Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Pedro Mendes is active.

Publication


Featured researches published by Pedro Mendes.


formal methods for industrial critical systems | 2007

Reverse engineered formal models for GUI testing

Ana Paiva; João Pascoal Faria; Pedro Mendes

This paper describes a process to reverse engineer structural and behaviouralformal models of a GUI application by a dynamic technique, mixingmanual with automatic exploration. The goal is to diminish the effort requiredto construct the model and mapping information needed in a model-based GUItesting process. A skeleton of a state machine model of the GUI, represented ina formal pre/post specification language, is generated automatically by the explorationprocess. Mapping information between the model and the implementationis also generated along the way. The model extracted automatically isthen completed manually in order to get an executable model which can be usedas a test oracle. Abstract test cases, including expected outputs, can be generatedautomatically from the final model and executed over the GUI application,using the mapping information generated during the exploration process.


world conference on information systems and technologies | 2013

High-Level Language to Build Poker Agents

Luís Paulo Reis; Pedro Mendes; Luís Filipe Teófilo; Henrique Lopes Cardoso

On the last decade Poker has been one of the most interesting subjects for artificial intelligence, because it is a game that requires game playing agents to deal with an incomplete information and stochastic scenario. The development of Poker agents has seen significant advances but it is still hard to evaluate agents’ performance against human players. This is either because it is illicit to use agents in online games, or because human players cannot create agents that play like themselves due to lack of knowledge on computer science and/or AI. The purpose of this work is to fill the gap between poker players and AI in Poker by allowing players without programming skills to build their own agents. To meet this goal, a high-level language of poker concepts – PokerLang – was created, whose structure is easy to read and interpret for domain experts. This language allows for the quick definition of an agent strategy. A graphical application was also created to support the writing of PokerLang strategies. To validate this approach, some Poker players created their agents using the graphical application. Results validated the usability of the application and the language that supports it. Moreover, the created agents showed very good results against agents developed by other experts.


Computer Applications in Engineering Education | 2012

Effect of the usage of wikis on an educational context

Pedro Henriques Abreu; Daniel Castro Silva; Pedro Mendes; Vasco Vinhas

The use of wiki tools in personal and professional contexts has increased in the past years. This article provides an overview on recent developments of wiki technologies, and tries to determine their acceptance level in an academic environment. Also, suggestions are presented that may influence future developments in this area.


digital interactive media in entertainment and arts | 2008

Mastermind: an augment reality approach: [porting a legacy game to new interaction paradigms]

Pedro Henriques Abreu; Pedro Mendes

Mastermind was created in the seventies, when an Israeli telecommunications expert called Mordecai Meirowitz created a new cunning and logic game. A Mastermind session played by human players is typically short as it takes about twenty minutes. Such feature is ideal for online implementations but one of the problems of traditional board games like Mastermind is its poor attractiveness comparing to the new generation of video games. In order to reduce this gap, the main goal of this research was to port the Mastermind game to a 3D environment increasing the possible interest for players. This goal has been successfully achieved as this implementation presents a fully functional game logic module, a conventional 3D interface that has also been ported to an AR (augmentation reality) environment using ARToolKit. This platform proved to be efficient, because relevant requisites in this domain were satisfactorily met when tested on homogeneous lit environments. The obtained results were quite good, mainly in what concerns taking a hugely popular game to a completely new interaction paradigm. In terms of pattern recognition the AR solution proved to be suitable for the case at a hand. These results were achieved even with low brand webcams and computing platforms. In fact memory consumption was kept to a minimum due to the usage of appropriate data-structures.


international conference on computer science and education | 2009

The impact of the usage of wikis from a teacher/student perspective in an educational context

Pedro Henriques Abreu; Daniel Castro Silva; Pedro Mendes; Vasco Vinhas

The use of wiki tools in both personal as well as professional contexts has known a significant increase in the past few years, with some wiki-based applications reaching an enormous success at an international level. This paper provides an overview on the recent development of wiki technologies and, through the analysis of a survey, tries to determine what is the level of acceptance of wiki-based applications in a professional, academic environment, presenting several statistics collected from the answers to a survey. Also, some suggestions are presented, that may influence the future developments of wiki-related technologies and methodologies, in order to increase the productivity of Web based collaborative work.


Computer Science and Information Systems | 2014

Rule based strategies for large extensive-form games: A specification language for No-Limit Texas Hold’em agents

Luís Filipe Teófilo; Luís Paulo Reis; Henrique Lopes Cardoso; Pedro Mendes

Poker is used to measure progresses in extensive-form games research due to its unique characteristics: it is a game where playing agents have to deal with incomplete information and stochastic scenarios and a large number of decision points. The development of Poker agents has seen significant advances in one-on-one matches but there are still no consistent results in multiplayer and in games against human experts. In order to allow for experts to aid the improvement of the agents’ performance, we have created a high-level strategy specification language. To support strategy definition, we have also developed an intuitive graphical tool. Additionally, we have also created a strategy inferring system, based on a dynamically weighted Euclidean distance. This approach was validated through the creation of simple agents and by successfully inferring strategies from 10 human players. The created agents were able to beat previously developed mid-level agents by a good profit margin.


international conference on enterprise information systems | 2009

Strategies for Route Planning on Catastrophe Environments - Coordinating Agents on a Fire Fighting Scenario

Pedro Henriques Abreu; Pedro Mendes

The concept of multi-agent systems (MAS) appeared when computer science researchers had the need to solve problems involving the simulation of real environments with several intervenients (agents). Solving these requires a coordination process between agents and in some cases negotiation. Such is the case of a catastrophe scenario with the need intervention to minimize the consequences, like for instance a fire. In this particular case the agents (firemen) must have a good coordination process to achieve as fast as they can their fire fighting position. The main goal of this project is to create an optimal strategy to calculate the best path to the fire fighting position. Tests were conducted on an existing simulator platform Pyrosim. Three factors have an important role: wind (intensity and direction), ground topology and vegetation variety. At the end the results were quite satisfactory, mainly in what concerns the agents main objective. The A* algorithm proved to be feasible for this particular problem, and the coordination process between agents was implemented successfully. In the future this project may have its agents ported to the BDI concept.


international conference on enterprise information systems | 2009

BUSINESS INTELLIGENCE BASED ON A WI-FI REAL TIME POSITIONING ENGINE - A Practical Application in a Major Retail Company

Vasco Vinhas; Pedro Henriques Abreu; Pedro Mendes

Collecting relevant data to perform business intelligence on a real time basis has always been a crucial objective for managers responsible for economic activities on large spaces. Following this emergent need, the authors propose a platform to perform data gathering and analysis on the location of people and assets by automatic means. The developed system is retail business oriented and has a fairly distributed architecture. It couples the core elements of a real-time Wi-Fi based location system with a set of developed functional views so to better explicit the information that one can observe for each tracked entity, the undertaken path on the space, demographic concentration patterns. Tests were conducted on a real production environment as a partnership outcome with a major player in the retail sector and the obtained results were completely satisfactory having the managers confirmed the provided knowledge relevance.


Archive | 2010

Real-Time Wireless Location and Tracking System with Motion Pattern Detection

Pedro Henriques Abreu; Vasco Vinhas; Pedro Mendes; Luís Paulo Reis; Júlio Garganta


arXiv: Artificial Intelligence | 2013

Computer Poker Research at LIACC

Luís Filipe Teófilo; Luís Paulo Reis; Henrique Lopes Cardoso; Dinis Félix; Rui Sêca; J.M.F. Calado; Pedro Mendes; Nuno Cruz; Vitor Pereira; Nuno Passos

Collaboration


Dive into the Pedro Mendes's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

J.M.F. Calado

Instituto Superior de Engenharia de Lisboa

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge