# Leveraging Large Language Models for Efficient Failure Analysis in Game Development

arXiv: https://arxiv.org/abs/2406.07084 · HTML: https://mlsanity.com/paper/2406.07084/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 16 of its 25 references that are in the map.
- First posted on arXiv 11 Jun 2024.

## Builds on (most cited first, 16 of 16)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [XLNet: Generalized Autoregressive Pretraining for Language Understanding](https://mlsanity.com/paper/1906.08237/) (2019)
- [Big Bird: Transformers for Longer Sequences](https://mlsanity.com/paper/2007.14062/) (2020)
- [Competition-Level Code Generation with AlphaCode](https://mlsanity.com/paper/2203.07814/) (2022)
- [CodeBERT: A Pre-Trained Model for Programming and Natural Languages](https://mlsanity.com/paper/2002.08155/) (2020)
- [CodeT5: Identifier-aware Unified Pre-trained Encoder-Decoder Models for Code Understanding and Generation](https://mlsanity.com/paper/2109.00859/) (2021)
- [CodeGen: An Open Large Language Model for Code with Multi-Turn Program Synthesis](https://mlsanity.com/paper/2203.13474/) (2022)
- [StarCoder: may the source be with you!](https://mlsanity.com/paper/2305.06161/) (2023)
- [Unified Pre-training for Program Understanding and Generation](https://mlsanity.com/paper/2103.06333/) (2021)
- [OctoPack: Instruction Tuning Code Large Language Models](https://mlsanity.com/paper/2308.07124/) (2023)
- [Mega: Moving Average Equipped Gated Attention](https://mlsanity.com/paper/2209.10655/) (2022)
- [PyMT5: multi-mode translation of natural language and Python code with transformers](https://mlsanity.com/paper/2010.03150/) (2020)
- [CrashTranslator: Automatically Reproducing Mobile Application Crashes Directly from Stack Trace](https://mlsanity.com/paper/2310.07128/) (2023)
- [Locating Crashing Faults based on Crash Stack Traces](https://mlsanity.com/paper/1404.4100/) (2014)

## Built on by (most cited first, 1 of 1)

- [An Exploratory Case Study of LLM-Assisted Refactoring and Gameplay Feature Generation in an Endless Runner Game](https://mlsanity.com/paper/2606.21171/) (2026)

## Abstract (arXiv)

In games, and more generally in the field of software development, early detection of bugs is vital to maintain a high quality of the final product. Automated tests are a powerful tool that can catch a problem earlier in development by executing periodically. As an example, when new code is submitted to the code base, a new automated test verifies these changes. However, identifying the specific change responsible for a test failure becomes harder when dealing with batches of changes -- especially in the case of a large-scale project such as a AAA game, where thousands of people contribute to a single code base. This paper proposes a new approach to automatically identify which change in the code caused a test to fail. The method leverages Large Language Models (LLMs) to associate error messages with the corresponding code changes causing the failure. We investigate the effectiveness of our approach with quantitative and qualitative evaluations. Our approach reaches an accuracy of 71% in our newly created dataset, which comprises issues reported by developers at EA over a period of one year. We further evaluated our model through a user study to assess the utility and usability of the tool from a developer perspective, resulting in a significant reduction in time -- up to 60% -- spent investigating issues.
