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America Isn't Ready for What AI Will Do to Jobs

The Atlantic - Technology

This story appears in the March 2026 print edition. While some stories from this issue are not yet available to read online, you can explore more from the magazine . Get our editors' guide to what matters in the world, delivered to your inbox every weekday. America Isn't Ready for What AI Will Do to Jobs Does anyone have a plan for what happens next? In 1869, a group of Massachusetts reformers persuaded the state to try a simple idea: counting. The Second Industrial Revolution was belching its way through New England, teaching mill and factory owners a lesson most M.B.A. students now learn in their first semester: that efficiency gains tend to come from somewhere, and that somewhere is usually somebody else. They were operating at speeds that the human body--an elegant piece of engineering designed over millions of years for entirely different purposes--simply wasn't built to match. The owners knew this, just as they knew that there's a limit to how much misery people are willing to tolerate before they start setting fire to things. Still, the machines pressed on. Check out more from this issue and find your next story to read. So Massachusetts created the nation's first Bureau of Statistics of Labor, hoping that data might accomplish what conscience could not. By measuring work hours, conditions, wages, and what economists now call "negative externalities" but were then called "children's arms torn off," policy makers figured they might be able to produce reasonably fair outcomes for everyone. A few years later, with federal troops shooting at striking railroad workers and wealthy citizens funding private armories--leading indicators that things in your society aren't going great--Congress decided that this idea might be worth trying at scale and created the Bureau of Labor Statistics. Measurement doesn't abolish injustice; it rarely even settles arguments. But the act of counting--of trying to see clearly, of committing the government to a shared set of facts--signals an intention to be fair, or at least to be caught trying. It's one way a republic earns the right to be believed in. The BLS remains a small miracle of civilization.


A Graph-Based Approach for Conversational AI-Driven Personal Memory Capture and Retrieval in a Real-world Application

Kashmira, Savini, Dantanarayana, Jayanaka L., Brodsky, Joshua, Mahendra, Ashish, Kang, Yiping, Flautner, Krisztian, Tang, Lingjia, Mars, Jason

arXiv.org Artificial Intelligence

TOBU is a novel mobile application that captures and retrieves `personal memories' (pictures/videos together with stories and context around those moments) in a user-engaging AI-guided conversational approach. Our initial prototype showed that existing retrieval techniques such as retrieval-augmented generation (RAG) systems fall short due to their limitations in understanding memory relationships, causing low recall, hallucination, and unsatisfactory user experience. We design TOBUGraph, a novel graph-based retrieval approach. During capturing, TOBUGraph leverages large language models (LLMs) to automatically create a dynamic knowledge graph of memories, establishing context and relationships of those memories. During retrieval, TOBUGraph combines LLMs with the memory graph to achieve comprehensive recall through graph traversal. Our evaluation using real user data demonstrates that TOBUGraph outperforms multiple RAG implementations in both precision and recall, significantly improving user experience through improved retrieval accuracy and reduced hallucination.


DreamGarden: A Designer Assistant for Growing Games from a Single Prompt

Earle, Sam, Parajuli, Samyak, Banburski-Fahey, Andrzej

arXiv.org Artificial Intelligence

Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.


Exact Algorithms and Lowerbounds for Multiagent Pathfinding: Power of Treelike Topology

Fioravantes, Foivos, Knop, Dušan, Křišťan, Jan Matyáš, Melissinos, Nikolaos, Opler, Michal

arXiv.org Artificial Intelligence

In the Multiagent Path Finding problem (MAPF for short), we focus on efficiently finding non-colliding paths for a set of $k$ agents on a given graph $G$, where each agent seeks a path from its source vertex to a target. An important measure of the quality of the solution is the length of the proposed schedule $\ell$, that is, the length of a longest path (including the waiting time). In this work, we propose a systematic study under the parameterized complexity framework. The hardness results we provide align with many heuristics used for this problem, whose running time could potentially be improved based on our fixed-parameter tractability results. We show that MAPF is W[1]-hard with respect to $k$ (even if $k$ is combined with the maximum degree of the input graph). The problem remains NP-hard in planar graphs even if the maximum degree and the makespan$\ell$ are fixed constants. On the positive side, we show an FPT algorithm for $k+\ell$. As we delve further, the structure of~$G$ comes into play. We give an FPT algorithm for parameter $k$ plus the diameter of the graph~$G$. The MAPF problem is W[1]-hard for cliquewidth of $G$ plus $\ell$ while it is FPT for treewidth of $G$ plus $\ell$.


An Industrial Perspective on Multi-Agent Decision Making for Interoperable Robot Navigation following the VDA5050 Standard

van Duijkeren, Niels, Palmieri, Luigi, Lange, Ralph, Kleiner, Alexander

arXiv.org Artificial Intelligence

Abstract-- This paper provides a perspective on the literature and current challenges in Multi-Agent Systems for interoperable robot navigation in industry. The focus is on the multiagent decision stack for Autonomous Mobile Robots operating in mixed environments with humans, manually driven vehicles, and legacy Automated Guided Vehicles. We provide typical characteristics of such Multi-Agent Systems observed today and how these are expected to change on the short term due to the new standard VDA5050 and the interoperability framework OpenRMF. Approaches to increase the robustness and performance of multi-robot navigation systems for transportation are discussed, and research opportunities are derived. I. INTRODUCTION Multi-robot navigation encompasses an ever-tighter integration of a vast number of disciplines and research as in most of finalized components to storage locations.


Facilitating Multi-turn Emotional Support Conversation with Positive Emotion Elicitation: A Reinforcement Learning Approach

Zhou, Jinfeng, Chen, Zhuang, Wang, Bo, Huang, Minlie

arXiv.org Artificial Intelligence

Emotional support conversation (ESC) aims to provide emotional support (ES) to improve one's mental state. Existing works stay at fitting grounded responses and responding strategies (e.g., question), which ignore the effect on ES and lack explicit goals to guide emotional positive transition. To this end, we introduce a new paradigm to formalize multi-turn ESC as a process of positive emotion elicitation. Addressing this task requires finely adjusting the elicitation intensity in ES as the conversation progresses while maintaining conversational goals like coherence. In this paper, we propose Supporter, a mixture-of-expert-based reinforcement learning model, and well design ES and dialogue coherence rewards to guide policy's learning for responding. Experiments verify the superiority of Supporter in achieving positive emotion elicitation during responding while maintaining conversational goals including coherence.


Counterexample Guided Abstraction Refinement with Non-Refined Abstractions for Multi-Agent Path Finding

Surynek, Pavel

arXiv.org Artificial Intelligence

Counterexample guided abstraction refinement (CEGAR) represents a powerful symbolic technique for various tasks such as model checking and reachability analysis. Recently, CEGAR combined with Boolean satisfiability (SAT) has been applied for multi-agent path finding (MAPF), a problem where the task is to navigate agents from their start positions to given individual goal positions so that the agents do not collide with each other. The recent CEGAR approach used the initial abstraction of the MAPF problem where collisions between agents were omitted and were eliminated in subsequent abstraction refinements. We propose in this work a novel CEGAR-style solver for MAPF based on SAT in which some abstractions are deliberately left non-refined. This adds the necessity to post-process the answers obtained from the underlying SAT solver as these answers slightly differ from the correct MAPF solutions. Non-refining however yields order-of-magnitude smaller SAT encodings than those of the previous approach and speeds up the overall solving process making the SAT-based solver for MAPF competitive again in relevant benchmarks.


MinUn: Accurate ML Inference on Microcontrollers

Jaiswal, Shikhar, Goli, Rahul Kiran Kranti, Kumar, Aayan, Seshadri, Vivek, Sharma, Rahul

arXiv.org Artificial Intelligence

Running machine learning inference on tiny devices, known as TinyML, is an emerging research area. This task requires generating inference code that uses memory frugally, a task that standard ML frameworks are ill-suited for. A deployment framework for TinyML must be a) parametric in the number representation to take advantage of the emerging representations like posits, b) carefully assign high-precision to a few tensors so that most tensors can be kept in low-precision while still maintaining model accuracy, and c) avoid memory fragmentation. We describe MinUn, the first TinyML framework that holistically addresses these issues to generate efficient code for ARM microcontrollers (e.g., Arduino Uno, Due and STM32H747) that outperforms the prior TinyML frameworks.


Obtaining Robust Control and Navigation Policies for Multi-Robot Navigation via Deep Reinforcement Learning

Jestel, Christian, Surmann, Hartmut, Stenzel, Jonas, Urbann, Oliver, Brehler, Marius

arXiv.org Artificial Intelligence

Multi-robot-navigation is one of the main challenges in mobile robotics. Multiple robots must be coordinated simultaneously to finish their task and have to navigate through a complex dynamic environment without causing collisions. One approach to enable the coordination of multi-robot navigation is prioritized planning, where robots plan their trajectories sequentially one after another. Prioritized planning algorithms tend to find a deadlock-free solution for route planning and centralized as well as decentralized planning solutions exist [1]. With a centralized approach all robots are coordinated by a single system, whereas navigation conflicts are resolved via communication between the robots in decentralized approaches. Prioritized path planning approaches tend to find solutions for scenarios with a high number of robots, while other approaches or reactive collisionavoidance algorithms like ORCA [2] fail. However, the main drawback of centralized approaches is the bad scalability as the planning complexity increases drastically with the number of robots and the size and complexity of the environment [3]. Additionally, a reliable and synchronized communication between the centralized planner and all robots is essential. Decentralized approaches often rely on communication between robots in order to share state information (e.g.


Learning Robust Policies for Generalized Debris Capture with an Automated Tether-Net System

Zeng, Chen, Hecht, Grant, KrisshnaKumar, Prajit, Shah, Raj K., Chowdhury, Souma, Botta, Eleonora M.

arXiv.org Artificial Intelligence

Tether-net launched from a chaser spacecraft provides a promising method to capture and dispose of large space debris in orbit. This tether-net system is subject to several sources of uncertainty in sensing and actuation that affect the performance of its net launch and closing control. Earlier reliability-based optimization approaches to design control actions however remain challenging and computationally prohibitive to generalize over varying launch scenarios and target (debris) state relative to the chaser. To search for a general and reliable control policy, this paper presents a reinforcement learning framework that integrates a proximal policy optimization (PPO2) approach with net dynamics simulations. The latter allows evaluating the episodes of net-based target capture, and estimate the capture quality index that serves as the reward feedback to PPO2. Here, the learned policy is designed to model the timing of the net closing action based on the state of the moving net and the target, under any given launch scenario. A stochastic state transition model is considered in order to incorporate synthetic uncertainties in state estimation and launch actuation. Along with notable reward improvement during training, the trained policy demonstrates capture performance (over a wide range of launch/target scenarios) that is close to that obtained with reliability-based optimization run over an individual scenario.