Mohammad Yasser Chuttur
University of Mauritius

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Flood Prediction using Artificial Neural Networks: Empirical Evidence from Mauritius as a Case Study A. Zaynah Dhunny; Reena Hansa Seebocus; Zaheer Allam; Mohammad Yasser Chuttur; Muhammed Eltahan; Harsh Mehta
Knowledge Engineering and Data Science Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um018v3i12020p1-10

Abstract

Artificial Neural Networks (ANN) has been well studied for flood prediction. However, there is not enough empirical evidence to generalize ANN applicability to small countries with microclimates prevailing in a small geographical space. In this paper, we focus on the climatic conditions of Mauritius for which we seek to investigate the accuracy of using ANN to predict flooding using locally collected data from 11 meteorological stations spread across the country. The ANN model for flood prediction presented in this work is trained using 20,000 climate data records, collected over a period of two years for Mauritius. Our input climate features are minimum temperature, maximum temperature, rainfall and humidity and our output decision is „flood‟ or „no flood‟. Using ANN, we achieved an accuracy of 98% for flood prediction and hence, we conclude that ANN is indeed a good predictor for flood occurrence even for regions with predominantly microclimatic conditions.
A Comparison of Machine Learning Models to Prioritise Emails using Emotion Analysis for Customer Service Excellence Mohammad Yasser Chuttur; Yashinee Parianen
Knowledge Engineering and Data Science Vol 5, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um018v5i12022p41-52

Abstract

There has been little research on machine learning for email prioritization for customer service excellence. To fill this gap, we propose and assess the efficacy of various machine learning techniques for classifying emails into three degrees of priority: high, low, and neutral, based on the emotions inherent in the email content. It is predicted that after emails are classified into those three categories, recipients will be able to respond to emails more efficiently and provide better customer service. We use the NRC Emotion Lexicon to construct a labeled email dataset of 517,401 messages for our proposal. Following that, we train and test four prominent machine learning models, MNB, SVM, LogR, and RF, and an Ensemble of MNB, LSVC, and RF classifiers, on the labeled dataset. Our main findings suggest that machine learning may be used to classify emails based on their emotional content. However, some models outperform others. During the testing phase, we also discovered that the LogR and LSVC models performed the best, with an accuracy of 72%, while the MNB classifier performed the poorest. Furthermore, classification performance differed depending on whether the dataset was balanced or imbalanced. We conclude that machine learning models that employ emotions for email classification are a promising avenue that should be explored further.
Optimizing Random Forest Algorithm to Classify Player's Memorisation via In-game Data Akmal Vrisna Alzuhdi; Harits Ar Rosyid; Mohammad Yasser Chuttur; Shah Nazir
Knowledge Engineering and Data Science Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um018v6i12023p103-113

Abstract

Assessment of a player's knowledge in game education has been around for some time. Traditional evaluation in and around a gaming session may disrupt the players' immersion. This research uses an optimized Random Forest to construct a non-invasive prediction of a game education player's Memorization via in-game data. Firstly, we obtained the dataset from a 3-month survey to record in-game data of 50 players who play 4-15 game stages of the Chem Fight (a test case game). Next, we generated three variants of datasets via the preprocessing stages: resampling method (SMOTE), normalization (min-max), and a combination of resampling and normalization. Then, we trained and optimized three Random Forest (RF) classifiers to predict the player's Memorization. We chose RF because it can generalize well given the high-dimensional dataset. We used RF as the classifier, subject to optimization using its hyperparameter: n_estimators. We implemented a Grid Search Cross Validation (GSCV) method to identify the best value of  n_estimators. We utilized the statistics of GSCV results to reduce the weight of  n_estimators by observing the region of interest shown by the graphs of performances of the classifiers. Overall, the classifiers fitted using the BEST n_estimators (i.e., 89, 31, 89, and 196 trees) from GSCV performed well with around 80% accuracy. Moreover, we successfully identified the smaller number of n_estimators (OPTIMAL), at least halved the BEST  n_estimators. All classifiers were retrained using the OPTIMAL  n_estimators (37, 12, 37, and 41 trees). We found out that the performances of the classifiers were relatively steady at ~80%. This means that we successfully optimized the Random Forest in predicting a player's Memorization when playing the Chem Fight game. An automated technique presented in this paper can monitor student interactions and evaluate their abilities based on in-game data. As such, it can offer objective data about the skills used.