South America
Gearing up for RoboCupJunior: Interview with Ana Patrícia Magalhães
The annual RoboCup event, where teams gather from across the globe to take part in competitions across a number of leagues, will this year take place in Brazil, from 15-21 July. An important part of the week is RoboCupJunior, which is designed to introduce RoboCup to school children, and sees hundreds of kids taking part in a variety of challenges across different leagues. This year, the lead organizer for RoboCupJunior is Ana Patrícia Magalhães. We caught up with her to find out how the preparations are going, what to expect at this year's competition, and how RoboCup inspires communities. RoboCup will take place from 15-21 July, in Salvador, Brazil.
Public Acceptance of Cybernetic Avatars in the service sector: Evidence from a Large-Scale Survey in Dubai
Aymerich-Franch, Laura, Taha, Tarek, Miyashita, Takahiro, Kamide, Hiroko, Ishiguro, Hiroshi, Dario, Paolo
Cybernetic avatars are hybrid interaction robots or digital representations that combine autonomous capabilities with teleoperated control. This study investigates the acceptance of cybernetic avatars in the highly multicultural society of Dubai, with particular emphasis on robotic avatars for customer service. Specifically, we explore how acceptance varies as a function of robot appearance (e.g., android, robotic-looking, cartoonish), deployment settings (e.g., shopping malls, hotels, hospitals), and functional tasks (e.g., providing information, patrolling). To this end, we conducted a large-scale survey with over 1,000 participants. Overall, cybernetic avatars received a high level of acceptance, with physical robot avatars receiving higher acceptance than digital avatars. In terms of appearance, robot avatars with a highly anthropomorphic robotic appearance were the most accepted, followed by cartoonish designs and androids. Animal-like appearances received the lowest level of acceptance. Among the tasks, providing information and guidance was rated as the most valued. Shopping malls, airports, public transport stations, and museums were the settings with the highest acceptance, whereas healthcare-related spaces received lower levels of support. An analysis by community cluster revealed among others that Emirati respondents showed significantly greater acceptance of android appearances compared to the overall sample, while participants from the 'Other Asia' cluster were significantly more accepting of cartoonish appearances. Our study underscores the importance of incorporating citizen feedback into the design and deployment of cybernetic avatars from the early stages to enhance acceptance of this technology in society.
A Systematic Review of User-Centred Evaluation of Explainable AI in Healthcare
Donoso-Guzmán, Ivania, Kacafírková, Kristýna Sirka, Szymanski, Maxwell, Jacobs, An, Parra, Denis, Verbert, Katrien
Despite promising developments in Explainable Artificial Intelligence, the practical value of XAI methods remains under-explored and insufficiently validated in real-world settings. Robust and context-aware evaluation is essential, not only to produce understandable explanations but also to ensure their trustworthiness and usability for intended users, but tends to be overlooked because of no clear guidelines on how to design an evaluation with users. This study addresses this gap with two main goals: (1) to develop a framework of well-defined, atomic properties that characterise the user experience of XAI in healthcare; and (2) to provide clear, context-sensitive guidelines for defining evaluation strategies based on system characteristics. We conducted a systematic review of 82 user studies, sourced from five databases, all situated within healthcare settings and focused on evaluating AI-generated explanations. The analysis was guided by a predefined coding scheme informed by an existing evaluation framework, complemented by inductive codes developed iteratively. The review yields three key contributions: (1) a synthesis of current evaluation practices, highlighting a growing focus on human-centred approaches in healthcare XAI; (2) insights into the interrelations among explanation properties; and (3) an updated framework and a set of actionable guidelines to support interdisciplinary teams in designing and implementing effective evaluation strategies for XAI systems tailored to specific application contexts.
The Synthetic Mirror -- Synthetic Data at the Age of Agentic AI
Synthetic data, which is artificially generated and intelligently mimicking or supplementing the real-world data, is increasingly used. The proliferation of AI agents and the adoption of synthetic data create a synthetic mirror that conceptualizes a representation and potential distortion of reality, thus generating trust and accountability deficits. This paper explores the implications for privacy and policymaking stemming from synthetic data generation, and the urgent need for new policy instruments and legal framework adaptation to ensure appropriate levels of trust and accountability for AI agents relying on synthetic data. Rather than creating entirely new policy or legal regimes, the most practical approach involves targeted amendments to existing frameworks, recognizing synthetic data as a distinct regulatory category with unique characteristics.
Socially-aware Object Transportation by a Mobile Manipulator in Static Planar Environments with Obstacles
Ribeiro, Caio C. G., Paes, Leonardo R. D., Macharet, Douglas G.
Socially-aware robotic navigation is essential in environments where humans and robots coexist, ensuring both safety and comfort. However, most existing approaches have been primarily developed for mobile robots, leaving a significant gap in research that addresses the unique challenges posed by mobile manipulators. In this paper, we tackle the challenge of navigating a robotic mobile manipulator, carrying a non-negligible load, within a static human-populated environment while adhering to social norms. Our goal is to develop a method that enables the robot to simultaneously manipulate an object and navigate between locations in a socially-aware manner. We propose an approach based on the Risk-RRT* framework that enables the coordinated actuation of both the mobile base and manipulator. This approach ensures collision-free navigation while adhering to human social preferences. We compared our approach in a simulated environment to socially-aware mobile-only methods applied to a mobile manipulator. The results highlight the necessity for mobile manipulator-specific techniques, with our method outperforming mobile-only approaches. Our method enabled the robot to navigate, transport an object, avoid collisions, and minimize social discomfort effectively.
An electronic-game framework for evaluating coevolutionary algorithms
de Araújo, Karine da Silva Miras, de França, Fabrício Olivetti
One of the common artificial intelligence applications in electronic games consists of making an artificial agent learn how to execute some determined task successfully in a game environment. One way to perform this task is through machine learning algorithms capable of learning the sequence of actions required to win in a given game environment. There are several supervised learning techniques able to learn the correct answer for a problem through examples. However, when learning how to play electronic games, the correct answer might only be known by the end of the game, after all the actions were already taken. Thus, not being possible to measure the accuracy of each individual action to be taken at each time step. A way for dealing with this problem is through Neuroevolution, a method which trains Artificial Neural Networks using evolutionary algorithms. In this article, we introduce a framework for testing optimization algorithms with artificial agent controllers in electronic games, called EvoMan, which is inspired in the action-platformer game Mega Man II. The environment can be configured to run in different experiment modes, as single evolution, coevolution and others. To demonstrate some challenges regarding the proposed platform, as initial experiments we applied Neuroevolution using Genetic Algorithms and the NEAT algorithm, in the context of competitively coevolving two distinct agents in this game.
Automatic Qiskit Code Refactoring Using Large Language Models
Suárez, José Manuel, Bibbó, Luis Mariano, Bogado, Joaquin, Fernandez, Alejandro
As quantum software frameworks evolve, developers face increasing challenges in maintaining compatibility with rapidly changing APIs. In this work, we present a novel methodology for refactoring Qiskit code using large language models (LLMs). We begin by extracting a taxonomy of migration scenarios from the different sources of official Qiskit documentation (such as release notes), capturing common patterns such as migration of functionality to different modules and deprecated usage. This taxonomy, along with the original Python source code, is provided as input to an LLM, which is then tasked with identifying instances of migration scenarios in the code and suggesting appropriate refactoring solutions. Our approach is designed to address the context length limitations of current LLMs by structuring the input and reasoning process in a targeted, efficient manner. The results demonstrate that LLMs, when guided by domain-specific migration knowledge, can effectively assist in automating Qiskit code migration. This work contributes both a set of proven prompts and taxonomy for Qiskit code migration from earlier versions to version 0.46 and a methodology to asses the capabilities of LLMs to assist in the migration of quantum code.
The Space Complexity of Learning-Unlearning Algorithms
Cherapanamjeri, Yeshwanth, Garg, Sumegha, Rajaraman, Nived, Sekhari, Ayush, Shetty, Abhishek
We study the memory complexity of machine unlearning algorithms that provide strong data deletion guarantees to the users. Formally, consider an algorithm for a particular learning task that initially receives a training dataset. Then, after learning, it receives data deletion requests from a subset of users (of arbitrary size), and the goal of unlearning is to perform the task as if the learner never received the data of deleted users. In this paper, we ask how many bits of storage are needed to be able to delete certain training samples at a later time. We focus on the task of realizability testing, where the goal is to check whether the remaining training samples are realizable within a given hypothesis class \(\mathcal{H}\). Toward that end, we first provide a negative result showing that the VC dimension is not a characterization of the space complexity of unlearning. In particular, we provide a hypothesis class with constant VC dimension (and Littlestone dimension), but for which any unlearning algorithm for realizability testing needs to store \(Ω(n)\)-bits, where \(n\) denotes the size of the initial training dataset. In fact, we provide a stronger separation by showing that for any hypothesis class \(\mathcal{H}\), the amount of information that the learner needs to store, so as to perform unlearning later, is lower bounded by the \textit{eluder dimension} of \(\mathcal{H}\), a combinatorial notion always larger than the VC dimension. We complement the lower bound with an upper bound in terms of the star number of the underlying hypothesis class, albeit in a stronger ticketed-memory model proposed by Ghazi et al. (2023). Since the star number for a hypothesis class is never larger than its Eluder dimension, our work highlights a fundamental separation between central and ticketed memory models for machine unlearning.
An Interdisciplinary Approach to Human-Centered Machine Translation
Carpuat, Marine, Asscher, Omri, Bali, Kalika, Bentivogli, Luisa, Blain, Frédéric, Bowker, Lynne, Choudhury, Monojit, Daumé, Hal III, Duh, Kevin, Gao, Ge, Grissom, Alvin II, Karpinska, Marzena, Khoong, Elaine C., Lewis, William D., Martins, André F. T., Nurminen, Mary, Oard, Douglas W., Popovic, Maja, Simard, Michel, Yvon, François
Machine Translation (MT) tools are widely used today, often in contexts where professional translators are not present. Despite progress in MT technology, a gap persists between system development and real-world usage, particularly for non-expert users who may struggle to assess translation reliability. This paper advocates for a human-centered approach to MT, emphasizing the alignment of system design with diverse communicative goals and contexts of use. We survey the literature in Translation Studies and Human-Computer Interaction to recontextualize MT evaluation and design to address the diverse real-world scenarios in which MT is used today.
A Game-Theoretic Negotiation Framework for Cross-Cultural Consensus in LLMs
Zhang, Guoxi, Chen, Jiawei, Yang, Tianzhuo, Ji, Jiaming, Yang, Yaodong, Dai, Juntao
The increasing prevalence of large language models (LLMs) is influencing global value systems. However, these models frequently exhibit a pronounced WEIRD (Western, Educated, Industrialized, Rich, Democratic) cultural bias due to lack of attention to minority values. This monocultural perspective may reinforce dominant values and marginalize diverse cultural viewpoints, posing challenges for the development of equitable and inclusive AI systems. In this work, we introduce a systematic framework designed to boost fair and robust cross-cultural consensus among LLMs. We model consensus as a Nash Equilibrium and employ a game-theoretic negotiation method based on Policy-Space Response Oracles (PSRO) to simulate an organized cross-cultural negotiation process. To evaluate this approach, we construct regional cultural agents using data transformed from the World Values Survey (WVS). Beyond the conventional model-level evaluation method, We further propose two quantitative metrics, Perplexity-based Acceptence and Values Self-Consistency, to assess consensus outcomes. Experimental results indicate that our approach generates consensus of higher quality while ensuring more balanced compromise compared to baselines. Overall, it mitigates WEIRD bias by guiding agents toward convergence through fair and gradual negotiation steps.