2.1AIOct 8, 2023
"A Nova Eletricidade: Aplicações, Riscos e Tendências da IA Moderna -- "The New Electricity": Applications, Risks, and Trends in Current AIAna L. C. Bazzan, Anderson R. Tavares, André G. Pereira et al.
The thought-provoking analogy between AI and electricity, made by computer scientist and entrepreneur Andrew Ng, summarizes the deep transformation that recent advances in Artificial Intelligence (AI) have triggered in the world. This chapter presents an overview of the ever-evolving landscape of AI, written in Portuguese. With no intent to exhaust the subject, we explore the AI applications that are redefining sectors of the economy, impacting society and humanity. We analyze the risks that may come along with rapid technological progress and future trends in AI, an area that is on the path to becoming a general-purpose technology, just like electricity, which revolutionized society in the 19th and 20th centuries. A provocativa comparação entre IA e eletricidade, feita pelo cientista da computação e empreendedor Andrew Ng, resume a profunda transformação que os recentes avanços em Inteligência Artificial (IA) têm desencadeado no mundo. Este capítulo apresenta uma visão geral pela paisagem em constante evolução da IA. Sem pretensões de exaurir o assunto, exploramos as aplicações que estão redefinindo setores da economia, impactando a sociedade e a humanidade. Analisamos os riscos que acompanham o rápido progresso tecnológico e as tendências futuras da IA, área que trilha o caminho para se tornar uma tecnologia de propósito geral, assim como a eletricidade, que revolucionou a sociedade dos séculos XIX e XX.
On the Evolution of A.I. and Machine Learning: Towards a Meta-level Measuring and Understanding Impact, Influence, and Leadership at Premier A.I. ConferencesRafael B. Audibert, Henrique Lemos, Pedro Avelar et al.
Artificial Intelligence is now recognized as a general-purpose technology with ample impact on human life. This work aims at understanding the evolution of AI and, in particular Machine learning, from the perspective of researchers' contributions to the field. In order to do so, we present several measures allowing the analyses of AI and machine learning researchers' impact, influence, and leadership over the last decades. This work also contributes, to a certain extent, to shed new light on the history and evolution of AI by exploring the dynamics involved in the field's evolution by looking at papers published at the flagship AI and machine learning conferences since the first International Joint Conference on Artificial Intelligence (IJCAI) held in 1969. AI development and evolution have led to increasing research output, reflected in the number of articles published over the last sixty years. We construct comprehensive citation collaboration and paper-author datasets and compute corresponding centrality measures to carry out our analyses. These analyses allow a better understanding of how AI has reached its current state of affairs in research. Throughout the process, we correlate these datasets with the work of the ACM Turing Award winners and the so-called two AI winters the field has gone through. We also look at self-citation trends and new authors' behaviors. Finally, we present a novel way to infer the country of affiliation of a paper from its organization. Therefore, this work provides a deep analysis of Artificial Intelligence history from information gathered and analysed from large technical venues datasets and suggests novel insights that can contribute to understanding and measuring AI's evolution.
3.9AIOct 30, 2023
Evolutionary Tabletop Game Design: A Case Study in the Risk GameLana Bertoldo Rossato, Leonardo Boaventura Bombardelli, Anderson Rocha Tavares
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with automated playtesting, has been used to create novel board games with simple equipment; however, the original approach does not include complex tabletop games with dice, cards, and maps. This work proposes an extension of the approach for tabletop games, evaluating the process by generating variants of Risk, a military strategy game where players must conquer map territories to win. We achieved this using a genetic algorithm to evolve the chosen parameters, as well as a rules-based agent to test the games and a variety of quality criteria to evaluate the new variations generated. Our results show the creation of new variations of the original game with smaller maps, resulting in shorter matches. Also, the variants produce more balanced matches, maintaining the usual drama. We also identified limitations in the process, where, in many cases, where the objective function was correctly pursued, but the generated games were nearly trivial. This work paves the way towards promising research regarding the use of evolutionary game design beyond classic board games.
Hybrid Minimax-MCTS and Difficulty Adjustment for General Game PlayingMarco Antônio Athayde de Aguiar Vieira, Anderson Rocha Tavares, Renato Perez Ribas
Board games are a great source of entertainment for all ages, as they create a competitive and engaging environment, as well as stimulating learning and strategic thinking. It is common for digital versions of board games, as any other type of digital games, to offer the option to select the difficulty of the game. This is usually done by customizing the search parameters of the AI algorithm. However, this approach cannot be extended to General Game Playing agents, as different games might require different parametrization for each difficulty level. In this paper, we present a general approach to implement an artificial intelligence opponent with difficulty levels for zero-sum games, together with a propose of a Minimax-MCTS hybrid algorithm, which combines the minimax search process with GGP aspects of MCTS. This approach was tested in our mobile application LoBoGames, an extensible board games platform, that is intended to have an broad catalog of games, with an emphasis on accessibility: the platform is friendly to visually-impaired users, and is compatible with more than 92\% of Android devices. The tests in this work indicate that both the hybrid Minimax-MCTS and the new difficulty adjustment system are promising GGP approaches that could be expanded in future work.
13.0LGAug 22, 2025
Boardwalk: Towards a Framework for Creating Board Games with LLMsÁlvaro Guglielmin Becker, Gabriel Bauer de Oliveira, Lana Bertoldo Rossato et al.
Implementing board games in code can be a time-consuming task. However, Large Language Models (LLMs) have been proven effective at generating code for domain-specific tasks with simple contextual information. We aim to investigate whether LLMs can implement digital versions of board games from rules described in natural language. This would be a step towards an LLM-assisted framework for quick board game code generation. We expect to determine the main challenges for LLMs to implement the board games, and how different approaches and models compare to one another. We task three state-of-the-art LLMs (Claude, DeepSeek and ChatGPT) with coding a selection of 12 popular and obscure games in free-form and within Boardwalk, our proposed General Game Playing API. We anonymize the games and components to avoid evoking pre-trained LLM knowledge. The implementations are tested for playability and rule compliance. We evaluate success rate and common errors across LLMs and game popularity. Our approach proves viable, with the best performing model, Claude 3.7 Sonnet, yielding 55.6\% of games without any errors. While compliance with the API increases error frequency, the severity of errors is more significantly dependent on the LLM. We outline future steps for creating a framework to integrate this process, making the elaboration of board games more accessible.
4.2NEApr 30, 2025
Neuroevolution of Self-Attention Over Proto-ObjectsRafael C. Pinto, Anderson R. Tavares
Proto-objects - image regions that share common visual properties - offer a promising alternative to traditional attention mechanisms based on rectangular-shaped image patches in neural networks. Although previous work demonstrated that evolving a patch-based hard-attention module alongside a controller network could achieve state-of-the-art performance in visual reinforcement learning tasks, our approach leverages image segmentation to work with higher-level features. By operating on proto-objects rather than fixed patches, we significantly reduce the representational complexity: each image decomposes into fewer proto-objects than regular patches, and each proto-object can be efficiently encoded as a compact feature vector. This enables a substantially smaller self-attention module that processes richer semantic information. Our experiments demonstrate that this proto-object-based approach matches or exceeds the state-of-the-art performance of patch-based implementations with 62% less parameters and 2.6 times less training time.
4.5AIJul 26, 2021
Measuring Ethics in AI with AI: A Methodology and Dataset ConstructionPedro H. C. Avelar, Rafael B. Audibert, Anderson R. Tavares et al.
Recently, the use of sound measures and metrics in Artificial Intelligence has become the subject of interest of academia, government, and industry. Efforts towards measuring different phenomena have gained traction in the AI community, as illustrated by the publication of several influential field reports and policy documents. These metrics are designed to help decision takers to inform themselves about the fast-moving and impacting influences of key advances in Artificial Intelligence in general and Machine Learning in particular. In this paper we propose to use such newfound capabilities of AI technologies to augment our AI measuring capabilities. We do so by training a model to classify publications related to ethical issues and concerns. In our methodology we use an expert, manually curated dataset as the training set and then evaluate a large set of research papers. Finally, we highlight the implications of AI metrics, in particular their contribution towards developing trustful and fair AI-based tools and technologies. Keywords: AI Ethics; AI Fairness; AI Measurement. Ethics in Computer Science.
Understanding Boolean Function Learnability on Deep Neural Networks: PAC Learning Meets Neurosymbolic ModelsMarcio Nicolau, Anderson R. Tavares, Zhiwei Zhang et al.
Computational learning theory states that many classes of boolean formulas are learnable in polynomial time. This paper addresses the understudied subject of how, in practice, such formulas can be learned by deep neural networks. Specifically, we analyze boolean formulas associated with model-sampling benchmarks, combinatorial optimization problems, and random 3-CNFs with varying degrees of constrainedness. Our experiments indicate that: (i) neural learning generalizes better than pure rule-based systems and pure symbolic approach; (ii) relatively small and shallow neural networks are very good approximators of formulas associated with combinatorial optimization problems; (iii) smaller formulas seem harder to learn, possibly due to the fewer positive (satisfying) examples available; and (iv) interestingly, underconstrained 3-CNF formulas are more challenging to learn than overconstrained ones. Such findings pave the way for a better understanding, construction, and use of interpretable neurosymbolic AI methods.
2.3MNJul 19, 2020
EPGAT: Gene Essentiality Prediction With Graph Attention NetworksJoão Schapke, Anderson Tavares, Mariana Recamonde-Mendoza
The identification of essential genes/proteins is a critical step towards a better understanding of human biology and pathology. Computational approaches helped to mitigate experimental constraints by exploring machine learning (ML) methods and the correlation of essentiality with biological information, especially protein-protein interaction (PPI) networks, to predict essential genes. Nonetheless, their performance is still limited, as network-based centralities are not exclusive proxies of essentiality, and traditional ML methods are unable to learn from non-Euclidean domains such as graphs. Given these limitations, we proposed EPGAT, an approach for essentiality prediction based on Graph Attention Networks (GATs), which are attention-based Graph Neural Networks (GNNs) that operate on graph-structured data. Our model directly learns patterns of gene essentiality from PPI networks, integrating additional evidence from multiomics data encoded as node attributes. We benchmarked EPGAT for four organisms, including humans, accurately predicting gene essentiality with AUC score ranging from 0.78 to 0.97. Our model significantly outperformed network-based and shallow ML-based methods and achieved a very competitive performance against the state-of-the-art node2vec embedding method. Notably, EPGAT was the most robust approach in scenarios with limited and imbalanced training data. Thus, the proposed approach offers a powerful and effective way to identify essential genes and proteins.
Superpixel Image Classification with Graph Attention NetworksPedro H. C. Avelar, Anderson R. Tavares, Thiago L. T. da Silveira et al.
This paper presents a methodology for image classification using Graph Neural Network (GNN) models. We transform the input images into region adjacency graphs (RAGs), in which regions are superpixels and edges connect neighboring superpixels. Our experiments suggest that Graph Attention Networks (GATs), which combine graph convolutions with self-attention mechanisms, outperforms other GNN models. Although raw image classifiers perform better than GATs due to information loss during the RAG generation, our methodology opens an interesting avenue of research on deep learning beyond rectangular-gridded images, such as 360-degree field of view panoramas. Traditional convolutional kernels of current state-of-the-art methods cannot handle panoramas, whereas the adapted superpixel algorithms and the resulting region adjacency graphs can naturally feed a GNN, without topology issues.
11.8LGNov 21, 2019
Discrete and Continuous Deep Residual Learning Over GraphsPedro H. C. Avelar, Anderson R. Tavares, Marco Gori et al.
In this paper we propose the use of continuous residual modules for graph kernels in Graph Neural Networks. We show how both discrete and continuous residual layers allow for more robust training, being that continuous residual layers are those which are applied by integrating through an Ordinary Differential Equation (ODE) solver to produce their output. We experimentally show that these residuals achieve better results than the ones with non-residual modules when multiple layers are used, mitigating the low-pass filtering effect of GCN-based models. Finally, we apply and analyse the behaviour of these techniques and give pointers to how this technique can be useful in other domains by allowing more predictable behaviour under dynamic times of computation.