample size (50 per category) =
50 videos per category (350 total)
- Majority-vote decision threshold =
2 of 3 runs agree
- FFmpeg re-encoding preset =
H.264 medium preset
assumptions (5)
- domain assumption Keyframes extracted after FFmpeg H.264 re-encoding preserve at least one frame of any visual bug (98.79% coverage on 247 verified videos).
- domain assumption GPT-4o-generated bug-description summaries accurately capture the core issue and whether it is visible.
- domain assumption A single author's manual annotation of ground-truth bug frames is correct.
- domain assumption The seven-category scheme (Table 1) covers the studied bug reports and GPT-4o-mini's automatic category assignment is accurate.
- domain assumption The second-pass LLM-as-judge aggregation yields a globally correct ranking from batch-level rankings.
Cite this review
Pith. "Pith review of Automated Bug Frame Retrieval from Gameplay Videos Using Vision-Language Models." pith.science (2026). https://pith.science/paper/MVBERFSG
@misc{pith2026250804895,
author = {Pith},
title = {Pith review of: Automated Bug Frame Retrieval from Gameplay Videos Using Vision-Language Models},
year = {2026},
howpublished = {\url{https://pith.science/paper/MVBERFSG}},
note = {Machine review of arXiv:2508.04895}
}
read the original abstract
Modern game studios deliver new builds and patches at a rapid pace, generating thousands of bug reports, many of which embed gameplay videos. To verify and triage these bug reports, developers must watch the submitted videos. This manual review is labour-intensive, slow, and hard to scale. In this paper, we introduce an automated pipeline that reduces each video to a single frame that best matches the reported bug description, giving developers instant visual evidence that pinpoints the bug. Our pipeline begins with FFmpeg for keyframe extraction, reducing each video to a median of just 1.90% of its original frames while still capturing bug moments in 98.79 of cases. These keyframes are then evaluated by a vision--language model (GPT-4o), which ranks them based on how well they match the textual bug description and selects the most representative frame. We evaluated this approach using real-world developer-submitted gameplay videos and JIRA bug reports from a popular First-Person Shooter (FPS) game. The pipeline achieves an overall F1 score of 0.79 and Accuracy of 0.89 for the top-1 retrieved frame. Performance is highest for the Lighting & Shadow (F1 = 0.94), Physics & Collision (0.86), and UI & HUD (0.83) bug categories, and lowest for Animation & VFX (0.51). By replacing video viewing with an immediately informative image, our approach dramatically reduces manual effort and speeds up triage and regression checks, offering practical benefits to quality assurance (QA) teams and developers across the game industry.
Figures
Forward citations
Cited by 2 Pith papers
-
RESP: Reference-guided Sequential Prompting for Visual Glitch Detection in Video Games
RESP uses reference-guided sequential prompting with VLMs to improve frame-level and video-level visual glitch detection in games by establishing per-video baselines.
-
TempGlitch: Evaluating Vision-Language Models for Temporal Glitch Detection in Gameplay Videos
TempGlitch is a controlled benchmark showing that 12 evaluated VLMs perform near chance level on detecting five types of temporal glitches in gameplay videos, with denser sampling and larger models providing no reliab...
Reference graph
Works this paper leans on
-
[1]
2025. FFmpeg. https://ffmpeg.org/
work page 2025
-
[2]
Anthropic. 2024. Introducing the next generation of Claude . https://www. anthropic.com/news/claude-3-family
work page 2024
-
[3]
Sinan Ariyurek, Aysu Betin-Can, and Elif Surer. 2021. Automated Video Game Testing Using Synthetic and Humanlike Agents. IEEE Transactions on Games 13, 1 (2021), 50–67. https://doi.org/10.1109/TG.2019.2947597
arXiv 2021
-
[4]
Atlassian. 2025. Jira. https://www.atlassian.com/software/jira Automated Bug Frame Retrieval from Gameplay Videos Using Vision-Language Models
work page 2025
-
[5]
Elham Azizi and Loutfouz Zaman. 2023. Automatic Bug Detection in Games using LSTM Networks. In 2023 IEEE Conference on Games (CoG) . 1–4. https: //doi.org/10.1109/CoG57401.2023.10333253
arXiv 2023
-
[6]
Nicolas Bettenburg, Sascha Just, Adrian Schröter, Cathrin Weiss, Rahul Premraj, and Thomas Zimmermann. 2008. What makes a good bug report?. InProceedings of the 16th ACM SIGSOFT International Symposium on Foundations of Software En- gineering (Atlanta, Georgia)(SIGSOFT ’08/FSE-16). Association for Computing Ma- chinery, New York, NY, USA, 308–318. https:/...
-
[7]
Stefano Campanella, Emanuela Guglielmi, Rocco Oliveto, Gabriele Bavota, and Simone Scalabrino. 2024. Towards the Automatic Replication of Gameplays to Support Game Debugging. In Proceedings of the 1st ACM International Workshop on Foundations of Applied Software Engineering for Games (Porto de Galinhas, Brazil) (FaSE4Games 2024). Association for Computing...
-
[8]
Norman Cliff. 1993. Dominance Statistics: Ordinal Analyses to Answer Ordinal Questions. Vol. 114. 494–509
work page 1993
Show all 57 references
-
[9]
Nathan Cooper, Carlos Bernal-Cárdenas, Oscar Chaparro, Kevin Moran, and Denys Poshyvanyk. 2021. It Takes Two to Tango: Combining Visual and Textual Information for Detecting Duplicate Video-Based Bug Reports. In Proceedings of the 43rd International Conference on Software Engi...
2021
-
[10]
Yijiang River Dong, Tiancheng Hu, and Nigel Collier. 2024. Can LLM be a Personalized Judge? arXiv:2406.11657 [cs.CL] https://arxiv.org/abs/2406.11657
2024 arXiv
-
[11]
EA. 2025. EA Forum. https://forums.ea.com/
2025
-
[12]
Sidong Feng and Chunyang Chen. 2022. GIFdroid: automated replay of visual bug reports for Android apps. In Proceedings of the 44th International Conference on Software Engineering (Pittsburgh, Pennsylvania) (ICSE ’22). Association for Computing Machinery, New York, NY, USA, 10...
2022
-
[13]
Yannakakis
Roberto Gallotta, Graham Todd, Marvin Zammit, Sam Earle, Antonios Liapis, Julian Togelius, and Georgios N. Yannakakis. 2024. Large Language Models and Games: A Survey and Roadmap. IEEE Transactions on Games (2024), 1–18. https://doi.org/10.1109/TG.2024.3461510
2024
-
[14]
Google. 2024. Introducing Gemini 2.0: our new AI model for the agentic era. https://blog.google/technology/google-deepmind/google-gemini-ai-update- december-2024/
2024
-
[15]
Jiawei Gu, Xuhui Jiang, Zhichao Shi, Hexiang Tan, Xuehao Zhai, Chengjin Xu, Wei Li, Yinghan Shen, Shengjie Ma, Honghao Liu, Saizhuo Wang, Kun Zhang, Yuanzhuo Wang, Wen Gao, Lionel Ni, and Jian Guo. 2025. A Survey on LLM-as- a-Judge. arXiv:2411.15594 [cs.CL] https://arxiv.org/a...
2025 arXiv
-
[16]
Emanuela Guglielmi, Gabriele Bavota, Rocco Oliveto, and Simone Scalabrino
-
[18]
Emanuela Guglielmi, Simone Scalabrino, Gabriele Bavota, and Rocco Oliveto
-
[19]
Sihao Hu, Tiansheng Huang, Gaowen Liu, Ramana Rao Kompella, Fatih Ilhan, Selim Furkan Tekin, Yichang Xu, Zachary Yahn, and Ling Liu. 2025. A Survey on Large Language Model-Based Game Agents. arXiv:2404.02039 [cs.AI] https: //arxiv.org/abs/2404.02039
2025 arXiv
-
[20]
Sumandeep Kaur, Lakhwinder Kaur, and Madan Lal. 2024. An effective Key Frame Extraction technique based on Feature Fusion and Fuzzy-C means clustering with Artificial Hummingbird. Scientific Reports 14 (11 2024). https://doi.org/10. 1038/s41598-024-75923-y
2024
-
[21]
Eugene Klishevich, Yegor Denisov-Blanch, Simon Obstbaum, Igor Ciobanu, and Michal Kosinski. 2025. Measuring Determinism in Large Language Models for Software Code Review. arXiv:2502.20747 [cs.SE] https://arxiv.org/abs/2502.20747
2025 arXiv
-
[22]
Vasilii Korolkov. 2025. Scene Detection Policies and Keyframe Extraction Strategies for Large-Scale Video Analysis. arXiv:2506.00667 [cs.CV] https: //arxiv.org/abs/2506.00667
2025 arXiv
-
[23]
Bo Li, Yuanhan Zhang, Dong Guo, Renrui Zhang, Feng Li, Hao Zhang, Kaichen Zhang, Yanwei Li, Ziwei Liu, and Chunyuan Li. 2024. LLaVA-OneVision: Easy Visual Task Transfer. arXiv preprint arXiv:2408.03326 (2024)
2024 arXiv
-
[24]
Haitao Li, Qian Dong, Junjie Chen, Huixue Su, Yujia Zhou, Qingyao Ai, Ziyi Ye, and Yiqun Liu. 2024. LLMs-as-Judges: A Comprehensive Survey on LLM-based Evaluation Methods. arXiv:2412.05579 [cs.CL] https://arxiv.org/abs/2412.05579
2024 arXiv
-
[25]
Dayi Lin, Cor-Paul Bezemer, and Ahmed E. Hassan. 2019. Identifying gameplay videos that exhibit bugs in computer games. Empirical Software Engineering (12 2019). https://doi.org/10.1007/s10664-019-09733-6
2019 doi
-
[26]
Charles Lovering, Michael Krumdick, Viet Dac Lai, Seth Ebner, Nilesh Kumar, Varshini Reddy, Rik Koncel-Kedziorski, and Chris Tanner. 2025. Language Model Probabilities are Not Calibrated in Numeric Contexts. arXiv:2410.16007 [cs.AI] https://arxiv.org/abs/2410.16007
2025 arXiv
-
[27]
Weiyu Ma, Qirui Mi, Yongcheng Zeng, Xue Yan, Yuqiao Wu, Runji Lin, Haifeng Zhang, and Jun Wang. 2024. Large Language Models Play StarCraft II:Benchmarks and A Chain of Summarization Approach. In Advances in Neural Information Processing Systems , A. Globerson, L. Mackey, D. Be...
2024
-
[28]
Yannakakis
David Melhart, Matthew Barthet, and Georgios N. Yannakakis. 2025. Can Large Language Models Capture Video Game Engagement? arXiv:2502.04379 [cs.CV] https://arxiv.org/abs/2502.04379
2025
-
[29]
microsoft. 2025. Azure. https://azure.microsoft.com/en-ca
2025
-
[30]
Jehanzeb Mirza, Leonid Karlinsky, Wei Lin, Sivan Doveh, Jakub Micorek, Mateusz Kozinski, Hilde Kuehne, and Horst Possegger
M. Jehanzeb Mirza, Leonid Karlinsky, Wei Lin, Sivan Doveh, Jakub Micorek, Mateusz Kozinski, Hilde Kuehne, and Horst Possegger. 2025. Meta-prompting for Automating Zero-Shot Visual Recognition with LLMs. In Computer Vision – ECCV 2024, Aleš Leonardis, Elisa Ricci, Stefan Roth, ...
2025
-
[31]
Mistral. 2025. Frontier AI. In Your Hands. https://mistral.ai/
2025
-
[32]
Kevin Moran, Mario Linares-Vásquez, Carlos Bernal-Cárdenas, and Denys Poshy- vanyk. 2015. Auto-completing bug reports for Android applications. In Proceed- ings of the 2015 10th Joint Meeting on Foundations of Software Engineering . ACM, 673–686. https://doi.org/10.1145/278680...
2015
-
[33]
Aishik Nagar, Shantanu Jaiswal, and Cheston Tan. 2024. Zero-Shot Visual Reasoning by Vision-Language Models: Benchmarking and Analysis. In 2024 International Joint Conference on Neural Networks (IJCNN) . 1–8. https://doi.org/ 10.1109/IJCNN60899.2024.10650020
2024
-
[34]
OpenAI. 2024. GPT-4o mini: advancing cost-efficient intelligence . https://openai. com/index/gpt-4o-mini-advancing-cost-efficient-intelligence/
2024
-
[35]
OpenAI. 2024. Hello GPT-4o. https://openai.com/index/hello-gpt-4o/
2024
-
[36]
OpenAI. 2024. OpenAI Platform . https://platform.openai.com/docs/api- reference/chat/create
2024
-
[37]
Ciprian Paduraru, Miruna Paduraru, and Alin Stefanescu. 2021. Automated game testing using computer vision methods. In 2021 36th IEEE/ACM International Conference on Automated Software Engineering Workshops (ASEW) . 65–72. https: //doi.org/10.1109/ASEW52652.2021.00024
2021
-
[38]
Max Peeperkorn, Tom Kouwenhoven, Dan Brown, and Anna Jordanous
-
[39]
Reddit. 2022. Visual bug when Wraith finisher gets interupted. https://www.reddit.com/r/apexlegends/comments/13i8gmp/visual_bug_ when_wraith_finisher_gets_interupted
2022
-
[40]
Richardson
Iain E. Richardson. 2010. The H.264 Advanced Video Compression Standard, Second Edition. Wiley
2010
-
[41]
Alexander Senchenko, Naomi Patterson, Hamman Samuel, and Dan Ispir. 2022. SUPERNOVA: Automating Test Selection and Defect Prevention in AAA Video Games Using Risk Based Testing and Machine Learning. In 2022 IEEE Conference on Software Testing, Verification and Validation (ICST...
2022
-
[42]
Mohammad Reza Taesiri and Cor-Paul Bezemer. 2025. VIDEOGAMEBUNNY: Towards vision assistants for video games. In Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision (2025-03-01)
2025
-
[43]
Mohammad Reza Taesiri, Tianjun Feng, Cor-Paul Bezemer, and Anh Nguyen
-
[44]
Mohammad Reza Taesiri, Abhijay Ghildyal, Saman Zadtootaghaj, Nabajeet Bar- man, and Cor-Paul Bezemer. 2025. VideoGameQA-Bench: Evaluating Vision- Language Models for Video Game Quality Assurance. arXiv:2505.15952 [cs.CV] https://arxiv.org/abs/2505.15952
2025
-
[45]
Mohammad Reza Taesiri, Finlay Macklon, and Cor-Paul Bezemer. 2022. CLIP meets GamePhysics: towards bug identification in gameplay videos using zero- shot transfer learning. In Proceedings of the 19th International Conference on Mining Software Repositories (Pittsburgh, Pennsyl...
2022
-
[46]
Xuchen Tan, Deenu Yadav, Faiz Ahmed, and Maleknaz Nayebi. 2025. ImageR: Enhancing Bug Report Clarity by Screenshots. arXiv:2505.01925 [cs.SE] https: //arxiv.org/abs/2505.01925
2025 arXiv
-
[47]
Andrew Truelove, Shiyue Rong, Eduardo Santana de Almeida, and Iftekhar Ahmed. 2023. Finding the Needle in a Haystack: Detecting Bug Occurrences in Gameplay Videos. arXiv:2311.10926 [cs.SE] https://arxiv.org/abs/2311.10926
2023 arXiv
-
[48]
In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recog- nition (CVPR)
GlitchBench: Can Large Multimodal Models Detect Video Game Glitches?. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recog- nition (CVPR). 22444–22455
-
[49]
Dingbang Wang, Zhaoxu Zhang, Sidong Feng, William G. J. Halfond, and Tingt- ing Yu. 2025. An Empirical Study on Leveraging Images in Automated Bug Report Reproduction. In 2025 IEEE/ACM 22nd International Conference on Mining Software Repositories (MSR). 27–38. https://doi.org/...
2025
-
[50]
1992.Individual Comparisons by Ranking Methods
Frank Wilcoxon. 1992.Individual Comparisons by Ranking Methods. Springer New York, New York, NY, 196–202. https://doi.org/10.1007/978-1-4612-4380-9_16
1992 doi
-
[51]
Yanfu Yan, Nathan Cooper, Oscar Chaparro, Kevin Moran, and Denys Poshy- vanyk. 2024. Semantic GUI Scene Learning and Video Alignment for Detecting Duplicate Video-based Bug Reports. In Proceedings of the IEEE/ACM 46th In- ternational Conference on Software Engineering (Lisbon,...
2024
-
[52]
Yan Zhao, Weihao Zhang, Enyi Tang, Haipeng Cai, Xi Guo, and Na Meng. 2021. A Lightweight Approach of Human-Like Playtesting. arXiv:2102.13026 [cs.SE] https://arxiv.org/abs/2102.13026
2021 arXiv
-
[53]
Alicia Vidler and Toby Walsh. 2025. Playing games with Large language models: Randomness and strategy. arXiv:2503.02582 [cs.AI] https://arxiv.org/abs/2503. 02582
2025 arXiv
-
[58]
Lianmin Zheng, Wei-Lin Chiang, Ying Sheng, Siyuan Zhuang, Zhang- hao Wu, Yonghao Zhuang, Zi Lin, Zhuohan Li, Dacheng Li, Eric Xing, Hao Zhang, Joseph E Gonzalez, and Ion Stoica. 2023. Judging LLM- as-a-Judge with MT-Bench and Chatbot Arena. In Advances in Neu- ral Information ...
2023
-
[2022]
arXiv:2204.04182 [cs.SE] https://arxiv.org/abs/2204.04182
Towards Using Gameplay Videos for Detecting Issues in Video Games. arXiv:2204.04182 [cs.SE] https://arxiv.org/abs/2204.04182
-
[2023]
Using gameplay videos for detecting issues in video games.Empirical Softw. Engg. 28, 6 (Oct. 2023), 32 pages. https://doi.org/10.1007/s10664-023-10365-0
2023 doi
-
[2024]
Is Temperature the Creativity Parameter of Large Language Models? arXiv:2405.00492 [cs.CL] https://arxiv.org/abs/2405.00492
-
[2025]
ACM Trans
Automatic Identification of Game Stuttering via Gameplay Videos Analysis. ACM Trans. Softw. Eng. Methodol. 34, 2, Article 38 (Jan. 2025), 29 pages. https: //doi.org/10.1145/3695992
2025 doi
Reviewed August 5, 2026 · model on record in the stance chip above.
Discussion (0). Sign in to comment.