Wei Yang

Prof. Wei Yang


Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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4 November 2020 in IEEE Transactions on Neural Networks and Learning Systems
Verified
Journal Article
Closed access
DYDeheng Ye
Deheng Ye
GCGuibin Chen
Guibin Chen
PZPeilin Zhao
Peilin Zhao
FQFuhao Qiu
Fuhao Qiu
BYBo Yuan
Bo Yuan
LHLanxiao Huang
Lanxiao Huang
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.

2 March 2020 in IEEE Access
Verified
Journal Article
Open access
JYJiahui Yu
Jiahui Yu
HGHongwei Gao
Hongwei Gao
WYWei Yang
Wei Yang
YJYueqiu Jiang
Yueqiu Jiang
WCWeihong Chin
Weihong Chin
ZJZhaojie Ju
Zhaojie Ju
Activity recognition which aims to accurately distinguish human actions in complex environments plays a key role in human-robot/computer interaction. However, long-lasting and similar actions will cause poor feature sequence extraction and thus lead to a reduction of the recognition accuracy. We propose a novel discriminative deep model (D3D-LSTM) based on 3D-CNN and LSTM for both single-target and interaction action recognition to improve the spatiotemporal processing performance. Our models have several notable properties: 1) A real-time feature fusion method is used to obtain a more representative feature sequence through composition of local mixtures for enhancing the performance of discriminating similar actions; 2) We introduce an improved attention mechanism that focuses on each frame individually by assigning different weights in real-time; 3) An alternating optimization strategy is proposed for our model to obtain parameters with the best performance. Because the proposed D3D-LSTM model is efficient enough to be used as a detector that recognizes various activities, a Real-set database is collected to evaluate action recognition in complex real-world scenarios. For long-term relations, we update the present memory state via the weight-controlled attention module that enables the memory cell to store better long-term features. The densely connected bimodal modal makes local perceptrons of 3D-Conv motion-aware and stores better short-term features. The proposed D3D-LSTM model has been evaluated through a series of experiments on the Real-set and open-source datasets, i.e. SBU-Kinect and MSR-action-3D. Experimental results show that the proposed D3D-LSTM model achieves new state-of-the-art results, including pushing the average rate of the SBU-Kinect to 92.40% and the average rate of the MSR-action-3D to 95.40%.

18 August 2021
Verified
Conference Paper
Open access
KCKe Chen
Ke Chen
YLYufei Li
Yufei Li
YCYingfeng Chen
Yingfeng Chen
CFChangjie Fan
Changjie Fan
ZHZhipeng Hu
Zhipeng Hu
WYWei Yang
Wei Yang
Graphically-rich applications such as games are ubiquitous with attractive visual effects of Graphical User Interface (GUI) that offers a bridge between software applications and end-users. However, various types of graphical glitches may arise from such GUI complexity and have become one of the main component of software compatibility issues. Our study on bug reports from game development teams in NetEase Inc. indicates that graphical glitches frequently occur during the GUI rendering and severely degrade the quality of graphically-rich applications such as video games. Existing automated testing techniques for such applications focus mainly on generating various GUI test sequences and check whether the test sequences can cause crashes. These techniques require constant human attention to captures non-crashing bugs such as bugs causing graphical glitches. In this paper, we present the first step in automating the test oracle for detecting non-crashing bugs in graphically-rich applications. Specifically, we propose GLIB based on a code-based data augmentation technique to detect game GUI glitches. We perform an evaluation of GLIB on 20 real-world game apps (with bug reports available) and the result shows that GLIB can achieve 100% precision and 99.5% recall in detecting non-crashing bugs such as game GUI glitches. Practical application of GLIB on another 14 real-world games (without bug reports) further demonstrates that GLIB can effectively uncover GUI glitches, with 48 of 53 bugs reported by GLIB having been confirmed and fixed so far.

18 August 2021
Verified
Conference Paper
Open access
WWWenyu Wang
Wenyu Wang
WYWei Yang
Wei Yang
TXTianyin Xu
Tianyin Xu
TXTao Xie
Tao Xie
Despite over a decade of research, it is still challenging for mobile UI testing tools to achieve satisfactory effectiveness, especially on industrial apps with rich features and large code bases. Our experiences suggest that existing mobile UI testing tools are prone to exploration tarpits, where the tools get stuck with a small fraction of app functionalities for an extensive amount of time. For example, a tool logs out an app at early stages without being able to log back in, and since then the tool gets stuck with exploring the app’s pre-login functionalities (i.e., exploration tarpits) instead of its main functionalities. While tool vendors/users can manually hardcode rules for the tools to avoid specific exploration tarpits, these rules can hardly generalize, being fragile in face of diverted testing environments, fast app iterations, and the demand of batch testing product lines. To identify and resolve exploration tarpits, we propose VET, a general approach including a supporting system for the given specific Android UI testing tool on the given specific app under test (AUT). VET runs the tool on the AUT for some time and records UI traces, based on which VET identifies exploration tarpits by recognizing their patterns in the UI traces. VET then pinpoints the actions (e.g., clicking logout) or the screens that lead to or exhibit exploration tarpits. In subsequent test runs, VET guides the testing tool to prevent or recover from exploration tarpits. From our evaluation with state-of-the-art Android UI testing tools on popular industrial apps, VET identifies exploration tarpits that cost up to 98.6% testing time budget. These exploration tarpits reveal not only limitations in UI exploration strategies but also defects in tool implementations. VET automatically addresses the identified exploration tarpits, enabling each evaluated tool to achieve higher code coverage and improve crash-triggering capabilities.

11 September 2024
Verified
Conference Paper
Open access
DRDezhi Ran
Dezhi Ran
HWHao Wang
Hao Wang
ZSZihe Song
Zihe Song
MWMengzhou Wu
Mengzhou Wu
YCYuan Cao
Yuan Cao
TXTao Xie
Tao Xie
Tests for feature-based UI testing have been indispensable for ensuring the quality of mobile applications (apps for short). The high manual labor costs to create such tests have led to a strong interest in automated feature-based UI testing, where an approach automatically explores the App under Test (AUT) to find correct sequences of UI events achieving the target test objective, given only a high-level test objective description. Given that the task of automated feature-based UI testing resembles conventional AI planning problems, large language models (LLMs), known for their effectiveness in AI planning, could be ideal for this task. However, our study reveals that LLMs struggle with following specific instructions for UI testing and replanning based on new information. This limitation results in reduced effectiveness of LLM-driven solutions for automated feature-based UI testing, despite the use of advanced prompting techniques. Toward addressing the preceding limitation, we propose Guardian, a runtime system framework to improve the effectiveness of automated feature-based UI testing by offloading computational tasks from LLMs with two major strategies. First, Guardian refines UI action space that the LLM can plan over, enforcing the instruction following of the LLM by construction. Second, Guardian deliberately checks whether the gradually enriched information invalidates previous planning by the LLM. Guardian removes the invalidated UI actions from the UI action space that the LLM can plan over, restores the state of the AUT to the state before the execution of the invalidated UI actions, and prompts the LLM to re-plan with the new UI action space. We instantiate Guardian with ChatGPT and construct a benchmark named FestiVal with 58 tasks from 23 highly popular apps. Evaluation results on FestiVal show that Guardian achieves 48.3

26 August 2024 in ACM Transactions on Software Engineering and Methodology
Verified
Journal Article
Open access
XFXiaoning Feng
Xiaoning Feng
XHXiaohong Han
Xiaohong Han
SCSimin Chen
Simin Chen
WYWei Yang
Wei Yang
Large Language Models (LLMs) have received much recent attention due to their human-level accuracy. While existing works mostly focus on either improving accuracy or testing accuracy robustness, the computation efficiency of LLMs, which is of paramount importance due to often vast generation demands and real-time requirements, has surprisingly received little attention. In this paper, we make the first attempt to understand and test potential computation efficiency robustness in state-of-the-art LLMs. By analyzing the working mechanism and implementation of 20,543 public-accessible LLMs, we observe a fundamental property in LLMs that could be manipulated in an adversarial manner to reduce computation efficiency significantly. Our interesting observation is that the output length determines the computation efficiency of LLMs instead of the input, where the output length depends on two factors: an often sufficiently large yet pessimistic pre-configured threshold controlling the max number of iterations and a runtime generated end of sentence (EOS) token. Our key motivation is to generate test inputs that could sufficiently delay the generation of EOS such that LLMs would have to go through enough iterations to satisfy the pre-configured threshold. We present LLMEffiChecker, which can work under both white-box setting and black-box setting. In the white-box scenario, LLMEffiChecker develops a gradient-guided technique that searches for a minimal and unnoticeable perturbation at character-level, token-level, and structure-level. In the black-box scenario, LLMEffiChecker employs a causal inference-based approach to find critical tokens and similarly applies three levels of imperceptible perturbation to them. Both the white-box and black-box settings effectively delay the appearance of EOS, compelling these inputs to reach the naturally-unreachable threshold. To demonstrate the effectiveness of LLMEffiChecker, we conduct a systematic evaluation on nine public-available LLMs: Google T5, AllenAI WMT14, Helsinki-NLP translator, Facebook FairSeq, UNICAMP-DL translator, MarianMT, Google FLAN-T5, MBZUAI LaMini-GPT and Salesforce CodeGen. Experimental results show that LLMEffiChecker can increase on average LLMs’ response latency and energy consumption by 325% to 3244% and 344% to 3616%, respectively, by perturbing just one character or token in the input sentence. Our case study shows that inputs generated by LLMEffiChecker significantly affect the battery power in real-world mobile devices (i.e., drain more than 30 times battery power than normal inputs).