Santiago Góngora

CL
h-index8
8papers
130citations
Novelty29%
AI Score45

8 Papers

63.7CLMay 23Code
World-State Transformations for Neuro-symbolic Interactive Storytelling

Santiago Góngora, Luis Chiruzzo, Gonzalo Méndez et al.

Large Language Models (LLMs) have changed the possibilities of Interactive Storytelling systems that process free-text user input. However, as more of these systems are built, evidence continues to mount regarding the story coherence problems that arise when relying solely on them. Recent research suggests that LLMs can effectively predict state changes within rule-based Interactive Storytelling systems, triggering pre-programmed world-state transformations. In this paper, we conduct an exploratory evaluation of whether such transformations can serve as a catalyst for player expression while aiming to address the incoherence issues typical of purely LLM-based approaches. Building upon a neuro-symbolic architecture, we conducted experiments using an open-source model (Llama 3 70B) and a closed-source model (Gemini 1.5 Flash), with testing conducted in both English and Spanish. Eight participants played two scenarios, carefully designed to assess different evaluation objectives. Our observations suggest that transformations offer a way to maintain world-state consistency while encouraging players to interact creatively through their written inputs.

CLSep 12, 2023
Overview of GUA-SPA at IberLEF 2023: Guarani-Spanish Code Switching Analysis

Luis Chiruzzo, Marvin Agüero-Torales, Gustavo Giménez-Lugo et al.

We present the first shared task for detecting and analyzing code-switching in Guarani and Spanish, GUA-SPA at IberLEF 2023. The challenge consisted of three tasks: identifying the language of a token, NER, and a novel task of classifying the way a Spanish span is used in the code-switched context. We annotated a corpus of 1500 texts extracted from news articles and tweets, around 25 thousand tokens, with the information for the tasks. Three teams took part in the evaluation phase, obtaining in general good results for Task 1, and more mixed results for Tasks 2 and 3.

50.3CLMay 11Code
RETUYT-INCO at BEA 2026 Shared Task 2: Meta-prompting in Rubric-based Scoring for German

Ignacio Sastre, Ignacio Remersaro, Facundo Díaz et al.

In this paper, we present the RETUYT-INCO participation at the BEA 2026 shared task "Rubric-based Short Answer Scoring for German". Our team participated in track 1 (Unseen answers three-way), track 3 (Unseen answers two-way) and track 4 (Unseen questions two-way). Since these tracks required scoring short student answers using specific rubrics, we looked for ways to handle the changing nature of the task. We created a method called Meta-prompting. In this approach, an LLM creates a custom prompt based on examples from the Train set. This prompt is then used to grade new student answers. Along with this method, we also describe other approaches we used, such as classic machine learning, fine-tuning open-source LLMs, and different prompting techniques. According to the official results, our team placed 6th out of 8 participants in Track 1 with a QWK of 0.729. In Track 3, we secured 4th place out of 9 with a QWK of 0.674, and we also placed 4th out of 8 in Track 4 with a QWK of 0.49.

CLSep 24, 2023
Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-playing Games

Santiago Góngora, Luis Chiruzzo, Gonzalo Méndez et al.

In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an Interactive Storytelling and Natural Language Processing perspective. Following those challenges we propose three test categories to evaluate such dialogue systems, and we use them to test ChatGPT, Bard and OpenAssistant as out-of-the-box GMs.

CLApr 9, 2025Code
PAYADOR: A Minimalist Approach to Grounding Language Models on Structured Data for Interactive Storytelling and Role-playing Games

Santiago Góngora, Luis Chiruzzo, Gonzalo Méndez et al.

Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation, like in Role-playing Games (RPGs), this problem is critical. In this paper we present PAYADOR, a different approach that focuses on predicting the outcomes of the actions instead of representing the actions themselves. To implement this approach, we ground a Large Language Model to a minimal representation of the fictional world, obtaining promising results. We make this contribution open-source, so it can be adapted and used for other related research on unleashing the co-creativity power of RPGs.

CLJun 12, 2025
RETUYT-INCO at BEA 2025 Shared Task: How Far Can Lightweight Models Go in AI-powered Tutor Evaluation?

Santiago Góngora, Ignacio Sastre, Santiago Robaina et al.

In this paper, we present the RETUYT-INCO participation at the BEA 2025 shared task. Our participation was characterized by the decision of using relatively small models, with fewer than 1B parameters. This self-imposed restriction tries to represent the conditions in which many research labs or institutions are in the Global South, where computational power is not easily accessible due to its prohibitive cost. Even under this restrictive self-imposed setting, our models managed to stay competitive with the rest of teams that participated in the shared task. According to the $exact\ F_1$ scores published by the organizers, the performance gaps between our models and the winners were as follows: $6.46$ in Track 1; $10.24$ in Track 2; $7.85$ in Track 3; $9.56$ in Track 4; and $13.13$ in Track 5. Considering that the minimum difference with a winner team is $6.46$ points -- and the maximum difference is $13.13$ -- according to the $exact\ F_1$ score, we find that models with a size smaller than 1B parameters are competitive for these tasks, all of which can be run on computers with a low-budget GPU or even without a GPU.

CLApr 28, 2025
A Platform for Generating Educational Activities to Teach English as a Second Language

Aiala Rosá, Santiago Góngora, Juan Pablo Filevich et al.

We present a platform for the generation of educational activities oriented to teaching English as a foreign language. The different activities -- games and language practice exercises -- are strongly based on Natural Language Processing techniques. The platform offers the possibility of playing out-of-the-box games, generated from resources created semi-automatically and then manually curated. It can also generate games or exercises of greater complexity from texts entered by teachers, providing a stage of review and edition of the generated content before use. As a way of expanding the variety of activities in the platform, we are currently experimenting with image and text generation. In order to integrate them and improve the performance of other neural tools already integrated, we are working on migrating the platform to a more powerful server. In this paper we describe the development of our platform and its deployment for end users, discussing the challenges faced and how we overcame them, and also detail our future work plans.

CVJun 10, 2024
CVQA: Culturally-diverse Multilingual Visual Question Answering Benchmark

David Romero, Chenyang Lyu, Haryo Akbarianto Wibowo et al.

Visual Question Answering (VQA) is an important task in multimodal AI, and it is often used to test the ability of vision-language models to understand and reason on knowledge present in both visual and textual data. However, most of the current VQA models use datasets that are primarily focused on English and a few major world languages, with images that are typically Western-centric. While recent efforts have tried to increase the number of languages covered on VQA datasets, they still lack diversity in low-resource languages. More importantly, although these datasets often extend their linguistic range via translation or some other approaches, they usually keep images the same, resulting in narrow cultural representation. To address these limitations, we construct CVQA, a new Culturally-diverse multilingual Visual Question Answering benchmark, designed to cover a rich set of languages and cultures, where we engage native speakers and cultural experts in the data collection process. As a result, CVQA includes culturally-driven images and questions from across 30 countries on four continents, covering 31 languages with 13 scripts, providing a total of 10k questions. We then benchmark several Multimodal Large Language Models (MLLMs) on CVQA, and show that the dataset is challenging for the current state-of-the-art models. This benchmark can serve as a probing evaluation suite for assessing the cultural capability and bias of multimodal models and hopefully encourage more research efforts toward increasing cultural awareness and linguistic diversity in this field.