Pedro A. Santos

ORCID: 0000-0002-1369-0085
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About
Contact & Profiles
Research Areas
  • Digital Games and Media
  • Artificial Intelligence in Games
  • Social Robot Interaction and HRI
  • Multi-Agent Systems and Negotiation
  • Educational Games and Gamification
  • Literature, Culture, and Criticism
  • Holomorphic and Operator Theory
  • Matrix Theory and Algorithms
  • Psychology of Social Influence
  • Reinforcement Learning in Robotics
  • Algebraic and Geometric Analysis
  • Evolutionary Game Theory and Cooperation
  • Topic Modeling
  • Numerical methods in inverse problems
  • AI in Service Interactions
  • Opinion Dynamics and Social Influence
  • Differential Equations and Boundary Problems
  • Artificial Intelligence in Law
  • Mathematical Analysis and Transform Methods
  • Gambling Behavior and Treatments
  • Emotion and Mood Recognition
  • Business Strategy and Innovation
  • Natural Language Processing Techniques
  • Cultural Industries and Urban Development
  • Complex Systems and Time Series Analysis

Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento
2016-2025

University of Lisbon
2016-2025

Instituto Politécnico de Lisboa
2006-2025

Instituto Politécnico de Leiria
2023

Instituto Superior Técnico
2011-2021

University of Évora
2020

Institute for Systems Engineering and Computers
2020

Lusíada University of Lisbon
2017-2019

Câmara Municipal de Lisboa
2017

Instituto Superior de Tecnologias Avançadas
2009

This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work European flagship project on game technologies, it presents set advanced AI components that enable pedagogical affordances and can be easily reused across wide diversity engines platforms. Serious functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment...

10.1007/s10639-019-09968-2 article EN cc-by Education and Information Technologies 2019-07-30

State of the art agent-modelling tools support creation powerful Socially Intelligent Agents (SIAs) capable engaging in social interactions with participants various roles and environments. However, their deployment demands a laborious authoring task as it is necessary to manually define behaviour rules create content for different interaction scenarios. While research has centered on user experience, we shift focus authors. To understand challenges faced by authors who these agents,...

10.1145/3711672 article EN ACM Transactions on Interactive Intelligent Systems 2025-01-28

In this paper, we introduce a Monte-Carlo tree search (MCTS) approach for the game "Hearthstone: Heroes of Warcraft". We argue that, in light challenges posed by (such as uncertainty and hidden information), Monte Carlo offers an appealing alternative to existing AI players. Additionally, enriching MCTS with properly constructed heuristic, it is possible significant gains performance. illustrate through extensive empirical validation superior performance our against vanilla current...

10.1109/cig.2017.8080446 article EN 2017-08-01

Social power is a pervasive feature with acknowledged impact in multitude of social processes. However, despite its importance, common approaches to interactions multi-agent systems are rather simplistic and lack full comprehensive view the processes involved. In this work, we integrated model dynamics into cognitive agent architecture based on an operationalization different bases inspired by theoretical background research psychology. The was implemented framework that subsequently used...

10.1016/j.artint.2016.08.003 article EN cc-by-nc-nd Artificial Intelligence 2016-09-02

In this work we test the hypothesis that interacting with an intelligent virtual character in Virtual Reality (VR) has a stronger impact compared to same interaction traditional non-immersive platform, both terms of presence and believability.

10.1145/3383652.3423879 article EN 2020-10-19

The aim of this work was to develop a rigorous evaluation methodology assess performance different acquisition and processing methods for variable patient sizes in the context lesion detection whole-body (18)F-FDG PET.Fifty-nine bed positions were acquired 32 patients 2-dimensional (2D) 3-dimensional (3D) modes 1-4 h after injection (740 MBq) using BGO PET scanner. Three spheres (1.0-, 1.3-, 1.6-cm diameter) containing (68)Ge also imaged separately air, at locations corresponding possible...

10.2967/jnumed.108.007369 article EN Journal of Nuclear Medicine 2007-11-16

More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing virtual characters. It was also that led creation FAtiMA, affective agent architecture for creating autonomous characters can evoke empathic responses. In this article, we describe FAtiMA Toolkit, collection open-source tools is researchers, game developers, and roboticists incorporate computational model emotion decision-making in their work. The...

10.1145/3510822 article EN ACM Transactions on Interactive Intelligent Systems 2022-02-04

Socially Intelligent Agents (SIAs) have become increasingly popular in various contexts, including education and entertainment. However, creating complex social scenarios tailored to a designer's specific goals remains significant challenge. The authoring burden can be substantial, limiting the potential of SIAs deliver rich, engaging experiences. In this work, we propose leveraging extensive knowledge stored within Large Language Models use theory-driven prompting extract practices identify...

10.1145/3570945.3607303 article EN cc-by 2023-09-19

The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky pursue. One such challenge is creation autonomous socially intelligent characters with whom players can practice different social skills. Although there are several architectures in field virtual agents designed specifically enable more human-like interactions, they still not widely adopted by game studios develop games,...

10.1109/cig.2018.8490399 article EN 2018-08-01

Mobile Math Trails for Europe (MoMaTrE) is an ongoing project to conceptualize and develop a fully gamified platform creating, organizing executing mathematics trails. We present some early experimental results of empirical study from Frankfurt am Main with 218 pupils concerning the introduction shallow gamification techniques in platform. The was based on self-determination theory therefore Intrinsic Motivation Inventory used. First are mostly line other findings previous research...

10.17083/ijsg.v6i3.306 article EN cc-by-nc-nd International Journal of Serious Games 2019-09-20

We present and describe CiF-CK - a social agent architecture that models reasoning about persistent interactions to improve narrative engagement play experience for human interactors. The is inspired by McCoy et al's Comme il-Faut (CiF) represented rich between agents included emotions, relationship contexts, longer term mood. key contribution of this work in adapting the richness from CiF first-person interaction released distribution its implementation on Skyrim game engine. modification...

10.1109/cig.2017.8080425 article EN 2017-08-01

Recent advances on Social Robotics raise the question whether a social robot can be used as persuasive agent. To date, body of literature has been performed using various approaches to answer this research question, ranging from use non-verbal behavior exploration different embodiment characteristics. In paper, we investigate role power for making robots more persuasive. is defined one's ability influence another do something which s/he would not without presence such power. Different...

10.1109/ro-man46459.2019.8956298 article EN 2019-10-01

The value of 67Ga and methylene diphosphonate labeled with 99mTc in detecting extrapulmonary lesions was evaluated 12 patients win whom disseminated nonmeningeal coccidioidomycosis developed after a single epidemic exposure December 1977. Studies were performed each radionuclide from 4 to 9 months infection. Comparison scintigraphy radiography showed that eight 14 osteolytic identified by present on the bone gallium scans; four only scan, two undetected. Of 15 additional both scanning...

10.1164/arrd.1980.121.4.673 article EN PubMed 1980-04-01

10.1016/j.jmaa.2014.03.079 article EN publisher-specific-oa Journal of Mathematical Analysis and Applications 2014-04-12
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