Exploiting the Unique Expression for Improved Sentiment Analysis in Software Engineering TextKexin Sun, Hui Gao, Hongyu Kuang et al.
Sentiment analysis on software engineering (SE) texts has been widely used in the SE research, such as evaluating app reviews or analyzing developers sentiments in commit messages. To better support the use of automated sentiment analysis for SE tasks, researchers built an SE-domain-specified sentiment dictionary to further improve the accuracy of the results. Unfortunately, recent work reported that current mainstream tools for sentiment analysis still cannot provide reliable results when analyzing the sentiments in SE texts. We suggest that the reason for this situation is because the way of expressing sentiments in SE texts is largely different from the way in social network or movie comments. In this paper, we propose to improve sentiment analysis in SE texts by using sentence structures, a different perspective from building a domain dictionary. Specifically, we use sentence structures to first identify whether the author is expressing her sentiment in a given clause of an SE text, and to further adjust the calculation of sentiments which are confirmed in the clause. An empirical evaluation based on four different datasets shows that our approach can outperform two dictionary-based baseline approaches, and is more generalizable compared to a learning-based baseline approach.
Macro action selection with deep reinforcement learning in StarCraftSijia Xu, Hongyu Kuang, Zhi Zhuang et al.
StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also widely accepted as a challenging testbed for AI research because of its enormous state space, partially observed information, multi-agent collaboration, and so on. With the help of annual AIIDE and CIG competitions, a growing number of SC bots are proposed and continuously improved. However, a large gap remains between the top-level bot and the professional human player. One vital reason is that current SC bots mainly rely on predefined rules to select macro actions during their games. These rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game. In this paper, we propose a deep reinforcement learning (DRL) framework to improve the selection of macro actions. Our framework is based on the combination of the Ape-X DQN and the Long-Short-Term-Memory (LSTM). We use this framework to build our bot, named as LastOrder. Our evaluation, based on training against all bots from the AIIDE 2017 StarCraft AI competition set, shows that LastOrder achieves an 83% winning rate, outperforming 26 bots in total 28 entrants.