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Annotation and analysis of sports videos is a time-consuming task that, once automated, will provide benefits to coaches, players, and spectators. American football, as the most watched sport in the United States, could especially benefit from this automation. Manual annotation and analysis of recorded videos of American football games is an inefficient and tedious process. Currently, most college football programs focus on annotating offensive formations to help them develop game plans for their upcoming games. As a first step to further research for this unique application, we use computer vision and deep learning to analyze an overhead image of a football play immediately before the play begins. This analysis consists of locating individual football players and labeling their position or roles, as well as identifying the formation of the offensive team.

Deepfake technology has been around for some time, and it’s currently causing controversies for the potential threats it may bring when fallen into the wrong hands. Even India’s business tycoon Anand Mahindra sparked alarm over hyper-realistic synthetic videos.

But some personalities are redefining the way viewers perceive deepfakes. For instance, David Guetta recently synthesized Eminem’s voice to hype up an event. And it’s only one of the many examples of people using artificial intelligence (AI) for entertainment. In fact, it already came to different social media websites like Twitch that take streaming to the next level.

Bachir Boumaaza is a Youtuber who once made a name for his record-breaking games, which he used to help numerous charities. But he became inactive, with most of his fans wondering where he went, thinking it might’ve been the end of his career.

Is there any strategy or alliance too complex for its ruthless intelligence? Meta AI made a groundbreaking announcement with the launch of CICERO — the first-ever AI (artificial intelligence) capable of winning at Diplomacy, a multiplayer strategy game that calls for mutual trust, compromise, and teamwork. This marks a significant milestone in AI evolution.


South Korean Go champion Lee Se-dol has retired after being beat by DeepMind’s AlphaGo software. He told Yonhap news agency his decision was influenced by the fact that artificial intelligence (AI) “cannot be defeated.”

An entity that cannot be defeated

“With the debut of AI in Go games, I’ve realized that I’m not at the top even if I become the number one through frantic efforts,” Se-dol told Yonhap. “Even if I become the number one, there is an entity that cannot be defeated.”

Is there any strategy or alliance too complex for its ruthless intelligence?

Meta AI made a groundbreaking announcement with the launch of CICERO — the first-ever AI (artificial intelligence) capable of winning at Diplomacy, a multiplayer strategy game that calls for mutual trust, compromise, and teamwork. This marks a significant milestone in AI evolution.

“CICERO moves AI from the gaming table into real-world applications.”


Derick Hudson/iStock.

Someday soon, we’ll speak entire universes into existence.

This article is a guide to the companies building the generative artificial intelligence technology that will lead to these virtual worlds (games, simulations, metaverse applications).

Existing market maps describing the landscape for generative AI lack a convincing organization, instead seeming to be random boxes based on functionality. Since most of my readers are interested in the technologies and companies powering things like games, simulations and metaverse applications — you’ll find this map helpful in charting who is moving these specific experiences forward.

❤️ Check out Weights & Biases and sign up for a free demo here: https://wandb.com/papers.

📝 The paper “Co-Writing Screenplays and Theatre Scripts with Language Models: An Evaluation by Industry Professionals” is available here:
https://deepmind.github.io/dramatron/details.html.

My latest paper on simulations that look almost like reality is available for free here:
https://rdcu.be/cWPfD

Or this is the orig. Nature Physics link with clickable citations:

😉


Persons with autism spectrum conditions (ASC) often engage in video gaming, one of the most common leisure activity in this population. Escapism, aimed at the avoidance of negative experiences or self-development, is considered as one of the main gaming motivations. Furthermore, escapism is a self-regulatory strategy used while suffering from autistic burnout, consisting of exhaustion, reduced social skills, anhedonia, and withdrawal. The goal of the current study was to determine predictors of escapism in video gaming among adult gamers with ASC. It was hypothesized that two types of escapism – self-suppression and self-expansion – would differentiate gaming motivations, affective outcomes, anhedonia, and autistic burnout rates. A total of 189 persons participated in the study (Mage = 27.52, SDage = 7.25), including 105 females. The results obtained indicated that self-suppression escapism was predicted by introjected regulation, positive and negative affect, and hedonic tone (F = 8.760, p < .001), while self-expansion was predicted by identified and integrated gaming motivations, hedonic tone, and positive affect (F = 23.066, p < .001). PLS-SEM analysis revealed good fit of the model with autistic burnout predicting self-suppression escapism. These results acknowledge the two-dimensional approach to escapism and highlight potential risk factors of self-suppression, especially among persons presenting symptoms of autistic burnout. Future research and clinical application directions are outlined.

Blizzard entertainment’s servers were shut down this week after two decades.

Millions of gamers who grew up with stories of achievements in the medieval digital world of Azeroth were in tears after Tuesday night after their access to the World of Warcraft (WoW) game servers was removed in China, CNN.


Sascha Steinbach/Getty.

The opposition to gaming took a more formal route after teenage boys set fire to an internet cafe in 2002 after they were thrown out. The incident claimed 25 lives and injured 17 others, South China Morning Post (SCMP) said in its previous report. China has also attempted to ban devices like gaming consoles but with only partial success.