10 results on '"Greco, Gianluigi"'
Search Results
2. Genes selection using deep learning and explainable artificial intelligence for chronic lymphocytic leukemia predicting the need and time to therapy.
- Author
-
Morabito, Fortunato, Adornetto, Carlo, Monti, Paola, Amaro, Adriana, Reggiani, Francesco, Colombo, Monica, Rodriguez-Aldana, Yissel, Tripepi, Giovanni, D'Arrigo, Graziella, Vener, Claudia, Torricelli, Federica, Rossi, Teresa, Neri, Antonino, Ferrarini, Manlio, Cutrona, Giovanna, Gentile, Massimo, and Greco, Gianluigi
- Subjects
CHRONIC lymphocytic leukemia ,ARTIFICIAL intelligence ,DEEP learning ,LYMPHOCYTOSIS ,GENE expression profiling ,FEATURE selection - Abstract
Analyzing gene expression profiles (GEP) through artificial intelligence provides meaningful insight into cancer disease. This study introduces DeepSHAP Autoencoder Filter for Genes Selection (DSAF-GS), a novel deep learning and explainable artificial intelligence-based approach for feature selection in genomics-scale data. DSAF-GS exploits the autoencoder's reconstruction capabilities without changing the original feature space, enhancing the interpretation of the results. Explainable artificial intelligence is then used to select the informative genes for chronic lymphocytic leukemia prognosis of 217 cases from a GEP database comprising roughly 20,000 genes. The model for prognosis prediction achieved an accuracy of 86.4%, a sensitivity of 85.0%, and a specificity of 87.5%. According to the proposed approach, predictions were strongly influenced by CEACAM19 and PIGP, moderately influenced by MKL1 and GNE, and poorly influenced by other genes. The 10 most influential genes were selected for further analysis. Among them, FADD, FIBP, FIBP, GNE, IGF1R, MKL1, PIGP, and SLC39A6 were identified in the Reactome pathway database as involved in signal transduction, transcription, protein metabolism, immune system, cell cycle, and apoptosis. Moreover, according to the network model of the 3D protein-protein interaction (PPI) explored using the NetworkAnalyst tool, FADD, FIBP, IGF1R, QTRT1, GNE, SLC39A6, and MKL1 appear coupled into a complex network. Finally, all 10 selected genes showed a predictive power on time to first treatment (TTFT) in univariate analyses on a basic prognosticmodel including IGHV mutational status, del(11q) and del(17p), NOTCH1mutations, b2-microglobulin, Rai stage, and B-lymphocytosis known to predict TTFT in CLL. However, only IGF1R [hazard ratio (HR) 1.41, 95% CI 1.08-1.84, P=0.013), COL28A1 (HR 0.32, 95% CI 0.10-0.97, P=0.045), and QTRT1 (HR 7.73, 95% CI 2.48-24.04, P<0.001) genes were significantly associated with TTFT in multivariable analyses when combined with the prognostic factors of the basicmodel, ultimately increasing the Harrell's cindex and the explained variation to 78.6% (versus 76.5% of the basic prognostic model) and 52.6% (versus 42.2% of the basic prognostic model), respectively. Also, the goodness of model fit was enhanced (c2 = 20.1, P=0.002), indicating its improved performance above the basic prognostic model. In conclusion, DSAF-GS identified a group of significant genes for CLL prognosis, suggesting future directions for bio-molecular research. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
3. Discrete preference games with logic-based agents: Formal framework, complexity, and islands of tractability.
- Author
-
Greco, Gianluigi and Manna, Marco
- Subjects
- *
PROPOSITION (Logic) , *SOCIAL psychology , *SOCIAL pressure , *ARTIFICIAL intelligence , *INTELLIGENCE service , *ISLANDS - Abstract
Analyzing and predicting the dynamics of opinion formation in the context of social environments are problems that attracted much attention in literature. While grounded in social psychology, these problems are nowadays popular within the artificial intelligence community, where opinion dynamics are often studied via game-theoretic models in which individuals/agents hold opinions taken from a fixed set of discrete alternatives, and where the goal is to find those configurations where the opinions expressed by the agents emerge as a kind of compromise between their innate opinions and the social pressure they receive from the environments. As a matter of facts, however, these studies are based on very high-level and sometimes simplistic formalizations of the social environments, where the mental state of each individual is typically encoded as a variable taking values from a Boolean domain. To overcome these limitations, the paper proposes a framework generalizing such discrete preference games by modeling the reasoning capabilities of agents in terms of weighted propositional logics. It is shown that the framework easily encodes different kinds of earlier approaches and fits more expressive scenarios populated by conformist and dissenter agents. Problems related to the existence and computation of stable configurations are studied, under different theoretical assumptions on the structural shape of the social interactions and on the class of logic formulas that are allowed. Remarkably, during its trip to identify some relevant tractability islands, the paper devises a novel technical machinery whose significance goes beyond the specific application to analyzing opinion formation and diffusion, since it significantly enlarges the class of Integer Linear Programs that were known to be tractable so far. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
4. AI for interactive performance: Challenges and techniques.
- Author
-
Damiano, Rossana, Lombardo, Vincenzo, Monticone, Giulia, Pizzo, Antonio, Alviano, Mario, Greco, Gianluigi, and Scarcello, Francesco
- Subjects
ARTIFICIAL intelligence ,VIRTUAL reality ,DESIGN techniques ,USER experience ,CHATBOTS - Abstract
AI techniques and systems are pervasive to the media and entertainment industry, with application ranging from chatbots and characters to games and virtual environments. A common feature characterising these applications is given by the intent to introduce a narrative element in the user experience, often conveyed through some type of performance. In this paper, we analyse the contribution of AI techniques in the design and realization of a dramatic performance, an interactive system participated by human performers and audiences through some type of enactment. Drawing on real applications developed for innovative performances, we propose an architectural model that forms the technical platform of the system, and discuss how it can be deployed using Artificial Intelligence techniques with reference to real, experimental applications created in the last two decades. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
5. Constraint satisfaction: algorithms, complexity results, and applications
- Author
-
Lupia, Francesco, Crupi, Felice, Scarcello, Francesco, and Greco, Gianluigi
- Subjects
Computational complexity ,Artificial intelligence - Abstract
A fundamental problem in the eld of Arti cial Intelligence and related disciplines, in particular Database theory, is the constraint satisfaction problem (or CSP) which comes as a unifying framework to express a wide spectrum of computational problems. Examples include graph colorability, planning, and database queries. The goal is either to nd one solution, to enumerate all solutions, or counting them. As a very general problem, it comes with no surprise that in most settings CSPs are hard to solve. Indeed considerable e ort has been invested by the scienti c community to shed light on the computational issues of this problem, with the objective of identifying easy instances (also called islands of tractability) and exploiting the knowledge derived from their solution to help solving the harder ones. My thesis investigates the role that structural properties play in the computational aspects of CSPs, describes algorithms to exploit such properties, and provides a number of speci c tools to solve e ciently problems arising in database theory, game theory, and process mining. Dottorato di Ricerca in Ingegneria dei Sistemi e Informatica XXVIII Ciclo, a.a. 2015-2016 Università della Calabria
- Published
- 2016
6. Special issue: Selected and revised papers from the 18th International Conference of the Italian Association for Artificial Intelligence.
- Author
-
Alviano, Mario, Greco, Gianluigi, and Scarcello, Francesco
- Subjects
- *
ARTIFICIAL intelligence , *CONFERENCES & conventions - Abstract
The Italian Association for Artificial Intelligence (AIxIA) was established in 1988 and has the role of increasing the knowledge of Artificial Intelligence (AI) at several levels, by fostering its teaching in schools and universities, and by promoting both theoretical and applied research in the field through seminars, targeted initiatives and sponsorship of events. The 18th International Conference of the Italian Association for Artificial Intelligence (AIxIA 2019) was held in Rende (CS), Italy, from November 19 to November 22, 2019. [Extracted from the article]
- Published
- 2020
- Full Text
- View/download PDF
7. THE POWER OF LOCAL CONSISTENCY IN CONJUNCTIVE QUERIES AND CONSTRAINT SATISFACTION PROBLEMS.
- Author
-
GRECO, GIANLUIGI and SCARCELLO, FRANCESCO
- Subjects
- *
CONSTRAINT satisfaction , *ARTIFICIAL intelligence , *ALGORITHMS - Abstract
Answering conjunctive queries is a fundamental problem in database theory, and it is equivalent to solving constraint satisfaction problems in artificial intelligence and to other fundamental problems arising in computer science, which can be recast in terms of looking for homomorphisms between relational structures. The problem is NP-hard, so that several research e orts have been made in the literature for identifying tractable classes, known as islands of tractability, as well as for devising clever heuristics for solving efficiently real-world instances. Many heuristic approaches are based on enforcing on the given instance a property called local consistency (also, relational arc-consistency), where each tuple in every query atom matches at least one tuple in every other query atom. Interestingly, for many well-known classes of instances, such as for the acyclic ones, enforcing local consistency is even sufficient to solve the given instance correctly. However, the precise power of such a procedure was unclear, but for some very restricted cases. The paper provides answers to long-standing questions about the precise power of algorithms based on enforcing local consistency. The paper deals with both the general framework of tree projections, where local consistency is enforced among arbitrary views defined over the given database instance, and the specific cases where such views are computed according to the so-called structural decomposition methods, such as generalized hypertree width, component hypertree decompositions, and so on. Moreover, the paper deals with both decision and computation problems, by characterizing those tuples that are correct projections of query answers, which finds application in algorithms for answering queries and solving constraint satisfaction problems. As a relevant special case, the power of algorithms based on enforcing local consistency is characterized over the fundamental and deeply studied class of acyclic conjunctive queries. It turns out that local consistency provides the correct answer to a Boolean acyclic query if, and only if, the query is semantically acyclic. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
8. Tight Integration of Rule-Based Tools in Game Development
- Author
-
Angilica, Denise, Ianni, Giovambattista, Pacenza, Francesco, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Alviano, Mario, editor, Greco, Gianluigi, editor, and Scarcello, Francesco, editor
- Published
- 2019
- Full Text
- View/download PDF
9. Non-Transferable Utility Coalitional Games via Mixed-Integer Linear Constraints
- Author
-
Luigi Palopoli, Francesco Scarcello, Gianluigi Greco, Enrico Malizia, GRECO GIANLUIGI, MALIZIA E, PALOPOLI LUIGI, and SCARCELLO FRANCESCO
- Subjects
Cooperative game theory ,FOS: Computer and information sciences ,Mathematical optimization ,Computational complexity theory ,Computer science ,Stochastic game ,Computational complexity ,Set (abstract data type) ,Bargaining set ,Kernel ,Solution concept ,Distribution (mathematics) ,Artificial Intelligence ,Order (exchange) ,Computer Science - Computer Science and Game Theory ,Core ,Isolation (database systems) ,NTU game ,Nucleolu ,Constrained game ,Transferable utility ,Integer (computer science) ,Computer Science and Game Theory (cs.GT) - Abstract
Coalitional games serve the purpose of modeling payoff distribution problems in scenarios where agents can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. In the classical Transferable Utility (TU) setting, coalition worths can be freely distributed amongst agents. However, in several application scenarios, this is not the case and the Non-Transferable Utility setting (NTU) must be considered, where additional application-oriented constraints are imposed on the possible worth distributions. In this paper, an approach to define NTU games is proposed which is based on describing allowed distributions via a set of mixed-integer linear constraints applied to an underlying TU game. It is shown that such games allow non-transferable conditions on worth distributions to be specified in a natural and succinct way. The properties and the relationships among the most prominent solution concepts for NTU games that hold when they are applied on (mixed-integer) constrained games are investigated. Finally, a thorough analysis is carried out to assess the impact of issuing constraints on the computational complexity of some of these solution concepts.
- Published
- 2014
- Full Text
- View/download PDF
10. On the Complexity of Core, Kernel, and Bargaining Set
- Author
-
Francesco Scarcello, Gianluigi Greco, Luigi Palopoli, Enrico Malizia, GRECO GIANLUIGI, MALIZIA E, PALOPOLI LUIGI, and SCARCELLO FRANCESCO
- Subjects
Cooperative game theory ,FOS: Computer and information sciences ,Linguistics and Language ,Coalitional games ,Sequential game ,Computational complexity theory ,Compact representations ,J.4 ,Computer science ,Computer Science - Artificial Intelligence ,F.2 ,Combinatorial game theory ,Computational Complexity (cs.CC) ,Language and Linguistics ,Bounded treewidth ,Barganing set ,Artificial Intelligence ,Computer Science - Computer Science and Game Theory ,Transferable utility ,Time complexity ,Computational complexity ,Kernel ,Core (game theory) ,Computer Science - Computational Complexity ,Solution concept ,Artificial Intelligence (cs.AI) ,Graph (abstract data type) ,Solution concepts ,Core ,Game theory ,Mathematical economics ,Computer Science and Game Theory (cs.GT) - Abstract
Coalitional games are mathematical models suited to analyze scenarios where players can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. A fundamental problem for coalitional games is to single out the most desirable outcomes in terms of appropriate notions of worth distributions, which are usually called solution concepts. Motivated by the fact that decisions taken by realistic players cannot involve unbounded resources, recent computer science literature reconsidered the definition of such concepts by advocating the relevance of assessing the amount of resources needed for their computation in terms of their computational complexity. By following this avenue of research, the paper provides a complete picture of the complexity issues arising with three prominent solution concepts for coalitional games with transferable utility, namely, the core, the kernel, and the bargaining set, whenever the game worth-function is represented in some reasonable compact form (otherwise, if the worths of all coalitions are explicitly listed, the input sizes are so large that complexity problems are---artificially---trivial). The starting investigation point is the setting of graph games, about which various open questions were stated in the literature. The paper gives an answer to these questions, and in addition provides new insights on the setting, by characterizing the computational complexity of the three concepts in some relevant generalizations and specializations., 30 pages, 6 figures
- Published
- 2008
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.