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Hugo Silva

Publications and source records attributed to Hugo Silva.

9 recordsLinked to original sources

Don't Show Pixels, Show Cues: Unlocking Visual Tool Reasoning in Language Models via Perception Programs

Multimodal language models (MLLMs) are increasingly paired with vision tools (e.g., depth, flow, correspondence) to enhance visual reasoning. However, despite access to these tool-generated visual cues, MLLMs often fail to benefit from them. Existing approaches typically feed raw tool outputs into the model, but these dense, pixel-level representations are misaligned with the language-native reasoning strengths of LLMs, leading to weak perception and reliance on language priors. We argue that, in problems where vision tools can provide the necessary visual cues, the bottleneck is not more tool calls or larger MLLMs, it is how tool outputs are represented. We introduce Perception Programs (P$^2$), a training-free, model-agnostic method that rewrites tool outputs into compact, structured, language-native summaries that MLLMs can directly parse and reason over. Across six perception-centric tasks in BLINK, P$^2$ consistently yields large improvements over base models and raw tool-augmented baselines. With GPT-5 Mini as the base model, P$^2$ raises its accuracy from 41.35\% to 86.47\% on multi-view reasoning, from 52.42\% to 81.45\% on relative depth, and achieves a 22\% average gain across tasks, setting new state-of-the-art results. Even on smaller MLLMs, e.g., InternVL3.5-4B and Qwen3VL-4B, we observe 15-40\% absolute gains from P$^2$, surpassing prior agentic, supervised, and RL-based tool-use methods-without any training or model modifications.

cs.CV

A Qualitative Study of IT Students' Skill Development: Comparing Online and Face- to-Face Learning Environments

Each student has specific characteristics and learning preferences, that reflect on each type of learning environment, online or face-to-face. Understanding these differences is crucial for educators to create learning environments that can inspire and engage students. This qualitative study explores and tries to better understand, specifically the IT student's experiences and perceived skills development in online and face-to-face learning environments, while trying to address the question: "Regarding online and face-to-face learning environments, in IT, how do students experience and assess their skill development in one learning environment compared to the other?". Using a social constructive paradigm, the purpose of the research is to focus as much as possible on the student's views of the situation and how their perspectives and experiences shape the perception of developed skills. Data was collected through semi-structured interviews by focusing on the student and asking for their personal experience on skill development through online and face-to-face learning environments. The data analysis strategy adopts the grounded theory approach, using a systematic procedure. The results suggest that face-to-face learning may develop a better communication and collaborative skills more effectively while experiencing a synchronous interaction, where online learning may strength in self-regulation and adaptability skills because of the independence and flexibility it provides. This study produces two grounded theories that explain how different IT learning environments influence the development of student's specific skills, that can contribute to pedagogical discussions on optimizing hybrid learning experiences.

cs.CY

Mobile Exergames: Activity Recognition Based on Smartphone Sensors

Smartphone sensors can be extremely useful in providing information on the activities and behaviors of persons. Human activity recognition is increasingly used for games, medical, or surveillance. In this paper, we propose a proof-of-concept 2D endless game called Duck Catch & Fit, which implements a detailed activity recognition system that uses a smartphone accelerometer, gyroscope, and magnetometer sensors. The system applies feature extraction and learning mechanism to detect human activities like staying, side movements, and fake side movements. In addition, a voice recognition system is combined to recognize the word "fire" and raise the game's complexity. The results show that it is possible to use machine learning techniques to recognize human activity with high recognition levels. Also, the combination of movement-based and voice-based integrations contributes to a more immersive gameplay.

cs.LG

Meta-Judging with Large Language Models: Concepts, Methods, and Challenges

Large language models (LLMs) are evolving fast and are now frequently used as evaluators, in a process typically referred to as LLM-as-a-Judge, which provides quality assessments of model outputs. However, recent research points out significant vulnerabilities in such evaluation, including sensitivity to prompts, systematic biases, verbosity effects, and unreliable or hallucinated rationales. These limitations motivated the development of a more robust paradigm, dubbed LLM-as-a-Meta-Judge. This survey reviews recent advances in meta-judging and organizes the literature, by introducing a framework along six key perspectives: (i) Conceptual Foundations, (ii) Mechanisms of Meta-Judging, (iii) Alignment Training Methods, (iv) Evaluation, (v) Limitations and Failure Modes, and (vi) Future Directions. By analyzing the limitations of LLM-as-a-Judge and summarizing recent advances in meta-judging by LLMs, we argue that LLM-as-a-Meta-Judge offers a promising direction for more stable and trustworthy automated evaluation, while highlighting remaining challenges related to cost, prompt sensitivity, and shared model biases, which must be addressed to advance the next generation of LLM evaluation methodologies.

cs.CL

What to Do When Your Discrete Optimization Is the Size of a Neural Network?

Oftentimes, machine learning applications using neural networks involve solving discrete optimization problems, such as in pruning, parameter-isolation-based continual learning and training of binary networks. Still, these discrete problems are combinatorial in nature and are also not amenable to gradient-based optimization. Additionally, classical approaches used in discrete settings do not scale well to large neural networks, forcing scientists and empiricists to rely on alternative methods. Among these, two main distinct sources of top-down information can be used to lead the model to good solutions: (1) extrapolating gradient information from points outside of the solution set (2) comparing evaluations between members of a subset of the valid solutions. We take continuation path (CP) methods to represent using purely the former and Monte Carlo (MC) methods to represent the latter, while also noting that some hybrid methods combine the two. The main goal of this work is to compare both approaches. For that purpose, we first overview the two classes while also discussing some of their drawbacks analytically. Then, on the experimental section, we compare their performance, starting with smaller microworld experiments, which allow more fine-grained control of problem variables, and gradually moving towards larger problems, including neural network regression and neural network pruning for image classification, where we additionally compare against magnitude-based pruning.

cs.LG

Floralens: a Deep Learning Model for the Portuguese Native Flora

Machine-learning techniques, especially deep convolutional neural networks, are pivotal for image-based identification of biological species in many Citizen Science platforms. In this paper, we describe the construction of a dataset for the Portuguese native flora based on publicly available research-grade datasets, and the derivation of a high-accuracy model from it using off-the-shelf deep convolutional neural networks. We anchored the dataset in high-quality data provided by Sociedade Portuguesa de Bot\^anica and added further sampled data from research-grade datasets available from GBIF. We find that with a careful dataset design, off-the-shelf machine-learning cloud services such as Google's AutoML Vision produce accurate models, with results comparable to those of Pl@ntNet, a state-of-the-art citizen science platform. The best model we derived, dubbed Floralens, has been integrated into the public website of Project Biolens, where we gather models for other taxa as well. The dataset used to train the model is also publicly available on Zenodo.

cs.CV

The MONET dataset: Multimodal drone thermal dataset recorded in rural scenarios

We present MONET, a new multimodal dataset captured using a thermal camera mounted on a drone that flew over rural areas, and recorded human and vehicle activities. We captured MONET to study the problem of object localisation and behaviour understanding of targets undergoing large-scale variations and being recorded from different and moving viewpoints. Target activities occur in two different land sites, each with unique scene structures and cluttered backgrounds. MONET consists of approximately 53K images featuring 162K manually annotated bounding boxes. Each image is timestamp-aligned with drone metadata that includes information about attitudes, speed, altitude, and GPS coordinates. MONET is different from previous thermal drone datasets because it features multimodal data, including rural scenes captured with thermal cameras containing both person and vehicle targets, along with trajectory information and metadata. We assessed the difficulty of the dataset in terms of transfer learning between the two sites and evaluated nine object detection algorithms to identify the open challenges associated with this type of data. Project page: https://github.com/fabiopoiesi/monet_dataset.

cs.CV

Greedification Operators for Policy Optimization: Investigating Forward and Reverse KL Divergences

Approximate Policy Iteration (API) algorithms alternate between (approximate) policy evaluation and (approximate) greedification. Many different approaches have been explored for approximate policy evaluation, but less is understood about approximate greedification and what choices guarantee policy improvement. In this work, we investigate approximate greedification when reducing the KL divergence between the parameterized policy and the Boltzmann distribution over action values. In particular, we investigate the difference between the forward and reverse KL divergences, with varying degrees of entropy regularization. We show that the reverse KL has stronger policy improvement guarantees, but that reducing the forward KL can result in a worse policy. We also demonstrate, however, that a large enough reduction of the forward KL can induce improvement under additional assumptions. Empirically, we show on simple continuous-action environments that the forward KL can induce more exploration, but at the cost of a more suboptimal policy. No significant differences were observed in the discrete-action setting or on a suite of benchmark problems. Throughout, we highlight that many policy gradient methods can be seen as an instance of API, with either the forward or reverse KL for the policy update, and discuss next steps for understanding and improving our policy optimization algorithms.

cs.LG

Winning the Lottery with Continuous Sparsification

The search for efficient, sparse deep neural network models is most prominently performed by pruning: training a dense, overparameterized network and removing parameters, usually via following a manually-crafted heuristic. Additionally, the recent Lottery Ticket Hypothesis conjectures that, for a typically-sized neural network, it is possible to find small sub-networks which, when trained from scratch on a comparable budget, match the performance of the original dense counterpart. We revisit fundamental aspects of pruning algorithms, pointing out missing ingredients in previous approaches, and develop a method, Continuous Sparsification, which searches for sparse networks based on a novel approximation of an intractable $\ell_0$ regularization. We compare against dominant heuristic-based methods on pruning as well as ticket search -- finding sparse subnetworks that can be successfully re-trained from an early iterate. Empirical results show that we surpass the state-of-the-art for both objectives, across models and datasets, including VGG trained on CIFAR-10 and ResNet-50 trained on ImageNet. In addition to setting a new standard for pruning, Continuous Sparsification also offers fast parallel ticket search, opening doors to new applications of the Lottery Ticket Hypothesis.

cs.LG