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2020


Optimal To-Do List Gamification
Optimal To-Do List Gamification

Stojcheski, J., Felso, V., Lieder, F.

arXiv, August 2020 (techreport)

Abstract
What should I work on first? What can wait until later? Which projects should I prioritize and which tasks are not worth my time? These are challenging questions that many people face every day. People’s intuitive strategy is to prioritize their immediate experience over the long-term consequences. This leads to procrastination and the neglect of important long-term projects in favor of seemingly urgent tasks that are less important. Optimal gamification strives to help people overcome these problems by incentivizing each task by a number of points that communicates how valuable it is in the long-run. Unfortunately, computing the optimal number of points with standard dynamic programming methods quickly becomes intractable as the number of a person’s projects and the number of tasks required by each project increase. Here, we introduce and evaluate a scalable method for identifying which tasks are most important in the long run and incentivizing each task according to its long-term value. Our method makes it possible to create to-do list gamification apps that can handle the size and complexity of people’s to-do lists in the real world.

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link (url) Project Page [BibTex]

2012


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The Playful Machine - Theoretical Foundation and Practical Realization of Self-Organizing Robots

Der, R., Martius, G.

Springer, Berlin Heidelberg, 2012 (book)

Abstract
Autonomous robots may become our closest companions in the near future. While the technology for physically building such machines is already available today, a problem lies in the generation of the behavior for such complex machines. Nature proposes a solution: young children and higher animals learn to master their complex brain-body systems by playing. Can this be an option for robots? How can a machine be playful? The book provides answers by developing a general principle---homeokinesis, the dynamical symbiosis between brain, body, and environment---that is shown to drive robots to self-determined, individual development in a playful and obviously embodiment-related way: a dog-like robot starts playing with a barrier, eventually jumping or climbing over it; a snakebot develops coiling and jumping modes; humanoids develop climbing behaviors when fallen into a pit, or engage in wrestling-like scenarios when encountering an opponent. The book also develops guided self-organization, a new method that helps to make the playful machines fit for fulfilling tasks in the real world.

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link (url) [BibTex]