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We examine the use of teleological metareasoning for self-adaptation in game-playing software agents. The goal of our work is to develop an interactive environment in which the game designer generates requirements for a new version of a game, and the legacy software agents from previous versions of the game adapt themselves to the new game requirements. We are developing and testing our metareasoning...
Interruptions are a daily reality for professional programmers. Unfortunately, the strategies programmers use to recover lost knowledge and resume work have not yet been well studied. In this paper, we perform exploratory analysis on 10,000 recorded programming sessions of 85 programmers to understand the variety of strategies used by programmers for resuming programming tasks. In our study, we find...
Developers must actively maintain status information about the programming tasks they are engaged in. Unfortunately, much of this knowledge does not exist in tangible form. Commonly, developers are forced to recover the details of this knowledge after encountering an unanticipated interruption. In this paper, we present a technique enabling developers to quickly reengage in a task after such an interruption...
When modeling the architecture of an existing software system, developers often find inconsistencies between the conceptual and the as-built architecture. To impose the conceptual view on the code often involves large refactoring to remediate architectural violations. This paper reports our experience applying large refactoring to remediate an architectural violation in LogicBlox, a large, multi-language...
Software evolution is the most costly and time-consuming software development activity, yet software engineering research is predominantly concerned with initial development. MORALE is a development method specifically designed for evolving software. It features an inquiry-based approach to eliciting change requirements, a reverse engineering technique for extracting architectural information from...
One of the factors that can make a program difficult to understand is that code responsible for accomplishing more than one purpose may be woven together in a single section. We call this interleaving, and it may arise either intentionally-for example, in optimizing a program, a programmer may use some intermediate result for several purposes-or unintentionally, due to patches, quick fixes, or other...
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