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Jan 7

Investigating Neural Machine Translation for Low-Resource Languages: Using Bavarian as a Case Study

Machine Translation has made impressive progress in recent years offering close to human-level performance on many languages, but studies have primarily focused on high-resource languages with broad online presence and resources. With the help of growing Large Language Models, more and more low-resource languages achieve better results through the presence of other languages. However, studies have shown that not all low-resource languages can benefit from multilingual systems, especially those with insufficient training and evaluation data. In this paper, we revisit state-of-the-art Neural Machine Translation techniques to develop automatic translation systems between German and Bavarian. We investigate conditions of low-resource languages such as data scarcity and parameter sensitivity and focus on refined solutions that combat low-resource difficulties and creative solutions such as harnessing language similarity. Our experiment entails applying Back-translation and Transfer Learning to automatically generate more training data and achieve higher translation performance. We demonstrate noisiness in the data and present our approach to carry out text preprocessing extensively. Evaluation was conducted using combined metrics: BLEU, chrF and TER. Statistical significance results with Bonferroni correction show surprisingly high baseline systems, and that Back-translation leads to significant improvement. Furthermore, we present a qualitative analysis of translation errors and system limitations.

  • 2 authors
·
Apr 12, 2024

AI Agents for the Dhumbal Card Game: A Comparative Study

This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.

  • 1 authors
·
Oct 10, 2025