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A Further discussion

Neural Information Processing Systems

We justify the way in which LIO accounts for the cost of incentivization as follows. Fundamentally, the reason is that the cost should be incurred only by the part of the agent that is directly responsible for incentivization. These updates are also used to compute the vector fields shown in Figure 2. With incentives, the players have payoff matrices in Table 2. Table 2: Payoff matrices for row player (left) and column player (right) with incentives. 's expected extrinsic return with respect to agent Hence descending a stochastic estimate of this gradient is equivalent to minimizing the loss in (10).



Learning Roles with Emergent Social Value Orientations

Li, Wenhao, Wang, Xiangfeng, Jin, Bo, Lu, Jingyi, Zha, Hongyuan

arXiv.org Artificial Intelligence

Social dilemmas can be considered situations where individual rationality leads to collective irrationality. The multi-agent reinforcement learning community has leveraged ideas from social science, such as social value orientations (SVO), to solve social dilemmas in complex cooperative tasks. In this paper, by first introducing the typical "division of labor or roles" mechanism in human society, we provide a promising solution for intertemporal social dilemmas (ISD) with SVOs. A novel learning framework, called Learning Roles with Emergent SVOs (RESVO), is proposed to transform the learning of roles into the social value orientation emergence, which is symmetrically solved by endowing agents with altruism to share rewards with other agents. An SVO-based role embedding space is then constructed by individual conditioning policies on roles with a novel rank regularizer and mutual information maximizer. Experiments show that RESVO achieves a stable division of labor and cooperation in ISDs with different complexity.


From a PhD in swarm robotics to open science and psychotherapy for researchers' well-being

Robohub

By the Summer of 2020, right when covid had made almost all parts of the world be in lockdown, I finished my PhD, and I decided to come back home, to Murcia, in the South of Spain. I needed a break after such a massive personal and professional experience that the PhD was, as well as the massive unsettling pandemic that had arrived. So I decided to stop for a while and take a gap year (I had never done this before). Yes, I started working as the Managing Editor of Robohub, but that was only a few hours a week, so still, it could be a gap year. Before, I've told you that half-way through my PhD I felt the call to explore other human aspects and I did that by going outside the lab to engage with other human beings.


After covid closed escape rooms, these game designers made a virtual one

Washington Post - Technology News

The modern day escape room, part of a broader genre of location-based games, was actually inspired by video games such as the 1993 adventure game, "Myst. In "Myst," players explore the eponymous island and unlock its mysteries by solving a series of elaborate mechanical puzzles spread throughout the landscape. But unlike today's escape rooms, "Myst" was strictly single-player and had no time limits on any of the puzzles, meaning individuals could enjoy the game at a comfortable pace.


Escape Academy Review - I'm An A+ Student

#artificialintelligence

I love escape rooms, so the idea of a video game designed by escape room creators is right up my alley. To its credit, Escape Academy does a damn good job of capturing the feeling of completing an escape room, with the added spice of dangerous consequences that a fictional story set in a virtual space allows. Escape Academy is, however, oftentimes too accurate to the experience of an escape room for its own good. Still, there's a delightful puzzle game here that makes for a rewarding afternoon with a friend nonetheless. Escape Academy sees you step into the shoes of the newest student to attend a school that trains would-be spies, hackers, and thieves.


The Morning After: A 360-degree Waymo ride

Engadget

February is wrapping up but MWC 2018 is still going strong, and we have even more stuff to show you (plus one phone that's not here but should be.) It's also time to evaluate Google's AI-powered Clips camera and get ready for the Tamagotchi app. Take that, Nest.Amazon acquires Ring's smart-doorbell business In a statement, Amazon told Engadget it was "excited" to work with Ring and aid in its "mission to keep homes safe and secure." Ring said it could "achieve even more" by allying itself with Amazon as it focuses on its "vision for safer neighborhoods." What is AI anyway?Hands-on with the ASUS ZenFone 5 When ASUS introduced us to the ZenFone, a spokesperson proudly talked about its "10 AI features."


Amazon made an escape room powered by Alexa

Engadget

During a glitzy Amazon showcase along Barcelona's seafront, the company held two escape room experiences to drill home how very, very excited it is about its action series, Tom Clancy's Jack Ryan, coming to Prime Video later this year. Now, escape rooms are really popular. So is Amazon's Alexa assistant and all those Echo gadgets it likes to call home. The two things make the perfect storm for 2018. So we tried to solve the (not much of a) mystery.


The AR & AI tech taking New York Toy Fair by storm

#artificialintelligence

A freezing-cold February in New York means Toy Fair has arrived once again--a reminder to us all that the toy industry moves like no other. In an industry that constantly needs to reinvent and discover new ways of engaging kids, a number of toy companies are unleashing breakout play experiences that take smart devices to a new level. Despite differing play patterns and products, this year's most stand-out crop of Toy Fair items are laced with elements of augmented reality, voice-assisted play, robotics and old-fashioned lights and buzzers. You could argue the technology play table was set last December by Disney with its augmented reality (AR) product Star Wars: Jedi Challenges. Nintendo also knocked that table over with its Nintendo Labo product.


Escape rooms are becoming a breakout form of entertainment

Los Angeles Times

With black hoods over their heads, five people trapped in a chain-link enclosure listen to an ominous monologue. "Hello, my delicious friends," the voice purrs. "I've lived here for five years, and I've spent much of that time collecting delicate morsels like yourselves to help me with my little experiments." Edward Tandy, the homicidal cannibal who has caged this group in his basement, lays out the rules of his game: They have 45 minutes to solve the puzzles inside and escape. Once time runs out, gas will be pumped in, putting the captives to sleep.