paddle
Tesla made a 350 pickleball paddle
The paddle follows a long line of oddball products, from $450 mezcal to questionably legal flamethrowers. We may earn revenue from the products available on this page and participate in affiliate programs. Tesla's next big product reveal isn't a long-anticipated affordable passenger car or an actually usable humanoid robot . On Friday, the company announced it has partnered with prominent paddle manufacturer Selkirk Sport on an arguably over-engineered accessory meant to "bring advanced aerodynamics and precision performance" to pickleball players with deep pockets. The result, Tesla claims, is a premium product designed to improve swing speed and durability.
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Attention Trajectories as a Diagnostic Axis for Deep Reinforcement Learning
Beylier, Charlotte, Selder, Hannah, Fleig, Arthur, Hofmann, Simon M., Scherf, Nico
While deep reinforcement learning agents demonstrate high performance across domains, their internal decision processes remain difficult to interp ret when evaluated only through performance metrics. In particular, it is poorly understoo d which input features agents rely on, how these dependencies evolve during training, and how t hey relate to behavior. We introduce a scientific methodology for analyzing the learni ng process through quantitative analysis of saliency. This approach aggregates saliency in formation at the object and modality level into hierarchical attention profiles, quantifyin g how agents allocate attention over time, thereby forming attention trajectories throughout t raining. Applied to Atari benchmarks, custom Pong environments, and muscle-actuated biom echanical user simulations in visuomotor interactive tasks, this methodology uncovers a lgorithm-specific attention biases, reveals unintended reward-driven strategies, and diagnos es overfitting to redundant sensory channels. These patterns correspond to measurable behavio ral differences, demonstrating empirical links between attention profiles, learning dynam ics, and agent behavior. To assess robustness of the attention profiles, we validate our finding s across multiple saliency methods and environments. The results establish attention traj ectories as a promising diagnostic axis for tracing how feature reliance develops during train ing and for identifying biases and vulnerabilities invisible to performance metrics alone.
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Learning Game-Playing Agents with Generative Code Optimization
Kuang, Zhiyi, Rong, Ryan, Yuan, YuCheng, Nie, Allen
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving code, with current observation as input and an in-game action as output, enabling agents to self-improve through execution traces and natural language feedback with minimal human intervention. Applied to Atari games, our game-playing Python program achieves performance competitive with deep reinforcement learning (RL) baselines while using significantly less training time and much fewer environment interactions. This work highlights the promise of programmatic policy representations for building efficient, adaptable agents capable of complex, long-horizon reasoning.
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Optimizing Metachronal Paddling with Reinforcement Learning at Low Reynolds Number
Bailey, Alana A., Guy, Robert D.
Metachronal paddling is a swimming strategy in which an organism oscillates sets of adjacent limbs with a constant phase lag, propagating a metachronal wave through its limbs and propelling it forward. This limb coordination strategy is utilized by swimmers across a wide range of Reynolds numbers, which suggests that this metachronal rhythm was selected for its optimality of swimming performance. In this study, we apply reinforcement learning to a swimmer at zero Reynolds number and investigate whether the learning algorithm selects this metachronal rhythm, or if other coordination patterns emerge. We design the swimmer agent with an elongated body and pairs of straight, inflexible paddles placed along the body for various fixed paddle spacings. Based on paddle spacing, the swimmer agent learns qualitatively different coordination patterns. At tight spacings, a back-to-front metachronal wave-like stroke emerges which resembles the commonly observed biological rhythm, but at wide spacings, different limb coordinations are selected. Across all resulting strokes, the fastest stroke is dependent on the number of paddles, however, the most efficient stroke is a back-to-front wave-like stroke regardless of the number of paddles.
SpikePingpong: High-Frequency Spike Vision-based Robot Learning for Precise Striking in Table Tennis Game
Wang, Hao, Hou, Chengkai, Li, Xianglong, Fu, Yankai, Li, Chenxuan, Chen, Ning, Dai, Gaole, Liu, Jiaming, Huang, Tiejun, Zhang, Shanghang
Learning to control high-speed objects in the real world remains a challenging frontier in robotics. Table tennis serves as an ideal testbed for this problem, demanding both rapid interception of fast-moving balls and precise adjustment of their trajectories. This task presents two fundamental challenges: it requires a high-precision vision system capable of accurately predicting ball trajectories, and it necessitates intelligent strategic planning to ensure precise ball placement to target regions. The dynamic nature of table tennis, coupled with its real-time response requirements, makes it particularly well-suited for advancing robotic control capabilities in fast-paced, precision-critical domains. In this paper, we present SpikePingpong, a novel system that integrates spike-based vision with imitation learning for high-precision robotic table tennis. Our approach introduces two key attempts that directly address the aforementioned challenges: SONIC, a spike camera-based module that achieves millimeter-level precision in ball-racket contact prediction by compensating for real-world uncertainties such as air resistance and friction; and IMPACT, a strategic planning module that enables accurate ball placement to targeted table regions. The system harnesses a 20 kHz spike camera for high-temporal resolution ball tracking, combined with efficient neural network models for real-time trajectory correction and stroke planning. Experimental results demonstrate that SpikePingpong achieves a remarkable 91% success rate for 30 cm accuracy target area and 71% in the more challenging 20 cm accuracy task, surpassing previous state-of-the-art approaches by 38% and 37% respectively. These significant performance improvements enable the robust implementation of sophisticated tactical gameplay strategies, providing a new research perspective for robotic control in high-speed dynamic tasks.
A Deep Reinforcement Learning Environment for Particle Robot Navigation and Object Manipulation
Shen, Jeremy, Xiao, Erdong, Liu, Yuchen, Feng, Chen
Particle robots are novel biologically-inspired robotic systems where locomotion can be achieved collectively and robustly, but not independently. While its control is currently limited to a hand-crafted policy for basic locomotion tasks, such a multi-robot system could be potentially controlled via Deep Reinforcement Learning (DRL) for different tasks more efficiently. However, the particle robot system presents a new set of challenges for DRL differing from existing swarm robotics systems: the low degrees of freedom of each robot and the increased necessity of coordination between robots. We present a 2D particle robot simulator using the OpenAI Gym interface and Pymunk as the physics engine, and introduce new tasks and challenges to research the underexplored applications of DRL in the particle robot system. Moreover, we use Stable-baselines3 to provide a set of benchmarks for the tasks. Current baseline DRL algorithms show signs of achieving the tasks but are yet unable to reach the performance of the hand-crafted policy. Further development of DRL algorithms is necessary in order to accomplish the proposed tasks.
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