Salvador
Verifying Physics-Informed Neural Network Fidelity using Classical Fisher Information from Differentiable Dynamical System
Filho, Josafat Ribeiro Leal, Fröhlich, Antônio Augusto
Physics-Informed Neural Networks (PINNs) have emerged as a powerful tool for solving differential equations and modeling physical systems by embedding physical laws into the learning process. However, rigorously quantifying how well a PINN captures the complete dynamical behavior of the system, beyond simple trajectory prediction, remains a challenge. This paper proposes a novel experimental framework to address this by employing Fisher information for differentiable dynamical systems, denoted $g_F^C$. This Fisher information, distinct from its statistical counterpart, measures inherent uncertainties in deterministic systems, such as sensitivity to initial conditions, and is related to the phase space curvature and the net stretching action of the state space evolution. We hypothesize that if a PINN accurately learns the underlying dynamics of a physical system, then the Fisher information landscape derived from the PINN's learned equations of motion will closely match that of the original analytical model. This match would signify that the PINN has achieved comprehensive fidelity capturing not only the state evolution but also crucial geometric and stability properties. We outline an experimental methodology using the dynamical model of a car to compute and compare $g_F^C$ for both the analytical model and a trained PINN. The comparison, based on the Jacobians of the respective system dynamics, provides a quantitative measure of the PINN's fidelity in representing the system's intricate dynamical characteristics.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- South America > Brazil > Santa Catarina (0.04)
- South America > Brazil > Bahia > Salvador (0.04)
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SpellForger: Prompting Custom Spell Properties In-Game using BERT supervised-trained model
Silva, Emanuel C., Salum, Emily S. M., Arantes, Gabriel M., Pereira, Matheus P., Oliveira, Vinicius F., Bicho, Alessandro L.
Introduction: The application of Artificial Intelligence in games has evolved significantly, allowing for dynamic content generation. However, its use as a core gameplay co-creation tool remains underexplored. Objective: This paper proposes SpellForger, a game where players create custom spells by writing natural language prompts, aiming to provide a unique experience of personalization and creativity. Methodology: The system uses a supervised-trained BERT model to interpret player prompts. This model maps textual descriptions to one of many spell prefabs and balances their parameters (damage, cost, effects) to ensure competitive integrity. The game is developed in the Unity Game Engine, and the AI backend is in Python. Expected Results: W e expect to deliver a functional prototype that demonstrates the generation of spells in real time, applied to an engaging gameplay loop, where player creativity is central to the experience, validating the use of AI as a direct gameplay mechanic.
- South America > Brazil > Bahia > Salvador (0.06)
- South America > Brazil > Rio Grande do Sul > Porto Alegre (0.05)
Boardwalk: Towards a Framework for Creating Board Games with LLMs
Becker, Álvaro Guglielmin, de Oliveira, Gabriel Bauer, Rossato, Lana Bertoldo, Tavares, Anderson Rocha
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.
- South America > Brazil > Bahia > Salvador (0.06)
- North America > United States (0.04)
- South America > Brazil > Rio Grande do Sul > Porto Alegre (0.04)
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A short methodological review on social robot navigation benchmarking
Chhetri, Pranup, Torrejon, Alejandro, Eslava, Sergio, Manso, Luis J.
Social Robot Navigation is the skill that allows robots to move efficiently in human-populated environments while ensuring safety, comfort, and trust. Unlike other areas of research, the scientific community has not yet achieved an agreement on how Social Robot Navigation should be benchmarked. This is notably important, as the lack of a de facto standard to benchmark Social Robot Navigation can hinder the progress of the field and may lead to contradicting conclusions. Motivated by this gap, we contribute with a short review focused exclusively on benchmarking trends in the period from January 2020 to July 2025. Of the 130 papers identified by our search using IEEE Xplore, we analysed the 85 papers that met the criteria of the review. This review addresses the metrics used in the literature for benchmarking purposes, the algorithms employed in such benchmarks, the use of human surveys for benchmarking, and how conclusions are drawn from the benchmarking results, when applicable.
- North America > United States > Michigan > Wayne County > Detroit (0.05)
- Europe > United Kingdom > England > Greater London > London (0.04)
- Asia > Middle East > UAE > Abu Dhabi Emirate > Abu Dhabi (0.04)
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- Transportation (0.46)
- Health & Medicine (0.46)
The Open Syndrome Definition
Ferreira, Ana Paula Gomes, Anžel, Aleksandar, de Souza, Izabel Oliva Marcilio, Hughes, Helen, Elliot, Alex J, Kong, Jude Dzevela, Schranz, Madlen, Ullrich, Alexander, Hattab, Georges
Case definitions are essential for effectively communicating public health threats. However, the absence of a standardized, machine-readable format poses significant challenges to interoperability, epidemiological research, the exchange of qualitative data, and the effective application of computational analysis methods, including artificial intelligence (AI). This complicates comparisons and collaborations across organizations and regions, limits data integration, and hinders technological innovation in public health. To address these issues, we propose the first open, machine-readable format for representing case and syndrome definitions. Additionally, we introduce the first comprehensive dataset of standardized case definitions and tools to convert existing human-readable definitions into machine-readable formats. We also provide an accessible online platform for browsing, analyzing, and contributing new definitions, available at https://opensyndrome.org. The Open Syndrome Definition format enables consistent, scalable use of case definitions across systems, unlocking AI's potential to strengthen public health preparedness and response. The source code for the format can be found at https://github.com/OpenSyndrome/schema under the MIT license.
Round Outcome Prediction in VALORANT Using Tactical Features from Video Analysis
Hayakawa, Nirai, Shimari, Kazumasa, Yamasaki, Kazuma, Hoshikawa, Hirotatsu, Tsuchida, Rikuto, Matsumoto, Kenichi
Recently, research on predicting match outcomes in esports has been actively conducted, but much of it is based on match log data and statistical information. This research targets the FPS game VALORANT, which requires complex strategies, and aims to build a round outcome prediction model by analyzing minimap information in match footage. Specifically, based on the video recognition model TimeSformer, we attempt to improve prediction accuracy by incorporating detailed tactical features extracted from minimap information, such as character position information and other in-game events. This paper reports preliminary results showing that a model trained on a dataset augmented with such tactical event labels achieved approximately 81% prediction accuracy, especially from the middle phases of a round onward, significantly outperforming a model trained on a dataset with the minimap information itself. This suggests that leveraging tactical features from match footage is highly effective for predicting round outcomes in VALORANT.
- South America > Brazil > Bahia > Salvador (0.04)
- Asia > Japan > Kyūshū & Okinawa > Kyūshū > Miyazaki Prefecture > Miyazaki (0.04)
Neglected Risks: The Disturbing Reality of Children's Images in Datasets and the Urgent Call for Accountability
Caetano, Carlos, Santos, Gabriel O. dos, Petrucci, Caio, Barros, Artur, Laranjeira, Camila, Ribeiro, Leo S. F., de Mendonça, Júlia F., Santos, Jefersson A. dos, Avila, Sandra
Including children's images in datasets has raised ethical concerns, particularly regarding privacy, consent, data protection, and accountability. These datasets, often built by scraping publicly available images from the Internet, can expose children to risks such as exploitation, profiling, and tracking. Despite the growing recognition of these issues, approaches for addressing them remain limited. We explore the ethical implications of using children's images in AI datasets and propose a pipeline to detect and remove such images. As a use case, we built the pipeline on a Vision-Language Model under the Visual Question Answering task and tested it on the #PraCegoVer dataset. We also evaluate the pipeline on a subset of 100,000 images from the Open Images V7 dataset to assess its effectiveness in detecting and removing images of children. The pipeline serves as a baseline for future research, providing a starting point for more comprehensive tools and methodologies. While we leverage existing models trained on potentially problematic data, our goal is to expose and address this issue. We do not advocate for training or deploying such models, but instead call for urgent community reflection and action to protect children's rights. Ultimately, we aim to encourage the research community to exercise - more than an additional - care in creating new datasets and to inspire the development of tools to protect the fundamental rights of vulnerable groups, particularly children.
- South America > Brazil > São Paulo > Campinas (0.04)
- Oceania > Australia (0.04)
- South America > Brazil > Minas Gerais > Belo Horizonte (0.04)
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- Law (1.00)
- Information Technology > Security & Privacy (1.00)
- Health & Medicine (0.93)
Large Language Models for Software Testing: A Research Roadmap
Augusto, Cristian, Bertolino, Antonia, De Angelis, Guglielmo, Lonetti, Francesca, Morán, Jesús
Large Language Models (LLMs) are starting to be profiled as one of the most significant disruptions in the Software Testing field. Specifically, they have been successfully applied in software testing tasks such as generating test code, or summarizing documentation. This potential has attracted hundreds of researchers, resulting in dozens of new contributions every month, hardening researchers to stay at the forefront of the wave. Still, to the best of our knowledge, no prior work has provided a structured vision of the progress and most relevant research trends in LLM-based testing. In this article, we aim to provide a roadmap that illustrates its current state, grouping the contributions into different categories, and also sketching the most promising and active research directions for the field. To achieve this objective, we have conducted a semi-systematic literature review, collecting articles and mapping them into the most prominent categories, reviewing the current and ongoing status, and analyzing the open challenges of LLM-based software testing. Lastly, we have outlined several expected long-term impacts of LLMs over the whole software testing field.
- Oceania > Australia > Victoria > Melbourne (0.28)
- North America > United States > California > Sacramento County > Sacramento (0.14)
- Europe > Austria > Vienna (0.14)
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- Overview (1.00)
- Research Report > Promising Solution (0.45)
- Information Technology > Security & Privacy (1.00)
- Leisure & Entertainment (0.67)
RoboCup Logistics League: an interview with Alexander Ferrein, Till Hofmann and Wataru Uemura
RoboCup is an international scientific initiative with the goal of advancing the state of the art of intelligent robots, AI and automation. The annual RoboCup event took place from 15-21 July in Salvador, Brazil. The Logistics League forms part of the Industrial League and is an application-driven league inspired by the industrial scenario of a smart factory. Ahead of the Brazil meeting, we spoke with three key members of the league to find out more. Alexander Ferrein is a RoboCup Trustee overseeing the Industrial League, and Till Hofmann and Wataru Uemura are Logistics League Executive Committee members.
- South America > Brazil > Bahia > Salvador (0.24)
- Asia > Japan > Honshū > Kansai > Osaka Prefecture > Osaka (0.04)
- Asia > China (0.04)
- Africa > South Africa > Western Cape > Cape Town (0.04)
Self-supervised learning for soccer ball detection and beyond: interview with winners of the RoboCup 2025 best paper award
This is the focus of work by and, which won the best paper award at the recent RoboCup symposium . The symposium takes place alongside the annual RoboCup competition, which this year was held in Salvador, Brazil. We caught up with some of the authors to find out more about the work, how their method can be transferred to applications beyond RoboCup, and their future plans for the competition. Could you start by giving us a brief description of the problem that you were trying to solve in your paper "Self-supervised Feature Extraction for Enhanced Ball Detection on Soccer Robots"? The main challenge we faced was that deep learning generally requires a large amount of labeled data. This is not a major problem for common tasks that have already been studied, because you can usually find labeled datasets online.
- South America > Brazil > Bahia > Salvador (0.24)
- Europe > Italy > Basilicata (0.05)
- Europe > Switzerland > Zürich > Zürich (0.04)
- Asia > China > Beijing > Beijing (0.04)