I am currently covering the role of teaching assistant for the following courses:

"Languages and Algorithms for Artificial Intelligence", prof. Paolo Torroni.

"Natural Language Processing", prof. Maurizio Gabbrielli.

"Fundamentals of Artificial Intelligence and Knowledge Representation", prof. Mauro Gaspari.


In the past, I have covered the role of teaching assistant for the following courses:

"Real Time OS M - Real Time Systems for Automation M", Prof. Paolo Torroni, material on the website: https://iol.unibo.it/course/view.php?id=40331

"Fondamenti di Informatica T1", Prof. Paola Mello e Federico Chesani, material on the website: https://iol.unibo.it/course/view.php?id=41087


Lectures Material

Natural Language Processing and Learning (Bologna, 12/04/2019, as part of the Intelligent Systems M course of Prof. Michela Milano)


Thesis and project activities topics

I also supervise bachelor thesis, master thesis and project activities.

Possible topics are listed here, others may be available in the AI course website, others in the NLP research group website.


  • Neural networks applied to games: application of neural networks and deep networks for the solution of board games and (small/simple) video games.
  • Solving/find the complexity of a board game: make use of AI technique to compute the complexity of a board game or to solve it (to a certain degree)
  • Natural Language Processing: projects and thesis on argumentation mining (finding the discussion inside a text), sentiment analysis (finding the "sentiment" in a text), fake news identification (from text), cyberbullying identification (from text)
  • Deep networks for CSPs: application and analysis of deep networks for the solution of constrained problems.

Specific projects:

  • Creation of a Keyforge AI player: design and implement an AI to play the game Keyforge card game. A possible implementation of the game can be found here: https://github.com/keyteki/keyteki.
  • Creation of predictor for Keyforge match outcome: create an AI module capable of predicting the outcome of a Keyforge game. An existing dataset of games can be used for evaluation (and for training in case of machine learning approaches).
  • Creation of a Keyforge deck evaluation: create a machine-learning based system capable of automatically score a deck of Keyforge according to popular metrics (for example, SAS and AERC, but other suggestions are welcomed)
  • Creation of an AI for the game Baba is You: application of AI techniques to solve the levels of the puzzle-game "Baba is you". Resources: game website, jam version, a paper on the game.
  • Creation of an AI for the game Simplexity: application of AI techniques to play the game Simplexity. Resources: game information, international competition @ CoG.


Past activities

Some of the activities I have supervised are the following:

  • Ilaria Crivellari and Riccardo Varotto, project activity, "Neural Networks applied to Hanabi", 2022. Code repository.
  • Sofia Montebugnoli and Simone Amorati, project activity, "Artificial Intelligence for the Wordle game and its variants", 2022. Code repository.
  • Gabriele Marconi, project activity, "Machine learning based Keyforge Deck Evaluation", 2021. Code repository.
  • Emanuel Scaglione, project activity, "Summarization con Transformers", 2021. Code repository.
  • Oleksandr Olmucci Poddubnyy, project activity, "Document subjectivity classification on Italian news articles dataset", 2021. Code repository.
  • Luca Salvatore Lorello, master thesis, "Small Transformers for Bioinformatics Tasks", 2021.
  • Francesco Antici, master thesis, "Advanced techniques for cross-language annotation projection
    in legal texts
    ", 2021.
  • Francesco Antici, Luca Bolognini, Matteo Antonio Inajetovic, Bogdan Ivasiuk, Francesco Antici, extended exam project, "SubjectivITA: An Italian Corpus for Subjectivity Detection in Newspapers", 2021. Dataset repository.
  • Thomas Villano, project activity, "An AI for playing Keyforge", 2021. Code repository
  • Pierpasquale Colagrande, project activity, "Experiments for Cross-lingual Annotation Projection in Legal Texts", 2021.
  • Luca Palmieri, project activity, "Sviluppo di una Rete Neurale per il gioco Forza 4 e confronto con l’algoritmo
    Minmax", 2021. Code repository. Dataset.
  • Federico Dal Monte, project activity, "Lesion Detection", 2021. Code repository.
  • Mihail Bida, Francesco Pandol, project activity, "Framework per giocare ad Hanabi e implementazione di diverse strategie di gioco", 2020. Code repository.
  • Andrea Conti, project activity, "Deep Q-Learning applicato a Super Mario Bros", 2019. Code repository.
  • Francesco Giovanelli, master thesis, "Model Agnostic solution of CSPs with Deep Learning", 2019. Code repository.
  • Giacomo Pinardi, bachelor thesis, "Apprendimento supervisionato di un gioco da tavolo asimmetrico tramite reti neurali: un caso di studio su Tablut", 2019
  • Alessio Leurini, bachelor thesis, "Cross-Domain Sentiment Analysis", 2019
  • Alessandro Ravaglia, bachelor thesis, "Studio delle tecniche di reinforcement learning e delle loro applicazioni ai giochi da tavolo", 2019
  • Guardati Simone, project activity, "Applicazione di tecniche di Machine Learning al gioco Mastermind", 2019
  • Andrea Piretti, bachelor thesis, "Sviluppo di un'architettura software distribuita con supporto a giocatori artificiali: il caso di studio del gioco da tavolo Tablut", 2018
  • Nicola Alessi, project activity, 2018
  • Grilli Matteo, bachelor thesis, "Reti neurali profonde applicate a giochi di carte digitali: un caso di studio su Hearthstone semplificato", 2017