When does communication help a group identify hidden adversaries, and how does its value change as the group adapts? In Mafia, an informed minority hides inside an uninformed majority whose only evidence is open play. The zero-information game, where each day's vote eliminates a random player, is exactly solved and scores every society; matched-casting comparisons between protocols identify the effect of communication. Societies of 8-100 claude-haiku-4-5 agents (7,416 analyzed games, 1.9M model calls) adapt by rewriting and inheriting private strategy notes. Simultaneous broadcast improves adversary identification over silence in all nine compositions tested (8-46 players). Turn-taking removes most of this advantage; its voting landslides are as frequent as broadcast's but land on mafia near chance (1.08x versus 2.53x). At 70 players, agents reading eight statements per day identify adversaries worse than silent ones, and limited talk is worth less than at 46 players. Adaptation is fast but need not help. In their first broadcast games, citizens announce their role far more often than mafia (91% vs. 30%) and first-day votes find mafia at three times chance; within two generations citizens stop announcing and the cue fades, a change the inherited notes carry. In controlled redeployments at 16 players, societies carrying sixty generations of their own notes score below societies with none. Communication shapes both collective inference and the signals it depends on, so a protocol's value must be measured together with the adaptation that changes those signals.
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
GAOKAO-Bench is introduced, an intuitive benchmark that employs questions from the Chinese GAOKAO examination as test samples, including both subjective and objective questions that contribute a robust evaluation benchmark for future large language models and offers valuable insights into the advantages and limitations...
Xiaotian Zhang, Chun-yan Li, Yi Zong et al.· arXiv.org· 216 citations· ⚡17
A study with 42 participants investigates the relationship between the affective states, creativity, and analytical problem-solving skills of software developers and offers support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· PeerJ· 216 citations· ⚡13
This state-of-practice investigation was performed using a literature review followed by a multiple-case study approach and presents how inconsistency between managerial strategies and execution can lead to failure by means of a behavioral framework.
Carmine Giardino, Xiaofeng Wang, P. Abrahamsson· International Conference on...· 175 citations· ⚡19