42.0AIMay 12
On the Limitations of Large Language Models for Conceptual Database ModelingArthur F. Siqueira, Carlos D. S. Nogueira, Eduarda Farias et al.
This article analyzes the use of Large Language Models (LLMs) as support for the conceptual modeling of relational databases through the automatic generation of Entity-Relationship (ER) diagrams from natural language requirements. The approach combines different language models with prompt engineering techniques to evaluate their ability to identify entities, relationships, and attributes in a conceptually consistent manner. The experimental evaluation involved three LLMs, each subjected to three prompting techniques (Zero-Shot, Chain of Thought, and Chain of Thought + Verifier), applied to the same requirements scenario with progressively increasing complexity. The generated diagrams were qualitatively analyzed through direct comparison with the textual requirements, considering the structural and semantic adherence of the modeled elements. The results indicate that, although LLMs show reasonable performance in less complex scenarios, their reliability decreases as the complexity of the requirements increases, with a rise in inconsistencies, ambiguities, and failures in representing constraints. These findings reinforce that, in their current state, LLMs are not sufficiently mature for reliable use in complex scenarios, and the cost of validation may offset the apparent productivity gains.
LGSep 2, 2023
League of Legends: Real-Time Result PredictionJailson B. S. Junior, Claudio E. C. Campelo
This paper presents a study on the prediction of outcomes in matches of the electronic game League of Legends (LoL) using machine learning techniques. With the aim of exploring the ability to predict real-time results, considering different variables and stages of the match, we highlight the use of unpublished data as a fundamental part of this process. With the increasing popularity of LoL and the emergence of tournaments, betting related to the game has also emerged, making the investigation in this area even more relevant. A variety of models were evaluated and the results were encouraging. A model based on LightGBM showed the best performance, achieving an average accuracy of 81.62\% in intermediate stages of the match when the percentage of elapsed time was between 60\% and 80\%. On the other hand, the Logistic Regression and Gradient Boosting models proved to be more effective in early stages of the game, with promising results. This study contributes to the field of machine learning applied to electronic games, providing valuable insights into real-time prediction in League of Legends. The results obtained may be relevant for both players seeking to improve their strategies and the betting industry related to the game.