Lopes, Ricardo
Gl\'orIA -- A Generative and Open Large Language Model for Portuguese
Lopes, Ricardo, Magalhães, João, Semedo, David
Significant strides have been made in natural language tasks, largely attributed to the emergence of powerful large language models (LLMs). These models, pre-trained on extensive and diverse corpora, have become increasingly capable of comprehending the intricacies of language. Despite the abundance of LLMs for many high-resource languages, the availability of such models remains limited for European Portuguese. We introduce Gl\'orIA, a robust European Portuguese decoder LLM. To pre-train Gl\'orIA, we assembled a comprehensive PT-PT text corpus comprising 35 billion tokens from various sources. We present our pre-training methodology, followed by an assessment of the model's effectiveness on multiple downstream tasks. Additionally, to evaluate our models' language modeling capabilities, we introduce CALAME-PT (Context-Aware LAnguage Modeling Evaluation for Portuguese), the first Portuguese zero-shot language-modeling benchmark. Evaluation shows that Gl\'orIA significantly outperforms existing open PT decoder models in language modeling and that it can generate sound, knowledge-rich, and coherent PT-PT text. The model also exhibits strong potential for various downstream tasks.
Designing Procedurally Generated Levels
Linden, Roland van der (Delft University of Technology) | Lopes, Ricardo (Delft University of Technology) | Bidarra, Rafael (Delft University of Technology)
There is an increasing demand to improve the procedural generation of game levels. Our approach empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Graph grammars, resulting from these designer-expressed constraints, can generate sequences of desired player actions as well as their associated target content. These action graphs are used to determine layouts and content for game levels. We showcase this approach with a case study on a dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate levels.
A Generic Method for Classification of Player Behavior
Etheredge, Marlon (Delft University of Technology) | Lopes, Ricardo (Delft University of Technology) | Bidarra, Rafael (Delft University of Technology)
Player classification allows for considerable improvements on both game analytics and game adaptivity. With this paper we aim at reversing the ad-hoc tendency in player classification methods, by proposing an approach to player classification that can be integrated across different games and genres and is particularly suited to be used by game designers. This paper describes our generic method of interaction-based player classification, which consists of three components: (i) intercepting player interactions, (ii) finding player types through fuzzy cluster analysis and (iii) classification using Hidden Markov Models (HMM). To showcase our method we developed Blindmaze, a simple web-based hidden maze game publicly available, featuring a bounded set of interactions. All data collected from a game is interaction-based, requiring minimal implementation effort from the game developers. It is concluded that our method makes player classification even more available by making it generic and re-usable across different games.