• Download The Hide Amp; Seek

    From Celena Sessler@sesslercelena@gmail.com to rec.sport.rowing on Thu Jan 25 10:37:51 2024
    From Newsgroup: rec.sport.rowing

    <div>When the National Portrait Gallery removed a work after pressure from activists and politicians, a project called the Museum of Censored Art set up shop right outside the museum's doors. Erin Schwartz/NPR hide caption</div><div></div><div></div><div></div><div></div><div></div><div>download the Hide amp; Seek</div><div></div><div>Download: https://t.co/N5Te0GuwLo </div><div></div><div></div><div>In our environment, agents play a team-based hide-and-seek game. Hiders (blue) are tasked with avoiding line-of-sight from the seekers (red), and seekers are tasked with keeping vision of the hiders. There are objects scattered throughout the environment that hiders and seekers can grab and lock in place, as well as randomly generated immovable rooms and walls that agents must learn to navigate. Before the game begins, hiders are given a preparation phase where seekers are immobilized to give hiders a chance to run away or change their environment.</div><div></div><div></div><div>There are no explicit incentives for agents to interact with objects in the environment; the only supervision given is through the hide-and-seek objective. Agents are given a team-based reward; hiders are given a reward of +1 if all hiders are hidden and -1 if any hider is seen by a seeker. Seekers are given the opposite reward, -1 if all hiders are hidden and +1 otherwise. To confine agent behavior to a reasonable space, agents are penalized if they go too far outside the play area. During the preparation phase, all agents are given zero reward.</div><div></div><div></div><div>As agents train against each other in hide-and-seek, as many as six distinct strategies emerge. Each new strategy creates a previously nonexistent pressure for agents to progress to the next stage. Note that there are no direct incentives for agents to interact with objects or to explore; rather, the emergent strategies shown below are a result of the autocurriculum induced by multi-agent competition and the simple dynamics of hide-and-seek.</div><div></div><div></div><div>As can be seen, agents trained in hide-and-seek qualitatively center around far more human interpretable behaviors such as shelter construction, whereas agents trained with intrinsic motivation move objects around in a seemingly undirected fashion. Furthermore, as the state space increases in complexity, we find that intrinsic motivation methods have less and less meaningful interactions with the objects in their environment. For this reason, we believe multi-agent competition will be a more scalable method for generating human-relevant skills in an unsupervised manner as environments continue to increase in size and complexity.</div><div></div><div></div><div>In the previous section, we qualitatively compare behaviors learned in hide-and-seek to those learned with intrinsic motivation. However, as environments increase in scale, so will the difficulty in qualitatively measuring progress. Tracking reward is an insufficient evaluation metric in multi-agent settings, as it can be ambiguous in indicating whether agents are improving evenly or have stagnated. Metrics like ELO or Trueskill can more reliably measure whether performance is improving relative to previous policy versions or other policies in a population; however, these metrics still do not give insight into whether improved performance is caused by new adaptations or improving previously learned skills. Finally, using environment-specific statistics such as object movement can also be ambiguous (for example, the choice to track absolute movement does not illuminate which direction agents moved), and designing sufficient metrics will become difficult and costly as environments scale.</div><div></div><div></div><div></div><div></div><div></div><div></div><div>Though the hide-and-seek agent performs better on many of the transfer tasks, it does not drastically improve performance or convergence time. From viewing its behavior, we know it has the latent skill to move objects in a precise manner to construct shelter in the hide-and-seek game; however, it does not have the capability to use this skill in other contexts when trained with a low number of samples.</div><div></div><div></div><div>Evolutionary, cognitive, and neural underpinnings of mammalian play are not yet fully elucidated. We played hide-and-seek, an elaborate role-play game, with rats. We did not offer food rewards but engaged in playful interactions after finding or being found. Rats quickly learned the game and learned to alternate between hiding versus seeking roles. They guided seeking by vision and memories of past hiding locations and emitted game event-specific vocalizations. When hiding, rats vocalized infrequently and they preferred opaque over transparent hiding enclosures, a preference not observed during seeking. Neuronal recordings revealed intense prefrontal cortex activity that varied with game events and trial types ("hide" versus "seek") and might instruct role play. The elaborate cognitive capacities for hide-and-seek in rats suggest that this game might be evolutionarily old.</div><div></div><div></div><div>Hide-and-seek (sometimes known as hide-and-go-seek) is a popular children's game in which at least two players (usually at least three)[1] conceal themselves in a set environment, to be found by one or more seekers. The game is played by one chosen player (designated as being "it") counting to a predetermined number with eyes closed while the other players hide. After reaching this number, the player who is "it" calls "Ready or not, here I come!" or "Coming, ready or not!" and then attempts to locate all concealed players.[2]</div><div></div><div></div><div>The game can end in one of several ways. The most common way of ending is the player chosen as "it" locates all players; the player found first is the loser and is chosen to be "it" in the next game. The player found last is the winner. Another common variation has the seeker counting at "home base"; the hiders can either remain hidden or they can come out of hiding to race to home base; once they touch it, they are "safe" and cannot be tagged.</div><div></div><div></div><div>One variant is called "sardines", in which only one person hides and the others must find him or her, hiding with him / her when they do so. The hiding places become progressively more cramped, like sardines in a tin. The last person to find the hiding group is the loser, and becomes the hider for the next round. A. M. Burrage calls this version of the game "Smee" in his 1931 ghost story of the same name.[5]</div><div></div><div></div><div>In the Peanuts comic strip by Charles Schulz, a variation of Sardines called "Ha Ha Herman" is played, in which the seekers call out "ha ha', and the person hiding has to respond by saying "Herman".[6]</div><div></div><div></div><div>In some versions of the game, after the first hider is caught or if no other players can be found over a period of time, the seeker calls out a previously-agreed phrase (such as "Olly olly oxen free", "Come out, come out wherever you are" or "All in, All in, Everybody out there all in free") to signal the other hiders to return to base for the next round.[7] the seeker must return to "home base" after finding the hiders, before the hiders get back. Conversely, the hiders must get back to "home base" before the seeker sees them and returns.[8] The hiders hide until they are spotted by the seeker, who chants, "Forty, forty, I see you" (sometimes shortened to "Forty, forty, see you"). Once spotted, the hider must run to "home base" (where the seeker was counting while the other players hid) and touch it before they are "tipped" (tagged, or touched) by the seeker. If tagged, that hider becomes the new seeker.[9] Forty forty has many regional names[10] including 'block one two three' in North East England and Scotland, 'relievo one two three' in Wilmslow, 'forty forty' in South East England, 'mob' in Bristol and South Wales, 'pom pom' in Norwich, 'I-erkey' in Leicester, 'hicky one two three' in Chester, 'rally one two three' in Coventry, ' Ackey 123' in Birmingham and '44 Homes' in Australia.[11]</div><div></div><div></div><div>Whilst hide-and-seek is evidently likely a very ancient and instinctual childhood game from time immemorial, an early attested version of the game was called apodidraskinda in Ancient Greek. A second century Greek writer named Julius Pollux mentioned the game for the first time. Then as now, it was played the same with one player closing their eyes and counting while the other players hide. This game was also found in an early painting discovered at Herculaneum, dating back to about the second century AD. [12]</div><div></div><div></div><div>Yasuo Hazaki, a graduate of Nippon Sport Science University, and professor of media studies at Josai University in Sakado, Japan, had set up a campaign in 2013 to promote hide-and-seek for the 2020 Olympics in Tokyo.[21] The game Hazaki was promoting was a slightly different traditional Japanese game, more similar to a game of tag. Hazaki contacted the Nascondino World Championship organizers and said that nascondino rules were more appropriate to be a candidate to the Olympics.[14]</div><div></div><div></div><div>To start playing with a pup that has never played before you will either need to teach your pup a rock solid sit stay or have a helper hold them while you hide. Either option is fine and it really just depends where you are with your training efforts. If you try the stay method and the dog keeps getting up and coming to you before you hide you can keep training on the stay or simply switch and have someone hold them.</div><div></div><div></div><div>Each time you play you can hide in a harder and harder place. Pretty soon you will be hiding on a different floor of the house in some pretty sneaky places. Some of our favorites are closets and showers with the curtains shut. Another really fun option is laying under a blanket on the floor or a couch where a blanket would normally be. This usually gets the dogs really worked up and excited when they realize you are under it!</div><div></div><div></div><div>The Beach Buddies hide the globes in public places only where they can be found. Look in general areas such as the Beach Village, the Historic District, Great Dunes Beach Park, and other common locations. Just know, the globes are not hidden in the dunes, the marshes, golf courses, or on residential properties.</div><div></div><div></div><div>The quest Hide and Seek is one of the Side Quests found in the Argentum Trade Guild. It can be started by speaking to Aft on the second floor of the bazaar. Aft, Talulu and Snikisniki want to play hide-and-seek. Find them all scattered around the area.</div><div></div><div></div><div></div><div></div><div></div><div> dd2b598166</div>
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