Kai Eckert

CL
h-index12
10papers
802citations
Novelty38%
AI Score43

10 Papers

CLSep 19, 2022Code
Overview of the SV-Ident 2022 Shared Task on Survey Variable Identification in Social Science Publications

Tornike Tsereteli, Yavuz Selim Kartal, Simone Paolo Ponzetto et al.

In this paper, we provide an overview of the SV-Ident shared task as part of the 3rd Workshop on Scholarly Document Processing (SDP) at COLING 2022. In the shared task, participants were provided with a sentence and a vocabulary of variables, and asked to identify which variables, if any, are mentioned in individual sentences from scholarly documents in full text. Two teams made a total of 9 submissions to the shared task leaderboard. While none of the teams improve on the baseline systems, we still draw insights from their submissions. Furthermore, we provide a detailed evaluation. Data and baselines for our shared task are freely available at https://github.com/vadis-project/sv-ident

CLMay 30, 2022
X-SCITLDR: Cross-Lingual Extreme Summarization of Scholarly Documents

Sotaro Takeshita, Tommaso Green, Niklas Friedrich et al.

The number of scientific publications nowadays is rapidly increasing, causing information overload for researchers and making it hard for scholars to keep up to date with current trends and lines of work. Consequently, recent work on applying text mining technologies for scholarly publications has investigated the application of automatic text summarization technologies, including extreme summarization, for this domain. However, previous work has concentrated only on monolingual settings, primarily in English. In this paper, we fill this research gap and present an abstractive cross-lingual summarization dataset for four different languages in the scholarly domain, which enables us to train and evaluate models that process English papers and generate summaries in German, Italian, Chinese and Japanese. We present our new X-SCITLDR dataset for multilingual summarization and thoroughly benchmark different models based on a state-of-the-art multilingual pre-trained model, including a two-stage `summarize and translate' approach and a direct cross-lingual model. We additionally explore the benefits of intermediate-stage training using English monolingual summarization and machine translation as intermediate tasks and analyze performance in zero- and few-shot scenarios.

LGJun 7, 2023
Balancing of competitive two-player Game Levels with Reinforcement Learning

Florian Rupp, Manuel Eberhardinger, Kai Eckert

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of tile-based levels within the recently introduced PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent and, (3) a reward modeling simulation. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent's swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.

CLMay 18
Toxicity in Twitch Chats: An LLM-Based Analysis Across Gaming Communities

Ronja Fuchs, Florian Rupp, Timo Bertram et al.

Toxicity in online gaming communities remains a persistent challenge, manifesting across genres, platforms, and player interactions. While much research is focused on in-game toxicity, less is known about how toxic behavior varies between gaming communities on streaming platforms. To address this shortcoming, we analyze approximately 20 million chat messages from 4,452 streams, spanning seven game genres on Twitch. We categorize messages according to Twitch's toxicity taxonomy with a pre-trained Large Language Model using zero-shot classification. The taxonomy comprises four categories and eight subclasses, including harassment, discrimination, sexual content, and profanity. Our approach achieves an F1 score of 94.5% on the TextDetox dataset and demonstrates human-model agreement comparable to inter-human agreement. Our analysis reveals that 2.4% of all messages are classified as toxic, with notable differences across genres: streams of MOBA games exhibit the highest relative rate of toxicity (3.2%), and sports games show the lowest rate (2%). Furthermore, results indicate that individual games differ significantly in their toxicity distributions, even within genres, suggesting the existence of game-specific community norms and mechanics that shape toxic behavior beyond genre-level effects. These findings offer empirical insights into genre- and game-specific toxicity patterns on Twitch and can inform more targeted moderation strategies for gaming communities.

CLMar 8, 2024Code
ACLSum: A New Dataset for Aspect-based Summarization of Scientific Publications

Sotaro Takeshita, Tommaso Green, Ines Reinig et al.

Extensive efforts in the past have been directed toward the development of summarization datasets. However, a predominant number of these resources have been (semi)-automatically generated, typically through web data crawling, resulting in subpar resources for training and evaluating summarization systems, a quality compromise that is arguably due to the substantial costs associated with generating ground-truth summaries, particularly for diverse languages and specialized domains. To address this issue, we present ACLSum, a novel summarization dataset carefully crafted and evaluated by domain experts. In contrast to previous datasets, ACLSum facilitates multi-aspect summarization of scientific papers, covering challenges, approaches, and outcomes in depth. Through extensive experiments, we evaluate the quality of our resource and the performance of models based on pretrained language models and state-of-the-art large language models (LLMs). Additionally, we explore the effectiveness of extractive versus abstractive summarization within the scholarly domain on the basis of automatically discovered aspects. Our results corroborate previous findings in the general domain and indicate the general superiority of end-to-end aspect-based summarization. Our data is released at https://github.com/sobamchan/aclsum.

CLMar 8, 2024Code
ROUGE-K: Do Your Summaries Have Keywords?

Sotaro Takeshita, Simone Paolo Ponzetto, Kai Eckert

Keywords, that is, content-relevant words in summaries play an important role in efficient information conveyance, making it critical to assess if system-generated summaries contain such informative words during evaluation. However, existing evaluation metrics for extreme summarization models do not pay explicit attention to keywords in summaries, leaving developers ignorant of their presence. To address this issue, we present a keyword-oriented evaluation metric, dubbed ROUGE-K, which provides a quantitative answer to the question of -- \textit{How well do summaries include keywords?} Through the lens of this keyword-aware metric, we surprisingly find that a current strong baseline model often misses essential information in their summaries. Our analysis reveals that human annotators indeed find the summaries with more keywords to be more relevant to the source documents. This is an important yet previously overlooked aspect in evaluating summarization systems. Finally, to enhance keyword inclusion, we propose four approaches for incorporating word importance into a transformer-based model and experimentally show that it enables guiding models to include more keywords while keeping the overall quality. Our code is released at https://github.com/sobamchan/rougek.

LGJul 15, 2024
G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning

Florian Rupp, Kai Eckert

Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data structures are omnipresent and represent, for example, game economies, skill trees or complex, branching quest lines. With this paper, we propose G-PCGRL, a novel and controllable method for the procedural generation of graph data using reinforcement learning. Therefore, we frame this problem as manipulating a graph's adjacency matrix to fulfill a given set of constraints. Our method adapts and extends the Procedural Content Generation via Reinforcement Learning (PCGRL) framework and introduces new representations to frame the problem of graph data generation as a Markov decision process. We compare the performance of our method with the original PCGRL, the run time with a random search and evolutionary algorithm, and evaluate G-PCGRL on two graph data domains in games: game economies and skill trees. The results show that our method is capable of generating graph-based content quickly and reliably to support and inspire designers in the game creation process. In addition, trained models are controllable in terms of the type and number of nodes to be generated.

LGMar 24, 2025
Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning

Florian Rupp, Manuel Eberhardinger, Kai Eckert

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent, and (3) a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level towards a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the Neural MMO (NMMO) environment in a competitive two-player scenario. In this extended conference paper, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.

LGMar 31, 2025
Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning

Florian Rupp, Kai Eckert

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.

CLDec 19, 2018
Cyberbullying Detection in Social Networks Using Deep Learning Based Models; A Reproducibility Study

Maral Dadvar, Kai Eckert

Cyberbullying is a disturbing online misbehaviour with troubling consequences. It appears in different forms, and in most of the social networks, it is in textual format. Automatic detection of such incidents requires intelligent systems. Most of the existing studies have approached this problem with conventional machine learning models and the majority of the developed models in these studies are adaptable to a single social network at a time. In recent studies, deep learning based models have found their way in the detection of cyberbullying incidents, claiming that they can overcome the limitations of the conventional models, and improve the detection performance. In this paper, we investigate the findings of a recent literature in this regard. We successfully reproduced the findings of this literature and validated their findings using the same datasets, namely Wikipedia, Twitter, and Formspring, used by the authors. Then we expanded our work by applying the developed methods on a new YouTube dataset (~54k posts by ~4k users) and investigated the performance of the models in new social media platforms. We also transferred and evaluated the performance of the models trained on one platform to another platform. Our findings show that the deep learning based models outperform the machine learning models previously applied to the same YouTube dataset. We believe that the deep learning based models can also benefit from integrating other sources of information and looking into the impact of profile information of the users in social networks.