Toggle light / dark theme

Albert Einstein once said, “You have to learn the rules of the game, and then you have to play better than anyone else.” That could well be the motto at DeepMind, as a new report reveals it has developed a program that can master complex games without even knowing the rules.

DeepMind, a subsidiary of Alphabet, has previously made groundbreaking strides using reinforcement learning to teach programs to master the Chinese board Go and the Japanese strategy game Shogi, as well as chess and challenging Atari video games. In all those instances, computers were given the rules of the game.

But Nature reported today that DeepMind’s MuZero has accomplished the same feats—and in some instances, beat the earlier programs—without first learning the rules.

Movie ratings can determine a movie’s appeal to consumers and the size of its potential audience. Thus, they have an impact on a film’s bottom line. Typically, humans do the tedious task of manually rating a movie based on viewing the movie and making decisions on the presence of violence, drug abuse and sexual content.

Now, researchers at the USC Viterbi School of Engineering, armed with artificial intelligence tools, can rate a movie’s content in a matter of seconds, based on the movie script and before a single scene is shot. Such an approach could allow movie executives the ability to design a movie rating in advance and as desired, by making the appropriate edits on a script and before the shooting of a single scene. Beyond the potential financial impact, such instantaneous feedback would allow storytellers and decision-makers to reflect on the content they are creating for the public and the impact such content might have on viewers.

Using artificial intelligence applied to scripts, Shrikanth Narayanan, University Professor and Niki & C. L. Max Nikias Chair in Engineering, and a team of researchers from the Signal Analysis and Interpretation Lab (SAIL) at USC Viterbi, have demonstrated that linguistic cues can effectively signal behaviors on violent acts, and (actions that are often the basis for a film’s ratings) about to be taken by a film’s characters.

Intel PR rep Mark Walton unveiled the new chicken-warming KFConsole on Twitter on Tuesday, reassuring confused gamers that the KFConsole is real and not a hoax. The official KFC Gaming Twitter account also released a new video on Tuesday showing off the chicken-warming chamber.

“Yes, it’s real,” Walton tweeted. “Yes, it’s powered by Intel. And yes, it has a chicken warmer.” Walton also revealed that the Cooler Master is behind the unusual console.”


The fast-food chain unveils a real gaming console powered by Intel that keeps your fried chicken warm while you play video games.

https://music.youtube.com/watch?v=bAdqazixuRY&list=RDAMVMbAdqazixuRY

► Album & 4k Video: http://NigelStanford.com/y/a-/Automatica.

► Spotify: http://NigelStanford.com/y/Spotify.

Subscribe and like to see more Robot videos, as I release them for my album Automatica.

Robots rock, they were fun to work with. My favorite is the robotic drummer. More work to be done, and maybe I could play with them live. Stay tuned smile Thank you to Kuka, Sennheiser and Roland.

Second, we chose 2 major Appraisals with well-established roles in emotion elicitation, but interactive game paradigms could also investigate the neural basis of other appraisals (e.g., novelty, social norms). Furthermore, our study did not elucidate the precise cognitive mechanisms of particular appraisals or their neuroanatomical substrates but rather sought to dissect distinct brain networks underlying appraisals and other emotion components in order to assess any transient synchronization among them during emotion-eliciting situations. Importantly, even though different appraisals would obviously engage different brain networks, a critical assumption of the CPM is that synchronization between these networks and other components would arise through similar mechanisms as found here.

Third, our task design and event durations were chosen for fMRI settings, with blocked conditions and sufficient repetitions of similar trials. The limited temporal resolution of fMRI did not allow the investigation of faster, within-level dynamics which may be relevant to emotions. Additionally, this slow temporal resolution and our brain-based synchronization approach are insufficient to uncover fast and recurrent interactions among component networks during synchronization, as hypothesized by the CPM. Nonetheless, our computational model for the peripheral synchronization index did include recurrence as one of its parameters, allowing us refine our model-based analysis of network synchronization in ways explicitly taking recurrent effects into account (see S1 Text and Table J in S1 Table). In any case, neither the correlation of a model-based peripheral index nor an instantaneous phase synchronization approach could fully verify this hypothesis at the neuronal level using fMRI. To address these limitations, future studies might employ other paradigms with different game events or other imaging analyses and methodologies with higher temporal resolution. Higher temporal resolution may also help shed light on causality factors hypothesized by the CPM, which could not be addressed here. Finally, our study focused on the 4 nonexperiential components of emotion, with feelings measured purely retrospectively for manipulation-check purposes. This approach was motivated conceptually by the point of view that an emotion can be characterized comprehensively by the combination of its nonexperiential parts [10] and methodologically by the choice to avoid self-report biases and dual task conditions in our experimental setting. However, future work will be needed to link precise moments of component synchronization more directly to concurrent measures along relevant emotion dimensions, without task biases, as previously examined in purely behavioral research [20].

Nevertheless, by investigating emotions from a dynamic multi-componential perspective with interactive situations and model-based parameters, our study demonstrates the feasibility of a new approach to emotion research. We provide important new insights into the neural underpinnings of emotions in the human brain that support theoretical accounts of emotions as transient states emerging from embodied and action-oriented processes which govern adaptive responses to the environment. By linking transient synchronization between emotion components to specific brain hubs in basal ganglia, insula, and midline cortical areas that integrate sensorimotor, interoceptive, and self-relevant representations, respectively, our results provide a new cornerstone to bridge neuroscience with psychological and developmental frameworks in which affective functions emerge from a multilevel integration of both physical/bodily and psychological/cognitive processes [62].

To those who saw it in its very first theatrical run, the opening crawl at the very top of the original 1977 “Star Wars” film automatically dispelled any notions about cosmic civilizations and a linear march of time. We all got the reference to a “galaxy far, far away” at the outset, but “a long time ago” was all at once brilliant and mind-blowing.

Inherent in that notion is the idea that civilizations outside our own solar system have been living and dying since time immemorial. And the civilizations depicted in this bit of space cinema also appear to have become masters of their own galactic quadrants, if not their whole galaxy.

Yet here on parochial Earth, we are wedded to the linear march of time in a way that is not likely to change until the very far future. Here, we are guided by our own history of technological advancement in a way that extraterrestrial civilizations may find antiquated. They may already be inured to the fact that they are mere technological babes in the woods when compared to much more advanced civilizations they, themselves, may have encountered.

By Christopher Sciacca

The first video games debuted in the1950s, later reaching mainstream popularity in the 1970s and 80s with arcades and home video systems like Atari and Commodore 64. Remember SpaceWar! and Pong? While limited by the capabilities of the hardware, they laid the foundation for the games we develop and play today, which by 2025 is expected to be a whopping $256 billion industry.

This history and the importance of these early video games was not lost on Qiskit’s James Wootton. In 2017, he created the world’s first video game for a quantum computer, Cat-Box-Scissors, based on Rock-Paper-Scissors. He continued creating other quantum games, in the process attracting quantum enthusiasts and video game developers who wanted to try something new. And soon, games incorporating quantum computing concepts will be available for anyone to play.

It’s a sad day. The observatory has not only been used to observe radio wave signals in deep space. It’s also become an iconic landmark over the decades after being featured in countless films and TV shows including the 1995 James Bond blockbuster “GoldenEye.”

The observatory has also made significant contributions to the Search for Extraterrestrial Intelligence (SETI), spotting mysterious radio signals emanating from distant corners of the universe.

“This decision is not an easy one for NSF to make, but safety of people is our number one priority,” Sean Jones, the assistant director for the mathematical and physical sciences directorate at NSF, told reporters today over a conference call, as quoted by The Verge.

Blizzard president J. Allen Brack said the system has dramatically reduced toxic chat and repeating offenses.


In April 2019, Blizzard shared some insights into how it was using machine learning to combat abusive chat in games like Overwatch. It’s a very complicated process, obviously, but it appears to be working out: Blizzard president J. Allen Brack said in a new Fireside Chat video that it has resulted in an “incredible decrease” in toxic behavior.

“Part of having a good game experience is finding ways to ensure that all are welcome within the worlds, no matter their background or identity,” Brack says in the video. “Something we’ve spoken about publicly a little bit in the past is our machine learning system that helps us verify player reports around offensive behavior and offensive language.”