Typed Temporal Interaction Features for Simulation-Backed Forecasting of Open-Source Game Release Incidents
Authors: Shayma Alkobaisi, Anas Ali
Organizations: Department of Computer Science and Software Engineering, United Arab Emirates University, Al Ain, United Arab Emirates · Department of Computer Science, National University of Modern languages, Lahore, Pakistan
Open-source video-game quality depends on inter-actions among code, assets, configuration, tests, contributors, and issue workflows, yet conventional defect predictors usually flatten or omit these relations. We investigate release-level forecasting of a quality incident within thirty days using GAMEQUALGRAPH-Pilot, a typed temporal feature pipeline with calibrated risk estimates and effort-aware ranking. Because the accessible OS-SGameBench materials do not provide manually audited release dates and outbreak labels, the executed evaluation is explicitly simulation-backed rather than an empirical claim about real games. Five seeded worlds each contain 120 projects and 24 releases, with project-disjoint validation and future cross-project testing. The pilot obtains an AUPRC of 0.520, AUROC of 0.673, Brier score of 0.207, and 29.68% effort-aware recall at a twenty-percent testing budget. Its closest local comparator, Static-Hetero-Reimpl, reaches 0.522 AUPRC; the -0.002 difference is not statistically significant after Holm correction. Inference requires 0.023 milliseconds per release in the measured environment. Ablations and controlled missingness, drift, engine, project-size, alert-threshold, and attribution analyses expose where typed interactions help and where they fail. Results support the reproducibility of the proposed protocol, not deployment effectiveness. Real OSSGameBench release reconstruction, stratified label audits, and official graph-model comparisons remain mandatory before journal submission or operational use in practice. This boundary protects research integrity and supports credible evaluation.
Figures & tables
Study
Task
G
T
A
R
E
Unresolved relation to this work
OSSGameBench [ 4 ]
game repository benchmark
–
✓
✓
–
–
No audited release-outbreak target
GBGallery [ 8 ]
game testing
–
–
✓
–
–
Small runtime-defect benchmark
GlitchBench [ 9 ]
visual glitches
–
–
✓
–
–
No development-artifact trace
Game problems [ 7 ]
postmortems
–
–
✓
–
–
Qualitative and no change mapping
JIT QA [ 1 ]
change risk
–
✓
–
–
✓
Code-change rather than release unit
DeepJIT [ 2 ]
change risk
–
✓
–
–
–
Text/code sequence only
TABLE I: Closest-work matrix. G=graph, T=temporal, A=non-code assets, R=release prediction, E=effort-aware. A dash means the capability is outside the published task, not that the study is deficient.
Symbol
Meaning
p,r
project and release indices
tpr
release-time information cutoff
V,E
typed nodes and timestamped edges
K
relation-type set
xv
node or aggregate feature vector
hv(l)
layer- l representation
TABLE II: Principal notation.
Fig. 1: GAMEQUALGRAPH-Pilot system architecture. Multimodal repository evidence is converted into a timestamp-valid release graph, calibrated incident-risk prediction, and effort-aware testing decision.
Item
Value
Independent seeds
5
Projects per seed
120
Releases per project
24
Generated release rows
14,400
Train projects
80
Validation projects
20
TABLE III: Executed simulation and split statistics.
Component
Setting
Logistic-Code
standardization, balanced logistic regression
RandomForest-All
180 trees, leaf minimum 6
HistGB-All
140 iterations, 15 leaves
Homogeneous-MLP
32–16 units, early stopping
Static-Hetero
six fixed relation summaries
GAMEQUALGRAPH
20 base plus ten relation/temporal summaries; 180 iterations
TABLE IV: Experimental configuration.
Method
AUPRC
AUPRC SD
AUROC
Brier
ECE
ER@20%
ms/release
GAMEQUALGRAPH-Pilot
0.520
0.040
0.673
0.207
0.071
0.297
0.023
HistGB-All
0.515
0.045
0.678
0.208
0.075
0.320
0.017
Homogeneous-MLP
0.438
0.057
0.609
0.218
0.070
0.253
0.007
Logistic-Code
0.509
0.057
0.674
0.208
0.079
0.316
0.005
RandomForest-All
0.499
0.058
0.686
0.207
0.083
0.301
0.053
Static-Hetero-Reimpl
0.522
0.043
0.674
0.208
0.071
0.317
0.023
TABLE V: Cross-project future-holdout results over five seeded simulations. ER@20% is effort-aware recall. Lower is better for Brier, ECE, and latency; higher is better otherwise. These methods share the generated protocol and are directly comparable.
Fig. 2: (a) Precision–recall and (b) calibration for the proposed pilot and strongest AUPRC comparator on executed cross-project future holdouts.
Fig. 3: Operational sensitivity from executed test predictions: (a) precision and recall across alert thresholds and (b) incident recall across effort budgets.
Fig. 4: Generalization panels: (a) mean AUPRC for all local methods and (b) GAMEQUALGRAPH-Pilot AUPRC across simulated engine strata. Method indices follow the main-results table; engine labels are mapped in the source CSV.
Fig. 5: (a) Executed modality ablations and (b) permutation AUPRC loss. Numeric labels are mapped to full names in the CSV files and workbook.
Fig. 6: Robustness from executed predictions: (a) typed-relation missingness and (b) AUPRC by release index, with the synthetic distribution shift beginning at release 18.