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Traian Rebedea

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Published work

5 published item(s)

preprint2026arXiv

Complexity-based code embeddings

This paper presents a generic method for transforming the source code of various algorithms to numerical embeddings, by dynamically analysing the behaviour of computer programs against different inputs and by tailoring multiple generic complexity functions for the analysed metrics. The used algorithms embeddings are based on r-Complexity . Using the proposed code embeddings, we present an implementation of the XGBoost algorithm that achieves an average F1-score on a multi-label dataset with 11 classes, built using real-world code snippets submitted for programming competitions on the Codeforces platform.

preprint2026arXiv

SmellBench: Evaluating LLM Agents on Architectural Code Smell Repair

Architectural code smells erode software maintainability and are costly to repair manually, yet unlike localized bugs, they require cross-module reasoning about design intent that challenges both developers and automated tools. While large language model agents excel at bug fixing and code-level refactoring, their ability to repair architectural code smells remains unexplored. We present the first empirical evaluation of LLM agents on architectural code smell repair. We contribute SmellBench, a task orchestration framework that incorporates smell-type-specific optimized prompts and supports iterative multi-step execution, together with a scoring methodology that separately evaluates repair effectiveness, false positive identification, and net codebase impact. We evaluate 11 agent configurations from four model families (GPT, Claude, Gemini, Mistral) on 65 hard-severity architectural smells detected by PyExamine in the Python project scikit-learn, validated against expert judgments. Expert validation reveals that 63.1% of detected smells are false positives, while the best agent achieves a 47.7% resolution rate. Agents identify false positives with up to $κ= 0.94$ expert agreement, but repair aggressiveness and net codebase quality are inversely related: the most aggressive agent introduces 140 new smells. These findings expose a gap between current LLM capabilities in localized code transformations and the architectural understanding needed for cross-module refactoring. SmellBench provides reusable infrastructure for tracking progress on this underexplored dimension of automated software engineering. We release our code and data at https://doi.org/10.5281/zenodo.19247588.

preprint2022arXiv

Distilling the Knowledge of Romanian BERTs Using Multiple Teachers

Running large-scale pre-trained language models in computationally constrained environments remains a challenging problem yet to be addressed, while transfer learning from these models has become prevalent in Natural Language Processing tasks. Several solutions, including knowledge distillation, network quantization, or network pruning have been previously proposed; however, these approaches focus mostly on the English language, thus widening the gap when considering low-resource languages. In this work, we introduce three light and fast versions of distilled BERT models for the Romanian language: Distil-BERT-base-ro, Distil-RoBERT-base, and DistilMulti-BERT-base-ro. The first two models resulted from the individual distillation of knowledge from two base versions of Romanian BERTs available in literature, while the last one was obtained by distilling their ensemble. To our knowledge, this is the first attempt to create publicly available Romanian distilled BERT models, which were thoroughly evaluated on five tasks: part-of-speech tagging, named entity recognition, sentiment analysis, semantic textual similarity, and dialect identification. Our experimental results argue that the three distilled models offer performance comparable to their teachers, while being twice as fast on a GPU and ~35% smaller. In addition, we further test the similarity between the predictions of our students versus their teachers by measuring their label and probability loyalty, together with regression loyalty - a new metric introduced in this work.

preprint2020arXiv

UPB at SemEval-2020 Task 9: Identifying Sentiment in Code-Mixed Social Media Texts using Transformers and Multi-Task Learning

Sentiment analysis is a process widely used in opinion mining campaigns conducted today. This phenomenon presents applications in a variety of fields, especially in collecting information related to the attitude or satisfaction of users concerning a particular subject. However, the task of managing such a process becomes noticeably more difficult when it is applied in cultures that tend to combine two languages in order to express ideas and thoughts. By interleaving words from two languages, the user can express with ease, but at the cost of making the text far less intelligible for those who are not familiar with this technique, but also for standard opinion mining algorithms. In this paper, we describe the systems developed by our team for SemEval-2020 Task 9 that aims to cover two well-known code-mixed languages: Hindi-English and Spanish-English. We intend to solve this issue by introducing a solution that takes advantage of several neural network approaches, as well as pre-trained word embeddings. Our approach (multlingual BERT) achieves promising performance on the Hindi-English task, with an average F1-score of 0.6850, registered on the competition leaderboard, ranking our team 16th out of 62 participants. For the Spanish-English task, we obtained an average F1-score of 0.7064 ranking our team 17th out of 29 participants by using another multilingual Transformer-based model, XLM-RoBERTa.

preprint2016arXiv

Playing Atari Games with Deep Reinforcement Learning and Human Checkpoint Replay

This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using checkpoints sampled from human gameplay as starting points for the learning process. This is meant to compensate for the difficulties of current exploration strategies, such as epsilon-greedy, to find successful control policies in games with sparse rewards. Like other deep reinforcement learning architectures, our model uses a convolutional neural network that receives only raw pixel inputs to estimate the state value function. We tested our method on Montezuma's Revenge and Private Eye, two of the most challenging games from the Atari platform. The results we obtained show a substantial improvement compared to previous learning approaches, as well as over a random player. We also propose a method for training deep reinforcement learning agents using human gameplay experience, which we call human experience replay.