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Publications

Publications by Luís Paulo Reis

2020

Trends and Innovations in Information Systems and Technologies - Volume 3, WorldCIST 2020, Budva, Montenegro, 7-10 April 2020

Authors
Rocha, A; Adeli, H; Reis, LP; Costanzo, S; Orovic, I; Moreira, F;

Publication
WorldCIST (3)

Abstract

2020

Online Geocoding of Millions of Economic Operators

Authors
Santos, T; Silva, DC; Rocha, AP; Cardoso, HL; Reis, LP; Caldeira, AC; Oliveira, A;

Publication
Trends and Innovations in Information Systems and Technologies - Volume 1, WorldCIST 2020, Budva, Montenegro, 7-10 April 2020.

Abstract
Geocoding is the process of converting an address or a place name into geographic coordinates. This conversion process has become a fundamental subject in many scientific domains and real world applications, from health and crime analysis to route optimization. In this paper, we present a conversion process of over 4.5 million entities, mostly Portuguese Economic Operators, through their addresses or names. We also describe how this information can be useful to detect and remove duplicate information in databases. The results demonstrate the power, flexibility and accuracy of many of today’s online geocoding services. © 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

2020

Competitive Deep Reinforcement Learning over a Pokémon Battling Simulator

Authors
Simões, DA; Reis, S; Lau, N; Reis, LP;

Publication
2020 IEEE International Conference on Autonomous Robot Systems and Competitions, ICARSC 2020, Ponta Delgada, Portugal, April 15-17, 2020

Abstract

2020

Exploring NLP and Information Extraction to Jointly Address Question Generation and Answering

Authors
Azevedo, P; Leite, B; Cardoso, HL; Silva, DC; Reis, LP;

Publication
Artificial Intelligence Applications and Innovations - 16th IFIP WG 12.5 International Conference, AIAI 2020, Neos Marmaras, Greece, June 5-7, 2020, Proceedings, Part II

Abstract
Question Answering (QA) and Question Generation (QG) have been subjects of an intensive study in recent years and much progress has been made in both areas. However, works on combining these two topics mainly focus on how QG can be used to improve QA results. Through existing Natural Language Processing (NLP) techniques, we have implemented a tool that addresses these two topics separately. We further use them jointly in a pipeline. Thus, our goal is to understand how these modules can help each other. For QG, our methodology employs a detailed analysis of the relevant content of a sentence through Part-of-speech (POS) tagging and Named Entity Recognition (NER). Ensuring loose coupling with the QA task, in the latter we use Information Retrieval to rank sentences that might contain relevant information regarding a certain question, together with Open Information Retrieval to analyse the sentences. In its current version, the QG tool takes a sentence to formulate a simple question. By connecting QG with the QA component, we provide a means to effortlessly generate a test set for QA. While our current QA approach shows promising results, when enhancing the QG component we will, in the future, provide questions for which a more elaborated QA will be needed. The generated QA datasets contribute to QA evaluation, while QA proves to be an important technique for assessing the ambiguity of the questions. © 2020, IFIP International Federation for Information Processing.

2020

Factual Question Generation for the Portuguese Language

Authors
Leite, B; Cardoso, HL; Reis, LP; Soares, C;

Publication
International Conference on INnovations in Intelligent SysTems and Applications, INISTA 2020, Novi Sad, Serbia, August 24-26, 2020

Abstract
Artificial Intelligence (AI) has seen numerous applications in the area of Education. Through the use of educational technologies such as Intelligent Tutoring Systems (ITS), learning possibilities have increased significantly. One of the main challenges for the widespread use of ITS is the ability to automatically generate questions. Bearing in mind that the act of questioning has been shown to improve the students learning outcomes, Automatic Question Generation (AQG) has proven to be one of the most important applications for optimizing this process. We present a tool for generating factual questions in Portuguese by proposing three distinct approaches. The first one performs a syntax-based analysis of a given text by using the information obtained from Part-of-speech tagging (PoS) and Named Entity Recognition (NER). The second approach carries out a semantic analysis of the sentences, through Semantic Role Labeling (SRL). The last method extracts the inherent dependencies within sentences using Dependency Parsing. All of these methods are possible thanks to Natural Language Processing (NLP) techniques. For evaluation, we have elaborated a pilot test that was answered by Portuguese teachers. The results verify the potential of these different approaches, opening up the possibility to use them in a teaching environment. © 2020 IEEE.

2021

Game Adaptation by Using Reinforcement Learning Over Meta Games

Authors
Reis, S; Reis, LP; Lau, N;

Publication
GROUP DECISION AND NEGOTIATION

Abstract
In this work, we propose a Dynamic Difficulty Adjustment methodology to achieve automatic video game balance. The balance task is modeled as a meta game, a game where actions change the rules of another base game. Based on the model of Reinforcement Learning (RL), an agent assumes the role of a game master and learns its optimal policy by playing the meta game. In this new methodology we extend traditional RL by adding the existence of a meta environment whose state transition depends on the evolution of a base environment. In addition, we propose a Multi Agent System training model for the game master agent, where it plays against multiple agent opponents, each with a distinct behavior and proficiency level while playing the base game. Our experiment is conducted on an adaptive grid-world environment in singleplayer and multiplayer scenarios. Our results are expressed in twofold: (i) the resulting decision making by the game master through gameplay, which must comply in accordance to an established balance objective by the game designer; (ii) the initial conception of a framework for automatic game balance, where the balance task design is reduced to the modulation of a reward function (balance reward), an action space (balance strategies) and the definition of a balance space state.

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