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Why Millennials Love Prenups

The New Yorker

Long the province of the ultra-wealthy, prenuptial agreements are being embraced by young people--including many who don't have all that much to divvy up. More than forty per cent of millennials and Gen Z-ers claim to have signed a prenup. Andrea Zevallos declared 2016 her "year of dating." She was twenty-seven, working at Universal Studios Hollywood, the theme park, and determined to find love. She calculated it would take three dates a week. By December, she was losing hope. "It was exhausting," she said. Then, while scrolling OkCupid, she noticed a "cute guy" with a "Hamilton" reference in his handle. His name was Alex Switzky, and like her he was a musical-theatre enthusiast and aspiring screenwriter. He was different from the other men she'd met. On their second date, he started planning a third. Zevallos "was used to L.A. guys cagey about any sort of calendar." One day, Switzky called her. Accustomed to texts, she assumed that he was about to break up with her. "The most millennial response," she recalled, laughing.


A Robot Simulation Environment for Virtual Reality Enhanced Underwater Manipulation and Seabed Intervention Tasks

arXiv.org Artificial Intelligence

A Robot Simulation Environment for Virtual Reality Enhanced Underwater Manipulation and Seabed Intervention T asks* Sumey El-M uft u 1 and Berke G ur 2 Abstract -- This paper presents the (MARUN) 2 underwater robotic simulator . The simulator architecture enables seamless integration with the ROS-based mission software and web-based user interface of URSULA, a squid inspired biomimetic robot designed for dexterous underwater manipulation and seabed intervention tasks. Utilizing Unity as the simulation environment enables the integration of virtual reality and haptic feedback capabilities for a more immersive and realistic experience for improved operator dexterity and experience. The utility of the simulator and improved dexterity provided by the VR module is validated through user experiments. I. INTRODUCTION Advancements in underwater robotic manipulation have paved the way for remote teleoperation and intervention in challenging aquatic environments. Several well-publicized recent developments have emphasized the increasing importance of dexterous underwater manipulation and intervention capabilities, in particular, for vehicles operating close to the seabed. In line with these developments, novel underwater robots specifically designed for such tasks have emerged over the recent years [1]-[3], including project URSULA.


TiltXter: CNN-based Electro-tactile Rendering of Tilt Angle for Telemanipulation of Pasteur Pipettes

arXiv.org Artificial Intelligence

The shape of deformable objects can change drastically during grasping by robotic grippers, causing an ambiguous perception of their alignment and hence resulting in errors in robot positioning and telemanipulation. Rendering clear tactile patterns is fundamental to increasing users' precision and dexterity through tactile haptic feedback during telemanipulation. Therefore, different methods have to be studied to decode the sensors' data into haptic stimuli. This work presents a telemanipulation system for plastic pipettes that consists of a Force Dimension Omega.7 haptic interface endowed with two electro-stimulation arrays and two tactile sensor arrays embedded in the 2-finger Robotiq gripper. We propose a novel approach based on convolutional neural networks (CNN) to detect the tilt of deformable objects. The CNN generates a tactile pattern based on recognized tilt data to render further electro-tactile stimuli provided to the user during the telemanipulation. The study has shown that using the CNN algorithm, tilt recognition by users increased from 23.13\% with the downsized data to 57.9%, and the success rate during teleoperation increased from 53.12% using the downsized data to 92.18% using the tactile patterns generated by the CNN.


AmbigDocs: Reasoning across Documents on Different Entities under the Same Name

arXiv.org Artificial Intelligence

Different entities with the same name can be difficult to distinguish. Handling confusing entity mentions is a crucial skill for language models (LMs). For example, given the question "Where was Michael Jordan educated?" and a set of documents discussing different people named Michael Jordan, can LMs distinguish entity mentions to generate a cohesive answer to the question? To test this ability, we introduce a new benchmark, AmbigDocs. By leveraging Wikipedia's disambiguation pages, we identify a set of documents, belonging to different entities who share an ambiguous name. From these documents, we generate questions containing an ambiguous name and their corresponding sets of answers. Our analysis reveals that current state-of-the-art models often yield ambiguous answers or incorrectly merge information belonging to different entities. We establish an ontology categorizing four types of incomplete answers and automatic evaluation metrics to identify such categories. We lay the foundation for future work on reasoning across multiple documents with ambiguous entities.


Open-Ended Wargames with Large Language Models

arXiv.org Artificial Intelligence

Wargames are a powerful tool for understanding and rehearsing real-world decision making. Automated play of wargames using artificial intelligence (AI) enables possibilities beyond those of human-conducted games, such as playing the game many times over to see a range of possible outcomes. There are two categories of wargames: quantitative games, with discrete types of moves, and qualitative games, which revolve around open-ended responses. Historically, automation efforts have focused on quantitative games, but large language models (LLMs) make it possible to automate qualitative wargames. We introduce "Snow Globe," an LLM-powered multi-agent system for playing qualitative wargames. With Snow Globe, every stage of a text-based qualitative wargame from scenario preparation to post-game analysis can be optionally carried out by AI, humans, or a combination thereof. We describe its software architecture conceptually and release an open-source implementation alongside this publication. As case studies, we simulate a tabletop exercise about an AI incident response and a political wargame about a geopolitical crisis. We discuss potential applications of the approach and how it fits into the broader wargaming ecosystem.


Diffusion-Reinforcement Learning Hierarchical Motion Planning in Adversarial Multi-agent Games

arXiv.org Artificial Intelligence

Reinforcement Learning- (RL-)based motion planning has recently shown the potential to outperform traditional approaches from autonomous navigation to robot manipulation. In this work, we focus on a motion planning task for an evasive target in a partially observable multi-agent adversarial pursuit-evasion games (PEG). These pursuit-evasion problems are relevant to various applications, such as search and rescue operations and surveillance robots, where robots must effectively plan their actions to gather intelligence or accomplish mission tasks while avoiding detection or capture themselves. We propose a hierarchical architecture that integrates a high-level diffusion model to plan global paths responsive to environment data while a low-level RL algorithm reasons about evasive versus global path-following behavior. Our approach outperforms baselines by 51.2% by leveraging the diffusion model to guide the RL algorithm for more efficient exploration and improves the explanability and predictability.


Scaling Artificial Intelligence for Digital Wargaming in Support of Decision-Making

arXiv.org Artificial Intelligence

In this unprecedented era of technology-driven transformation, it becomes more critical than ever that we aggressively invest in developing robust artificial intelligence (AI) for wargaming in support of decision-making. By advancing AI-enabled systems and pairing these with human judgment, we will be able to enhance all-domain awareness, improve the speed and quality of our decision cycles, offer recommendations for novel courses of action, and more rapidly counter our adversary's actions. It therefore becomes imperative that we accelerate the development of AI to help us better address the complexity of modern challenges and dilemmas that currently requires human intelligence and, if possible, attempt to surpass human intelligence--not to replace humans, but to augment and better inform human decision-making at machine speed. Although deep reinforcement learning continues to show promising results in intelligent agent behavior development for the long-horizon, complex tasks typically found in combat modeling and simulation, further research is needed to enable the scaling of AI to deal with these intricate and expansive state-spaces characteristic of wargaming for either concept development, education, or analysis. To help address this challenge, in our research, we are developing and implementing a hierarchical reinforcement learning framework that includes a multi-model approach and dimension-invariant observation abstractions.


Generalized Multi-Speed Dubins Motion Model

arXiv.org Artificial Intelligence

The paper develops a novel motion model, called Generalized Multi-Speed Dubins Motion Model (GMDM), which extends the Dubins model by considering multiple speeds. While the Dubins model produces time-optimal paths under a constant-speed constraint, these paths could be suboptimal if this constraint is relaxed to include multiple speeds. This is because a constant speed results in a large minimum turning radius, thus producing paths with longer maneuvers and larger travel times. In contrast, multi-speed relaxation allows for slower speed sharp turns, thus producing more direct paths with shorter maneuvers and smaller travel times. Furthermore, the inability of the Dubins model to reduce speed could result in fast maneuvers near obstacles, thus producing paths with high collision risks. In this regard, GMDM provides the motion planners the ability to jointly optimize time and risk by allowing the change of speed along the path. GMDM is built upon the six Dubins path types considering the change of speed on path segments. It is theoretically established that GMDM provides full reachability of the configuration space for any speed selections. Furthermore, it is shown that the Dubins model is a specific case of GMDM for constant speeds. The solutions of GMDM are analytical and suitable for real-time applications. The performance of GMDM in terms of solution quality (i.e., time/time-risk cost) and computation time is comparatively evaluated against the existing motion models in obstacle-free as well as obstacle-rich environments via extensive Monte Carlo simulations. The results show that in obstacle-free environments, GMDM produces near time-optimal paths with significantly lower travel times than the Dubins model while having similar computation times. In obstacle-rich environments, GMDM produces time-risk optimized paths with substantially lower collision risks.


Hands-On Robotics: Enabling Communication Through Direct Gesture Control

arXiv.org Artificial Intelligence

Effective Human-Robot Interaction (HRI) is fundamental to seamlessly integrating robotic systems into our daily lives. However, current communication modes require additional technological interfaces, which can be cumbersome and indirect. This paper presents a novel approach, using direct motion-based communication by moving a robot's end effector. Our strategy enables users to communicate with a robot by using four distinct gestures -- two handshakes ('formal' and 'informal') and two letters ('W' and 'S'). As a proof-of-concept, we conducted a user study with 16 participants, capturing subjective experience ratings and objective data for training machine learning classifiers. Our findings show that the four different gestures performed by moving the robot's end effector can be distinguished with close to 100% accuracy. Our research offers implications for the design of future HRI interfaces, suggesting that motion-based interaction can empower human operators to communicate directly with robots, removing the necessity for additional hardware.


Autonomous Advanced Aerial Mobility -- An End-to-end Autonomy Framework for UAVs and Beyond

arXiv.org Artificial Intelligence

Developing aerial robots that can both safely navigate and execute assigned mission without any human intervention - i.e., fully autonomous aerial mobility of passengers and goods - is the larger vision that guides the research, design, and development efforts in the aerial autonomy space. However, it is highly challenging to concurrently operationalize all types of aerial vehicles that are operating fully autonomously sharing the airspace. Full autonomy of the aerial transportation sector includes several aspects, such as design of the technology that powers the vehicles, operations of multi-agent fleets, and process of certification that meets stringent safety requirements of aviation sector. Thereby, Autonomous Advanced Aerial Mobility is still a vague term and its consequences for researchers and professionals are ambiguous. To address this gap, we present a comprehensive perspective on the emerging field of autonomous advanced aerial mobility, which involves the use of unmanned aerial vehicles (UAVs) and electric vertical takeoff and landing (eVTOL) aircraft for various applications, such as urban air mobility, package delivery, and surveillance. The article proposes a scalable and extensible autonomy framework consisting of four main blocks: sensing, perception, planning, and controls. Furthermore, the article discusses the challenges and opportunities in multi-agent fleet operations and management, as well as the testing, validation, and certification aspects of autonomous aerial systems. Finally, the article explores the potential of monolithic models for aerial autonomy and analyzes their advantages and limitations. The perspective aims to provide a holistic picture of the autonomous advanced aerial mobility field and its future directions.