A trio of biologists at the University of Minnesota has found that when male crickets need to save energy, they narrow their mating filter, to focus more exclusively on females.
In their paper published in the Proceedings of the National Academy of Sciences, Jon Richardson, Isabelle Hoversten and Marlene Zuk describe experiments they conducted with sexual filters in Pacific field crickets on varied diets and what they learned from them.
Prior research has found that some biologists, including zoologists, have left out data related to same-sex sexual behavior (SSB) during their research efforts, making it more difficult to understand such behavior in non-human creatures. Still, the research has shown that SSB is quite common in the wild across a range of creatures.
Such behavior is under investigation because it tends to take up a lot of energy and may even put some creatures at risk, without an apparent evolutionary advantage. In this new study, the research team focused their efforts on the idea of mating filters—where a creature increases or decreases its area of interest regarding its sexual behavior.
They chose to study certain aspects of male sexual behavior in the Pacific field cricket—a creature that is known to attempt to mate with both males and females of its kind. Prior research has shown that interest by males can be measured by tracking the intensity, or lack thereof, of the crickets’ short-range courtship songs. Females have been found to be less receptive to males who fail to produce quality short-range tunes.
The experiment consisted of putting some of the males on a well-fed diet, and others on a restricted calorie diet. Members of each group were then given access to other crickets fed a normal diet to see if they would attempt to mate with them.
In watching and recording the behavior of the test males, the research team found that the hungry crickets were less likely than the well-fed crickets to attempt mating with other males—an example of narrowing their mating filter. They found no such change in attempts at mating with females. The researchers also found no change in the males that had been well-fed.
More information:
Jon Richardson et al, Male crickets in poor condition engage in less same-sex sexual behavior, Proceedings of the National Academy of Sciences (2024). DOI: 10.1073/pnas.2408811121
Citation:
Cricket study suggests mating filter narrows when males are trying to save energy (2024, September 25)
retrieved 26 September 2024
from https://phys.org/news/2024-09-cricket-filter-narrows-males-energy.html
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Off the coast of Chile, in waters filled with krill and anchovy by the Humboldt Current system, live an elusive and little-known population of orcas. Thanks to citizen science and years of dedicated surveillance, a team of scientists led by Dr. Ana GarcÃa Cegarra of the Universidad de Antofagasta is unveiling their secrets—starting with dinner.
GarcÃa Cegarra’s team, who previously observed these orcas using fishing boats to help them capture sea lions, have now spotted them successfully hunting dusky dolphins for the first time and sharing the food among the pod. This new evidence about their eating habits may help experts understand how populations of orcas in the southern hemisphere are linked, promoting conservation efforts.
“Studying orcas in their natural environment is very challenging as they are marine top predators, traveling long distances and living offshore, which makes observation difficult,” said GarcÃa Cegarra, lead author of the study in Frontiers in Marine Science. “But understanding their role in the marine environment is crucial for the conservation of this poorly-known species in the Humboldt Current.”
You are what you eat
Orcas are apex predators with an impressively varied diet—but not all orcas eat the same things. Populations can be assigned to different ecotypes based on their preferred foods, acoustics, and genetics, so understanding what the orcas of the Humboldt Current eat is a major step towards understanding where they fit in among the other orcas of the world.
Five different ecotypes are reported in the southern hemisphere: some, like Type A and Type B1 orcas, focus on marine mammals, while other types prefer fish. Understanding where the Humboldt Current animals fit in would help us understand the way these populations relate to each other more broadly and conserve them for the future.
GarcÃa Cegarra and her colleagues used a combination of their own surveys and citizen science data collection from whale-watching trips and fishing vessels to monitor the population and track their hunting choices. Observers recorded the presence of orcas, group composition and location, and took pictures and videos which the scientists could cross-reference with catalogs of known individuals.
By combining this data with their own systematic surveys and drone footage, the scientists built up a map of orca presence in the area and tracked pods’ behavior and prey choices.
This allowed the researchers to capture evidence of the Menacho pod of orcas catching dusky dolphins—a species no orcas in this area have ever been reported successfully hunting. Dramatic images show the matriarch, Dakota, tossing a dusky dolphin into the air.
These sightings could indicate that these orcas may belong to the mammal-hunting Type A ecotype. Their prey, and their small pod sizes, would be consistent with this hypothesis, although their white eye patches are smaller than is typical of Type A orcas. They have also never been recorded in Patagonia with other Type A orcas.
“We wish we could obtain skin biopsy samples to analyze their genetic data, as there is no genetic information for orcas in this region of the south-east Pacific,” said GarcÃa Cegarra. “However, they are very elusive and intelligent, which makes it difficult to approach them in the boat for biopsies.”
Sharing the spoils
The scientists’ observations of the dusky dolphin hunting also revealed that the Menacho pod were sharing their food. Food sharing is recorded among many populations of orcas, sometimes to help feed kin, and sometimes because the pod hunts cooperatively and everyone gets a share.
In this case, GarcÃa Cegarra and her colleagues suggest that the Menacho pod were sharing food with kin, similar to Type A orcas who hunt sea lions by deliberately stranding: female orcas were seen sharing meat with group members, allowing closer relations to eat first.
GarcÃa Cegarra emphasized that much more information and systematic study is necessary to fully understand and protect this secretive population of orcas.
“The fact that we have observed newborn calves is important, because it indicates that they are having offspring, but we don’t know their survival rate,” she said. “Thanks to citizen science, we can follow the presence of killer whales along thousands of kilometers of the coast of northern Chile—but most orca sightings are opportunistic.”
More information:
New records of odontocete and mysticete predation by orcas in the Humboldt Current System, South Pacific Ocean, Frontiers in Marine Science (2024). DOI: 10.3389/fmars.2024.1450624
Citation:
Mysterious orca group near Chile tracked down, revealing newly discovered hunting skills (2024, September 26)
retrieved 26 September 2024
from https://phys.org/news/2024-09-mysterious-orca-group-chile-tracked.html
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“League of Legends” is caught in the middle of a dispute between Hollywood’s actors union and an audio company that provides voiceover services for the blockbuster online multiplayer game.
The Screen Actors Guild-American Federation of Television and Radio Artists called a strike against “League of Legends” on Tuesday, arguing that Formosa Interactive attempted to get around the ongoing video game strike by hiring non-union actors to work on an unrelated title.
Formosa tried to “cancel” the unnamed video game, which was covered by the strike, shortly after the start of the work stoppage, SAG-AFTRA said. The union said when Formosa learned it could not cancel the game, the company “secretly transferred the game to a shell company and sent out casting notices for ‘non-union’ talent only.” In response, the union’s interactive negotiating committee voted unanimously to file an unfair labor practice charge against the company with the National Labor Relations Board and to call a strike against “League of Legends” as part of that charge.
“League of Legends” is one of Formosa’s most well-known projects. The company provides voiceover services for the game, according to SAG-AFTRA.
SAG-AFTRA has accused Formosa of interfering with protections that allow performers to form or join a union and prevent those performers from being discriminated against—a move the union called “egregious violations of core tenets of labor law.”
Formosa did not immediately respond to a request for comment. “League of Legends” developer Riot Games said that the company “has nothing to do” with the union’s complaint.
“We want to be clear: Since becoming a union project five years ago, ‘League of Legends’ has only asked Formosa to engage with union performers in the U.S. and has never once suggested doing otherwise,” Riot said in an emailed statement. “In addition, we’ve never asked Formosa to cancel a game that we’ve registered.”
SAG-AFTRA’s allegations are related to a non-Riot game, the game publisher said.
“It’s bad enough that Formosa and other companies are refusing to agree to the fair AI terms that have been agreed to by the film, television, streaming, and music industries, as well as more than 90 other game developers,” said the union’s national executive director, Duncan Crabtree-Ireland. “To commit illegal unfair labor practices is beyond the pale and won’t be tolerated by SAG-AFTRA members.”
SAG-AFTRA members must immediately stop providing covered services to “League of Legends,” the union said. Until Tuesday, the game was one of several titles that remained unstruck. Formosa is a union signatory.
“League of Legends is a game of champions. Instead of championing the union performers who bring their immense talent and experience to beloved characters, decision-makers at Formosa have chosen to try to evade and abandon them,” said Interactive Media Agreement Negotiating Committee Chair Sarah Elmaleh. “Such double-dealing is very disappointing from a longtime committed union signatory.”
SAG-AFTRA called a strike against major game companies in July after more than a year of negotiations around the union‘s interactive media agreement broke down over concerns around the use of unregulated artificial intelligence. Formosa is a member of the bargaining group in those talks.
Citation:
Video game actors’ union calls for strike against ‘League of Legends’ (2024, September 25)
retrieved 26 September 2024
from https://techxplore.com/news/2024-09-video-game-actors-union-league.html
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When thinking of animal camouflage, we typically imagine creatures remaining still, blending seamlessly into their surroundings. But remaining motionless isn’t always practical, and many animals are highly mobile, constantly moving through their environment to graze their food.
New research suggests that high-contrast patterns on animals’ bodies may serve a dual purpose: offering camouflage when stationary, then creating a ‘motion dazzle’ effect when moving, confusing potential predators into misjudging their location—and helping them avoid being eaten.
The study, by Dr. Louise Tosetto, Professor Nathan Hart and Dr. Laura Ryan from Macquarie University’s School of Natural Sciences and published in PeerJ, is the first to show that humbug damselfish—known for their striking black and white stripes—use motion dazzle as a defense strategy.
“Our findings also show that humbug damselfish adapt their behavior based on their environment,” says Dr. Tosetto.
“In their natural habitat, when they encounter backgrounds resembling their own striped patterns, like branching corals, they tend to move closer and reduce their movement. This likely helps them blend in and stay hidden from predators.
“However, when feeding outside the coral colony, where camouflage is less effective, they increase their movement and rely more on the confusing effects of their stripes, known as motion dazzle.”
Methodical study
Humbug damselfish are small, striped coral reef fish that often live in social groups protected by branching corals. While their stripes help camouflage them when still, these fish frequently move to feed, risking predator attacks.
The research team studied how different backgrounds might affect the fish’s ability to confuse predators using motion dazzle, by filming humbugs swimming in tanks against various striped backgrounds, then using computer models to simulate how predators like coral trout would see this movement.
They also used anatomical data from the retinas of humbug damselfish to help understand how clearly the fish might see different striped patterns in their environment.
The team found that when they were against backgrounds where predators would find it hard to see them clearly, humbugs tended to move closer to the background and increase their overall movement, so their own stripes would create confusing motion cues—anti-predator behavior.
But when the background had clear, wider stripes that predators could easily see, the fish gained two advantages. First, the edges of their bodies became less distinct, making them harder to spot. Second, the combination of their own stripes and the background stripes created confusing motion signals (motion dazzling), so predators couldn’t accurately judge the speed or direction of the humbug fish.
“This suggests that humbugs can see different backgrounds and might then change their behavior to improve their protection from predators,” Dr. Tosetto says.
Senior author Dr. Ryan says the findings show that these fish have complex anti-predator strategies.
“This is an essential baseline study that provides new insights into the motion dazzle phenomenon,” says Dr. Ryan.
“Future research should investigate how factors like the water’s light-filtering properties and interactions with other damselfish might affect motion dazzle. The humbug damselfish offers a perfect model to explore these important questions.”
More information:
Dazzling damselfish: investigating motion dazzle as a defence strategy in humbug damselfish (Dascyllus aruanus), PeerJ (2024). DOI: 10.7717/peerj.18152
This content was originally published on The Macquarie University Lighthouse.
Citation:
Humbug damselfish use ‘motion dazzle’ to evade predators (2024, September 25)
retrieved 25 September 2024
from https://phys.org/news/2024-09-humbug-damselfish-motion-dazzle-evade.html
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For decades, video games have relied on scripted, stilted interactions with non-player characters to help shepherd gamers in their journeys. But as artificial intelligence technology improves, game studios are experimenting with generative AI to help build environments, assist game writers in crafting NPC dialogue and lend video games the improvisational spontaneity once reserved for table-top role-playing games.
In the multiplayer game “Retail Mage,” players help run a magical furniture store and assist customers in hopes of earning a five-star review. As a salesperson—and wizard—they can pick up and examine items or tell the system what they’d like to do with a product, such as deconstruct chairs for parts or tear a page from a book to write a note to a shopper.
A player’s interactions with the shop and NPCs around them—from gameplay mechanics to content and dialogue creation—are fueled by AI rather than a predetermined script to create more options for chatting and using objects in the shop.
“We believe generative AI can unlock a new kind of gameplay where the world is more responsive and more able to meet players at their creativity and the things that they come up with and the stories they want to tell inside a fantasy setting that we create for them,” said Michael Yichao, cofounder of Jam & Tea Studios, which created “Retail Mage.”
The typical NPC experience often leaves something to be desired. Pre-scripted interactions with someone meant to pass along a quest typically come with a handful of chatting options that lead to the same conclusion: players get the information they need and continue on. Game developers and AI companies say that by using generative AI tech, they aim to create a richer experience that allows for more nuanced relationships with the people and worlds that designers build.
Generative AI could also provide more opportunities for players to go off-script and create their own stories if designers can craft environments that feel more alive and can react to players’ choices in real-time.
Tech companies continue to develop AI for games, even as developers debate how, and whether, they’ll use AI in their products. Nvidia created its ACE technologies to bring so-called “digital humans” to life with generative AI. Inworld AI provides developers with a platform for generative NPC behavior and dialogue. Gaming company Ubisoft said last year that it uses Ghostwriter, an in-house AI tool, to help write some NPC dialogue without replacing the video game writer.
A report released by the Game Developers Conference in January found that nearly half of developers surveyed said generative AI tools are currently being used in their workplace, with 31% saying they personally use those tools. Developers at indie studios were most likely to use generative AI, with 37% reporting use the tech.
Still, roughly four out of five developers said they worry about the ethical use of AI. Carl Kwoh, Jam & Tea’s CEO, said AI should be used responsibly alongside creators to elevate stories—not to replace them.
“That’s always been the goal: How can we use this tool to create an experience that makes players more connected to each other?” said Kwoh, who is also one of the company’s founders. “They can tell stories that they couldn’t tell before.”
Using AI to provide NPCs with endless things to say is “definitely a perk,” Yichao said, but “content without meaning is just endless noise.” That’s why Jam & Tea uses AI—through Google’s Gemma 2 and their own servers in Amazon—to give NPCs the ability to do more than respond, he said. They can look for objects as they’re shopping or respond to other NPCs to add “more life and reactivity than a typically scripted encounter.”
“I’ve watched players turn our shopping experience into a bit of a dating sim as they flirt with customers and then NPCs come up with very realistic responses,” he said. “It’s been really fun to see the game react dynamically to what players bring to the table.”
Demonstrating a conversation with a NPC in the game “Mecha BREAK,” in which players battle war machines, Ike Nnole said that Nvidia has made its AI “humans” respond faster than they previously could by using small language models. Using Nvidia’s AI, players can interact with the mechanic, Martel, by asking her to do things like customize the color of a mech machine.
“Typically, a gamer would go through menus to do all this,” Nnole, a senior product marketing manager at Nvidia said. “Now it could be a much more interactive, much quicker experience.”
Artificial Agency, a Canadian AI company, built an engine that allows developers to bring AI into any part of their game—not only NPCs, but also companions and “overseer agents” that can steer a player towards content they’re missing. The AI can also create tutorials to teach players a skill that they are missing so they can have more fun in-game, the company said.
“One way we like to put it is putting a game designer on the shoulder of everyone as they’re playing the game,” said Alex Kearney, cofounder of Artificial Agency. The company’s AI engine can be integrated at any stage of the game development cycle, she said.
Brian Tanner, Artificial Agency’s CEO, said scripting every possible outcome of a game can be tedious and difficult to test. Their system allows designers to act more like directors, he said, by telling characters more about their motivation and background.
“These characters can improvise on the spot depending on what’s actually happening in the game,” Tanner said.
It’s easy to run into a game’s guardrails, Tanner said, where NPCs keep repeating the same phrase regardless of how players interact with them. But as AI continues to evolve, that will change, he added.
“It is truly going to feel like the world’s alive and like everything really reacts to exactly what’s happening,” he said. “That’s going to add tremendous realism.”
Citation:
Can AI make video games more immersive? Some studios turn to AI-fueled NPCs for more interaction (2024, September 25)
retrieved 25 September 2024
from https://techxplore.com/news/2024-09-ai-video-games-immersive-studios.html
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