GAO SHAN | M, 2回目発表 | ソフトウェア設計学 | 飯田 元, 藤川 和利, 市川 昊平 |
Title: A node selection algorithm for hybrid peer-to-peer services based on a modified dueling-DQN model Abstract: HybridPeertoPeer(P2P)filesharingcombinescentralizedanddecentralizedarchitectures,whereacentral server maintains the node list while data is transferred in a P2P manner. The hybrid P2P structure allows each node to decide from which node to download data, but this can result in slower and inefficient data exchange. To address this issue, some P2P file sharing networks like BitTorrent use the Tit-for-Tat (TFT) algorithm, which selects nodes based on their past interactions. However, TFT may not work effectively under rapidly changing network conditions. In this paper, we propose a modified node selection algorithm based on the dueling DQN model, which considers real-time states. The central server maintains node addresses and collects real-time status information such as CPU, memory utilization, and network latency. The modified dueling DQN model returns the node with the highest overall rating, and data is downloaded from the selected node. The results show that our proposed model is able to achieve almost the same download time as the TFT algorithm, while our model can adapt to the network environment faster than the TFT algorithm when the network latency fluctuates significantly. Language of the presentation: Japanese | |||
菱川 潤哉 | M, 2回目発表 | ソフトウェア設計学 | 飯田 元, 松本 健一, 市川 昊平, 平尾 俊貴, 柏 祐太郎 |
title: An Empirical Investigation of Replaying in Programming Education Videos
abstract: In recent years, software education has become more diverse, providing visual content such as e-learning, on-demand sites, and online video services in addition to traditional group classes. In particular, programming education videos allow video creators to teach programming step by step while showing the actual coding. However, video creators have a challenge in identifying what part of the video is difficult for students and needs improvement. To identify difficult parts of videos, this study investigates the potential of use in recording replaying activities under the hypothesis that the replayed parts of videos are difficult or important. language of the presentation: Japanese 発表題目: プログラミング教育動画における再視聴行動の実証調査 発表概要: 近年,ソフトウェア教育が多様化しており,従来の集団授業だけではなく,E-learningやオンデマンドサイト,動画サイトなどが使用されている.特に,プログラミング教育動画では,動画作成者は実際にコーディングしている様子を見せることで,プログラミングを段階的に教えることができる.しかし,動画作成者は視聴者にとってどこが難解なのかわからないため,動画のどこを改善すべきかわからないという問題がある.そこで,動画中で再視聴される部分は難解または重要であるという仮説を立て,Youtubeのリプレイ回数表示機能を使用し,リプレイされやすい部分が難解または重要であるか調査する. | |||
三野 天羽 | M, 2回目発表 | ソフトウェア設計学 | 飯田 元, 松本 健一, 市川 昊平, 平尾 俊貴, 柏 祐太郎 |
title: An Algorithm to Identify Bug-introducing Commits Considering Equivalent Changes
abstract: Bug-fixing is considered one of the most time-consuming activities in software development process. For this reason, many studies on bugs, such as analysis of situations when bugs occur and prediction of bug location, have been conducted. These studies employ the SZZ algorithm to identify bug-introducing changes and label their datasets. However, the SZZ algorithm may incorrectly label changes that do not change the behavior of the program (e.g., changes that only modify code comments or blank lines and refactoring). Prior studies has shown that refactoring-aware implementations improve the precision and recall of the SZZ algorithm. In this study, we implement an SZZ algorithm that reduces the effect of changes that do not change the behavior of the program, which were not considered in previous study. language of the presentation: Japanese 発表題目: Equivalent changesを考慮した不具合混入コミット特定アルゴリズム 発表概要: ソフトウェアの開発プロセスにおいて,バグ修正は最も時間的コストの高い作業であるといわれている.そのため,バグが発生する状況の分析やバグ位置の予測など,バグに関する研究が多数行われている.それらの研究では,バグを引き起こす変更を特定し,データセットにラベルを付けるためにSZZアルゴリズムを採用している.しかし,SZZアルゴリズムはプログラムの振舞いを変えない変更(コメントや空行の変更,リファクタリング等)を誤ってラベル付けすることがある.先行研究で,リファクタリングを考慮した実装によりSZZアルゴリズムの適合率と再現率が向上することが分かっている.本研究では,先行研究で考慮されなかったプログラムの振舞いを変えない変更の影響を低減したSZZアルゴリズムを実装する. | |||