Böck, M., Habchi, S., Nayrolles, M., & Cito, J. (2023). Performance Prediction From Source Code Is Task and Domain Specific. In 2023 IEEE/ACM 31st International Conference on Program Comprehension (ICPC) (pp. 35–42). IEEE. https://doi.org/10.1109/ICPC58990.2023.00015
E194-01 - Forschungsbereich Software Engineering E194 - Institut für Information Systems Engineering
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Published in:
2023 IEEE/ACM 31st International Conference on Program Comprehension (ICPC)
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ISBN:
979-8-3503-3750-1
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Date (published):
2023
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Event name:
2023 IEEE/ACM 31st International Conference on Program Comprehension (ICPC)
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Event date:
15-May-2023 - 16-May-2023
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Event place:
Melbourne, Australia
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Number of Pages:
8
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Publisher:
IEEE, Piscataway
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Peer reviewed:
Yes
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Keywords:
Deep Learning; Defect Prediction; Repository Mining; Software performance
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Abstract:
Performance is key to the success and adoption of software systems. In video games, performance is commonly highlighted as one of the top quality concerns raised by players. To check the performance of their systems, development teams tend to rely on profiling and monitoring tools, which observe program executions to identify regressions. The usage of static analysis tools for this purpose has been so far limited. Lately, the success of Large Language Models in many code analytics tools led to attempts to leverage them in static performance analysis. These studies showed promising results in predicting runtime and regressions on large public datasets. In this paper, we evaluate the usability of such models in practice, and particularly in the domain of video games. We train a state-of-the-art neural network on the Code4Bench dataset to predict runtime regressions for programming competition programs, then evaluate its ability to generalize to new domains. Our results show that these models achieve great results (e.g. 95.73% accuracy for performance comparison) on the original domain for programs solving in-sample programming tasks, yet fail to generalize to out-of-sample tasks. Furthermore, we show that transfer techniques such as domain adversarial adaptation and model fine-tuning are not sufficient to transfer these models to the target industrial domain of AAA games.