Toxicity is a widespread phenomenon in competitive online video games. In addition to its direct undesirable effects, there is a concern that toxicity can spread to others, amplifying the harm caused by a single player's misbehavior. In this study, we estimate whether and to what extent a player's toxic speech spreads, causing their teammates to behave similarly. To this end, we analyze proprietary data from the free-to-play first-person action game Call of Duty: Warzone. We formulate and implement an instrumental variable identification strategy that leverages the network of interactions among players across matches. Our analysis reveals that all else equal, all of a player's teammates engaging in toxic speech increases their probability of engaging in similar behavior by 26.1 to 30.3 times the average player's likelihood of engaging in toxic speech. These findings confirm the viral nature of toxicity, especially toxic speech, in competitive online video games.
Humans are able to fuse information from both auditory and visual modalities to help with understanding speech. This is frequently demonstrated through an phenomenon known as the McGurk Effect, during which a listener is presented with incongruent auditory and visual speech that fuse together into the percept of an illusory intermediate phoneme. Building on a recent framework that proposes how to address developmental 'why' questions using artificial neural networks, we evaluated a set of recent artificial neural networks trained on audiovisual speech by testing them with audiovisually incongruent words designed to elicit the McGurk effect. We compared networks trained on clean speech to those trained on noisy speech, and discovered that training with noisy speech led to an increase in both visual responses and McGurk responses across all models. Furthermore, we observed that systematically increasing the level of auditory noise during ANN training also increased the amount of audiovisual integration up to a point, but at extreme noise levels, this integration failed to develop. These results suggest that excessive noise exposure during critical periods of audiovisual learning may negatively influence the development of audiovisual speech integration. This work also demonstrates that the McGurk effect reliably emerges untrained from the behaviour of both supervised and unsupervised networks. This supports the notion that artificial neural networks might be useful models for certain aspects of perception and cognition.
The efficacy of diffusion models in generating a spectrum of data modalities, including images, text, and videos, has spurred inquiries into their utility in molecular generation, yielding significant advancements in the field. However, the molecular generation process with diffusion models involves multiple autoregressive steps over a finite time horizon, leading to exposure bias issues inherently. To address the exposure bias issue, we propose a training framework named GapDiff. The core idea of GapDiff is to utilize model-predicted conformations as ground truth probabilistically during training, aiming to mitigate the data distributional disparity between training and inference, thereby enhancing the affinity of generated molecules. We conduct experiments using a 3D molecular generation model on the CrossDocked2020 dataset, and the vina energy and diversity demonstrate the potency of our framework with superior affinity. GapDiff is available at \url{//github.com/HUGHNew/gapdiff}.
This demo is about automatic authoring of various motion effects that are provided with audiovisual content to improve user experiences. Traditionally, motion effects have been used for simulators, e.g., flight simulators for pilots and astronauts, to present physically accurate vestibular feedback. At present, we have greatly wider use of motion effects for entertainment purposes, such as 4D rides in amusement parks and even shopping malls, 4D films in theaters, and relative new virtual reality games with head-mounted displays and personal motion platforms. However, the production of motion effects is done solely by manual authoring or coding, and this costly process prevents the faster and wider dissemination of 4D content. It is imperative to facilitate motion effect production by providing automatic synthesis algorithms. This demo video presents nine different automatic synthesis algorithms for motion effects and a recorded demonstration of each.
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research in Joint Action shows that when manipulating a single object, motor performance improves when two people operate together while sensing each other's movements. Building on this, we developed a controller allowing multiple players to operate simultaneously while sharing haptic sensations. We showcased our system at exhibitions, gathering feedback from over 150 participants on how shared sensory input affects their gaming experience. This approach could transform player interaction, enhance cooperation, and redefine multiplayer gaming experiences.
We put forth Oblivious State Preparation (OSP) as a cryptographic primitive that unifies techniques developed in the context of a quantum server interacting with a classical client. OSP allows a classical polynomial-time sender to input a choice of one out of two public observables, and a quantum polynomial-time receiver to recover an eigenstate of the corresponding observable -- while keeping the sender's choice hidden from any malicious receiver. We obtain the following results: - The existence of (plain) trapdoor claw-free functions implies OSP, and the existence of dual-mode trapdoor claw-free functions implies round-optimal (two-round) OSP. - OSP implies the existence of proofs of quantumness, test of a qubit, blind classical delegation of quantum computation, and classical verification of quantum computation. - Two-round OSP implies quantum money with classical communication, classically-verifiable position verification, and (additionally assuming classical FHE with log-depth decryption) quantum FHE. Several of these applications were previously only known via tailored LWE-based constructions, whereas our OSP-based constructions yield new results from a wider variety of assumptions, including hard problems on cryptographic group actions. Finally, towards understanding the minimal hardness assumptions required to realize OSP, we prove the following: - OSP implies oblivious transfer between one classical and one quantum party. - Two-round OSP implies public-key encryption with classical keys and ciphertexts. In particular, these results help to ''explain'' the use of public-key cryptography in the known approaches to establishing a ''classical leash'' on a quantum server. For example, combined with a result of Austrin et al. (CRYPTO 22), we conclude that perfectly-correct OSP cannot exist unconditionally in the (quantum) random oracle model.
Ideation is a critical component of video-based design (VBD), where videos serve as the primary medium for design exploration and inspiration. The emergence of generative AI offers considerable potential to enhance this process by streamlining video analysis and facilitating idea generation. In this paper, we present DesignMinds, a prototype that integrates a state-of-the-art Vision-Language Model (VLM) with a context-enhanced Large Language Model (LLM) to support ideation in VBD. To evaluate DesignMinds, we conducted a between-subject study with 35 design practitioners, comparing its performance to a baseline condition. Our results demonstrate that DesignMinds significantly enhances the flexibility and originality of ideation, while also increasing task engagement. Importantly, the introduction of this technology did not negatively impact user experience, technology acceptance, or usability.
Marmoset, a highly vocalized primate, has become a popular animal model for studying social-communicative behavior and its underlying mechanism comparing with human infant linguistic developments. In the study of vocal communication, it is vital to know the caller identities, call contents, and vocal exchanges. Previous work of a CNN has achieved a joint model for call segmentation, classification, and caller identification for marmoset vocalizations. However, the CNN has limitations in modeling long-range acoustic patterns; the Transformer architecture that has been shown to outperform CNNs, utilizes the self-attention mechanism that efficiently segregates information parallelly over long distances and captures the global structure of marmoset vocalization. We propose using the Transformer to jointly segment and classify the marmoset calls and identify the callers for each vocalization.
A proliferation of Large Language Models (the GPT series, BLOOM, LLaMA, and more) are driving forward novel development of multipurpose AI for a variety of tasks, particularly natural language processing (NLP) tasks. These models demonstrate strong performance on a range of tasks; however, there has been evidence of brittleness when applied to more niche or narrow domains where hallucinations or fluent but incorrect responses reduce performance. Given the complex nature of scientific domains, it is prudent to investigate the trade-offs of leveraging off-the-shelf versus more targeted foundation models for scientific domains. In this work, we examine the benefits of in-domain pre-training for a given scientific domain, chemistry, and compare these to open-source, off-the-shelf models with zero-shot and few-shot prompting. Our results show that not only do in-domain base models perform reasonably well on in-domain tasks in a zero-shot setting but that further adaptation using instruction fine-tuning yields impressive performance on chemistry-specific tasks such as named entity recognition and molecular formula generation.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
Deep neural networks (DNNs) are successful in many computer vision tasks. However, the most accurate DNNs require millions of parameters and operations, making them energy, computation and memory intensive. This impedes the deployment of large DNNs in low-power devices with limited compute resources. Recent research improves DNN models by reducing the memory requirement, energy consumption, and number of operations without significantly decreasing the accuracy. This paper surveys the progress of low-power deep learning and computer vision, specifically in regards to inference, and discusses the methods for compacting and accelerating DNN models. The techniques can be divided into four major categories: (1) parameter quantization and pruning, (2) compressed convolutional filters and matrix factorization, (3) network architecture search, and (4) knowledge distillation. We analyze the accuracy, advantages, disadvantages, and potential solutions to the problems with the techniques in each category. We also discuss new evaluation metrics as a guideline for future research.