• HITMARKER.NET
    Xbox hardware sales drop again, but Microsoft sees overall gaming revenue rise in Q3
    Gaming revenue rose 5% in Q3 as Game Pass and key titles drove growth, despite another drop in Xbox console sales.
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  • Executive Assistant- Blizzard- Irvine, CA at Blizzard Entertainment
    Executive Assistant- Blizzard- Irvine, CABlizzard EntertainmentIrvine California 92618 United States of America14 minutes agoApplyTeam Name:Job Title:Executive Assistant- Blizzard- Irvine, CARequisition ID:R025265Job Description:Job Title : Executive Assistant to the Blizzard Vice President, Strategy & Operations and Blizzard Senior Vice President, Chief Business OfficerLocation : Irvine, CA (Hybrid)At Blizzard Entertainment, we pour our hearts and souls into everything we create. Best known for iconic video game universes, including Warcraft, Overwatch, Diablo, and StarCraft, we’ve been creating genre-defining games for millions of players around the world for more than 30 years. We’re on a quest: bring our dreams to life and craft the most epic entertainment experiences…ever. Hard work, iteration, and polish go into the Blizzard “secret recipe,” but the most important ingredients come from talented people who share our vision.JOB SUMMARYBlizzard Entertainment is looking for an experienced Executive Assistant to support the Vice President, Head of Strategy and Operations, and the Senior Vice President, Chief Business Officer. The role involves managing calendars, coordinating travel, and assisting with meetings. The ideal candidate will be proactive, possess exceptional communication skills, and thrive in a fast-paced environment. Responsibilities include providing confidential executive support, implementing administrative processes, acting as a communication bridge, analyzing data, supporting event planning, and offering general administrative assistance. This position requires a critical thinker with attention to detail and the ability to work in a dynamic environment. The role is highly visible and demands organization, proactivity, communication, discretion, and thoroughness.WHAT YOU BRING TO THE TABLEServe as a trusted partner to executives by managing time, priorities, and objectives through proactive planning, clear communication, and a solutions-oriented approach.Own and maintain highly dynamic and shifting calendars with exceptional attention to detail and urgency. Collaborate closely with executives to ensure high-priority meetings are appropriately scheduled and conflicts are resolved in real time.Schedule, coordinate, and monitor complex meetings with internal leaders and external stakeholders. Anticipate scheduling conflicts, proactively recommend alternatives, and ensure all logistics are seamless.Ensure meeting preparation by having all relevant materials compiled, reviewed for executive readiness, and delivered ahead of time. Provide easy access to content, flag issues, and ensure preparedness for each meeting.Support executive-led meetings by managing agendas, gathering discussion topics, taking clear and concise notes, documenting key decisions, and tracking follow-up actions to completion.Deliver high-level administrative support, including drafting and editing correspondence, preparing reports and presentations, managing expense reports, processing purchase orders, submitting support service requests, and maintaining organized file systems.Manage sensitive and confidential projects with discretion, completing ad hoc assignments with accuracy and within established timelines.Act as a liaison between executives and internal teams or external partners, fostering strong relationships and maintaining a high level of professionalism, confidentiality, and trust.Triage and resolve urgent or complex requests with professionalism and efficiency. Escalate to the appropriate leader or function as needed.Arrange complex domestic and international travel, including flights, hotel accommodations, transportation, passports, and visas. Prepare detailed itineraries and adjust plans proactively as needed.Respond to inquiries by sharing established guidelines and processes. Collaborate with key stakeholders to address questions and offer thoughtful recommendations that enhance the employee experience.Organize team events, celebrate milestones, coordinate employee recognition activities, and implement initiatives that strengthen team morale and connection.Provide backup and overflow support to other executives, administrative professionals, and cross-functional teams as needed to ensure continuity and excellence.MINIMUM REQUIREMENTSExperienceMinimum of 10 years of administrative support experience.Minimum of 4 years supporting senior executive-level leaders in a highly dynamic entertainment or technology environment or other high-touch, heavy-volume industry.Experience planning and coordinating events, such as team meetings, off-sites, or team-wide events.Experience booking global travel, lodging accommodations, and expense management.Experience managing highly dynamic executive calendars in Microsoft Outlook.Knowledge & SkillsHigh School diploma or equivalent required. Bachelor’s Degree in a related field preferred.Proven ability to provide confidentiality and discretion and act with excellent judgment.Strong organizational skills, detail orientation, and world-class prioritization and multi-tasking.Proficient in Microsoft Office Suite, particularly Outlook, Excel and PowerPoint, and other office productivity tools.Ability to work effectively in a global, cross-functional team environment.Demonstrable ability to own and handle multiple projects simultaneously and the ability to juggle multiple tasks and priorities simultaneously can be a valuable skill.Validated ability to provide the utmost confidentiality and discretion and act with excellent judgment and professionalismHandles several tasks efficiently and independently with limited oversight or direction.Excellent written and verbal communication, planning, organization, and time management skills.EXTRA POINTSExperience in the technology industry.Knowledge of project management principles and practices.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401(k) with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting https://www.benefitsforeveryworld.com/ .In the U.S., the standard base pay range for this role is $50,000.00 - $92,500.00 Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • KOTAKU.COM
    Ubisoft Drops Heavy Hints Of A Prince Of Persia: The Lost Crown Sequel
    Prince of Persia: The Lost Crown’s developers got done dirty. The side-scrolling Metroidvania entry into the 36-year-old series sold an extraordinary 1.3 million copies, and yet despite this, Eurogamer reported last year that the internal team at Ubisoft Montpellier that had created the game had been disbanded and moved onto other projects. Now, with the game passing two million players, Ubisoft appears to be dropping hints that a sequel could be possible.Suggested ReadingThe Week In Games: Pokémon With Guns And More New Releases Share SubtitlesOffEnglishview videoSuggested ReadingThe Week In Games: Pokémon With Guns And More New Releases Share SubtitlesOffEnglish“You’ve revived the legend,” a post on Ubisoft’s social media reads. “The Prince is back, and believe us - he’s just warming up.”It’s worth noting that “2 million players” is not the same as two million copies sold. As Eurogamer points out, the game has received a second wave of attention after being added to PS Plus and coming out on mobile. But it’s still an awful lot of attention for a game that Ubisoft had appeared to treat like a flop following its 2024 release.However, today’s post is rather unambiguously stating that there’s more Prince of Persia to come, at the very least. Of course, we already know that there is a long-struggling attempt to remake 2003's wonderful The Sands of Time, but given its endless delays and disasters (it was last projected to appear in 2026, but that seems unlikely), that’s probably not what this is referring to. We also know that Dead Cells developer Evil Empire is still working on The Rogue Prince of Persia, released into Early Access almost a year ago. So it wouldn’t be that. Put it this way: If it’s not meant to tell us there are plans for a sequel to The Lost Crown, then someone’s fucked up.We’ve reached out to Ubisoft, asking them to at least tell us not to get our hopes up if this is not the case, and will update when they get back to us..
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  • UNITY.COM
    How Fika Productions set sail with their peer-to-peer multiplayer hit Ship of Fools
    When Fika Productions set out to fill the market gap for a co-op roguelite game, they had their sights set on couch co-op. And then 2020 happened. We sat down with lead gameplay programmer Daniel Carmichael and developer Yannick Vanderloo to discuss their game and explore some of the development challenges they had to solve to get Ship of Fools to market during a complicated time for the industry.What was the inspiration behind Ship of Fools? Do you have any colleagues with a nautical background?Daniel: Our inspiration was first and foremost about filling the market gap for a cooperative roguelight. We’re all fans of the roguelite genre, and although there are a lot of great roguelite games, we felt that none of them did the co-op part really well.Thematically, we loved the idea of a boat because if the boat sinks, everyone sinks. That’s the main core idea: work together to keep the boat afloat. No one had any nautical experience, and we’re not sea creatures or anything like that.No octopi or salty sea dogs on staff. Got it. What does market research look like for you?Daniel: Our market research was really just a small Reddit research activity, but we got a lot out of it. On 25–30 subreddits about couch co-ops and roguelites, we asked the question “What do you feel is necessary to have a successful co-op roguelite game?” We received a lot of suggestions, summarized them into a document, and looked for overlaps and themes. This process validated some of our ideas and also gave us some new ones.What was your favorite moment of working on Ship of Fools?Daniel: We had a small running gag in the office. Every time we shipped a small feature, someone would say “We have a game!” And, one day, we merged a big part of the game that was really important, and I playtested it and I’ll always remember saying to the team “We have a sellable game!” and that felt really different. That was a very proud moment for us.Was there a particularly challenging aspect of the game’s multiplayer development, and how did you overcome it?Yannick: Networking in games is usually straightforward when either the host or the client takes full control. However, things get tricky when control needs to be divided, like when some elements are managed by the local player and others by the game host.Projectiles were particularly challenging in this setup. We wanted them to feel snappy when fired, and that involved numerous scenarios to consider. Moreover, when an enemy fires back and a player deflects the shot, we had to meticulously plan the interactions and ensure they felt right for all players, even in high-latency situations. There were a lot of edge cases to think about. Especially how to make it fast and responsive for both players.Daniel: Another big snag we ran into was networking. We spent a good year and a half designing the game for local co-op, not even thinking about online play. Then bam! The pandemic hit. Suddenly, our local-only game didn’t make much sense since everyone was stuck at home, not hanging out together.Originally, we were all about that face-to-face, in-the-moment vibe. That was the heart of our game. But with the pandemic, our publisher was like, “Hey, we gotta go online,” and we were like, “Alright, let’s do this.” And man, it felt like we had to rework a year’s worth of stuff, tweaking every part of the game for online play.So, a little tip for fellow devs: always have online play in mind from the start, even if you’re not 100% on it. Designing with online in mind is generally a solid move, and it’s way easier to strip it out later than to shoehorn it in after the fact.Tell me more about managing projectiles, and how did Netcode for GameObjects come into play here?Yannick: Networking our game ended up being a unique twist. We don’t have a traditional Netcode for GameObjects setup. Instead, we have objects that exist on both the client and host sides, each aware of the other’s actions and who’s in control at any moment. It’s like they’re constantly in a conversation, updating each other on what’s happening.For instance, in a scenario where a bullet is fired, if it hits the target on the host’s side, the game waits for the client to confirm the hit. The client might agree, or it might say, “Nope, I dodged that one,” or even, “I reflected the bullet!” Depending on the client’s response, the game adjusts the outcome, ensuring both sides are in sync.This setup allows for a lot of flexibility. Players on the client side can see immediate reactions to their actions, like a bullet being deflected, making the game feel responsive. However, the final outcome might need adjustments based on the host’s input, which can override initial reactions if there’s a discrepancy.It’s a bit of a dance, with authority potentially shifting back and forth. We found the simplest solution was to let each side do its thing, then reconcile differences as they come up, based on feedback from the other side. It’s a collaborative process, ensuring both host and client contribute to the game’s flow.Here’s a bit of a visual explanation for your readers.In the first image, we’ve got our multiplayer setup, where I’m playing as Todd, the host on the left, and my friend is Hink, the client on the right.Then, a crabster enemy pops up and launches a projectile. It’s all about coordination here: both the host and client are informed via a remote procedure call. Both players see the projectile, but whether it hits the boat or gets deflected depends on player reactions, and the host needs to wait for the client’s input to confirm the final outcome.Finally, here we see what happens when the client, playing Hink, deflects the projectile. There’s a bit of a delay if there’s high ping, so while the host might initially see the projectile hitting the boat, it’ll correct itself once the client’s reaction is confirmed. This way, the client feels no lag – it’s as if they’re playing in real-time, and their actions are mirrored by the host to keep the game in sync.The whole idea is to make sure that when you’re in the heat of the moment, taking a shot or fending off an attack, the game responds instantly, making the multiplayer experience feel seamless.Any other specifics you could share? Anything our readers could take away as a powerful lesson learned?Daniel: We hit a bunch of challenges, but one biggie was all about memory management. Getting our heads around assembly and Addressables was a steep learning curve, especially since this was the first multiplayer game for the whole team.What’s funny is our game isn’t even that asset-heavy, but the load times hit two minutes at one point, which is crazy for a smaller game. That definitely caught some heat from the players.So, yeah, we learned the hard way about keeping things streamlined, memory and asset-wise. We should’ve nailed down the basics from the get-go.What about Addressables? What specifically did you learn there?Yannick: The deal with Addressables is pretty straightforward. You’ve got to organize your assets into groups that make sense to load together at the same time. This way, you’re not bogging down your game with stuff you’re not even using in a particular scene.For example, our game has different sectors, each with its own set of enemies, scenes, and scenery. Initially, we lumped everything into one massive group, which was a nightmare for loading times. To streamline things, we started grouping assets by sector. This made a huge difference because now, we can load just the enemies or just the scenery of a sector as needed, making everything way more efficient and smoother in the end.Why did you choose Netcode for GameObjects (NGO) for networking?Yannick: We went with NGO for networking mainly because it’s backed by Unity. This means it’s likely to evolve alongside the platform and get long-term support, which is crucial for us. Plus, NGO had all the features we needed.The key thing we wanted was a peer-to-peer connection to avoid server costs, which can be a big deal for a game whose future sales and player base are uncertain. With NGO, we felt confident we were making a safe bet for both our present needs and future development. It seemed like the smart choice to stay within the Unity ecosystem and ensure long-term support for our game.What’s next for Ship of Fools?So far, we’ve rolled out two big updates, packed with fresh content, and launched two DLCs, introducing new characters to mix things up. These DLCs are totally optional, giving players more choices without making them feel left out if they decide not to grab them. The cool part? Those major content updates were on the house, and from what we've seen, folks really dug them.As for what’s coming next, we’ve got plans, but we’ve got to keep a lid on them for now. However, when we’re ready to spill the beans on future updates, you’ll definitely be in the know.Interested in multiplayer development? Explore the multiplayer section in the 2024 Unity Gaming Report to get insights from successful studios, fresh data on why more studios are developing multiplayer games, and a wealth of tips to help you and your team stay ahead of the curve.
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  • TECHCRUNCH.COM
    Last call to volunteer at TechCrunch Sessions: AI
    TechCrunch Sessions: AI is just over a month away! We’re doing a last call for exceptional volunteers to join us in bringing this event to life. If you’ve ever wondered about the inner workings of tech events, now’s your chance to get involved. Volunteer spots are limited, so don’t miss out. Apply before the May 22 deadline to be considered. Preference is given to those who apply early, so the sooner the better! As a volunteer, you’ll gain exclusive access to the behind-the-scenes action, witnessing firsthand how these events are crafted. Plus, you’ll receive a complimentary ticket to enjoy TC Sessions: AI before or after your shift, along with a free pass to our flagship Disrupt event in San Francisco taking place from October 27 to 30. Whether your ambitions lie in launching a startup, mastering marketing strategies, or coordinating remarkable events, this opportunity offers a unique insight into the world of startup events. And even after your volunteer duties, you’ll have full access to the event’s expert-led sessions, covering essential AI topics. With an anticipated attendance of approximately 1,000 people at TC Sessions: AI, volunteers will play a crucial role in ensuring a seamless and rewarding experience for all attendees. Your tasks may include assisting with registration, coordinating speakers, guiding guests, scanning tickets, or aiding in event setup. Join us in making this event a success while gaining invaluable event management experience. And fear not, there will be ample time to soak in all the AI insights that TC Sessions: AI has to offer. Apply now and secure your spot! Is your company interested in sponsoring or exhibiting at TC Sessions: AI? Reach out to our sponsorship sales team by completing this form. Techcrunch event Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 BOOK NOW
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  • VENTUREBEAT.COM
    Astronomer’s $93M raise underscores a new reality: Orchestration is king in AI infrastructure
    Astronomer secures $93 million in Series D funding to solve the AI implementation gap through data orchestration, helping enterprises streamline complex workflows and operationalize AI initiatives at scale.Read More
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  • VENTUREBEAT.COM
    Astronomer’s $93M raise underscores a new reality: Orchestration is king in AI infrastructure
    Astronomer secures $93 million in Series D funding to solve the AI implementation gap through data orchestration, helping enterprises streamline complex workflows and operationalize AI initiatives at scale.Read More
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  • WWW.THEVERGE.COM
    Pinterest is finally doing something about its AI infestation
    Pinterest is making it easier for users to identify and avoid AI-generated slop on its platform. The company is launching new features that will automatically label images that are detected to be made or edited using generative AI, and allow users to see fewer of them when browsing for similar topics.“As people encounter AI-generated content on Pinterest, we are empowering our users to make more informed choices about the content they see”, said Matt Madrigal, Chief Technology Officer. “Gen AI content on Pinterest should enhance users’ ability to discover and act on their inspiration, and we are intentionally approaching this new landscape in a thoughtful way that benefits everyone on Pinterest.”Pinterest’s new Gen AI labels feature is rolling out globally, and should help prevent users from being duped. The labels will appear as an “AI modified” stamp in the bottom left-hand corner when a pin is clicked on in close-up. Pinterest identifies if an image was made or edited with AI by analyzing its metadata — presumably for invisible markers like Google’s SynthID or Adobe’s Content Credentials.This image doesn’t make it entirely clear how the AI modified label is positioned, but it should be found in the lower left. Image: PinterestPinterest also says it’s developed “classifiers that automatically detect gen AI content” even if the image doesn’t carry metadata markers. Detection-based AI flaggers can be hit or miss, but Pinterest is allowing users to appeal if they believe their pins have been mislabelled. To say I’m thrilled would be an understatement. Pinterest has attracted widespread criticism from users about AI images dominating its platform, making it difficult to use the moodboard-maker for anything practical beyond just assembling images purely for aesthetic purposes.Artists struggle to find accurate real-world reference materials, for example, and there’s a good chance the clothing, accessory, or furniture products appearing in pins can’t be purchased, because they don’t actually exist. Even as a provider of “inspiration,” that can be problematic, because everything from hairstyles to interior design concepts generated by AI — which can be deceptively realistic — may be impossible to achieve in real life.An experimental feature will also be launched “soon” that will allow Pinterest users to filter out some AI images for certain categories that are “prone to AI modification or generation,” according to Pinterest, such as beauty and art. The “see fewer” option will be available in the three-dot menu at the bottom right of a pin. Pinterest says this will flag its systems to recommend less of that content and will eventually expand to more pin categories, but it’s unclear just how much AI the feature will filter out. I can only hope it will eventually include an “all of it” option.See More:
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  • TOWARDSDATASCIENCE.COM
    Reinforcement Learning from One Example?
    Prompt engineering alone won’t get us to production. Fine-tuning is expensive. And reinforcement learning? That’s been reserved for well-funded labs with massive datasets until now. New research from Microsoft and academic collaborators has overturned that assumption. Using Reinforcement Learning with Verifiable Rewards (RLVR) and just a single training example, researchers achieved results on par with models trained on over a thousand examples, sometimes even better. This improvement isn’t just incremental progress. It’s a rethinking of how we fine-tune large language models (LLMs) for reasoning tasks. In this post, we’ll unpack what 1-shot RLVR is, how it works, and what it means for developers building math agents, automated tutors, and reasoning copilots. RLVR with 1 example (green) can perform as well as using datasets with thousands of examples (blue). From the Paper. 1-Shot RLVR: What Is It? RLVR is a flavor of reinforcement learning where the model is trained using verifiable reward signals, typically 0/1 based on whether the output is correct. In contrast to reward models used in Rlhf, RLVR uses hard ground truth. What the authors discovered is that if you apply RLVR to a base model (e.g., Qwen2.5-Math-1.5B) and train it on just one carefully selected math example, performance on benchmark tasks can nearly double. The Numbers That Stun Here’s what happens when you train Qwen2.5-Math-1.5B on just one example: MATH500 Accuracy: Jumps from 36.0% → 73.6% Avg. Across 6 Math Benchmarks: Improves from 17.6% → 35.7% Even using two examples yielded 74.8% on MATH500 and 36.6% average, slightly outperforming the full 1.2k dataset the example was selected from. This result wasn’t limited to a fluke. Many different examples produced ~30% or more gains when used individually. Why Does This Approach Work? The paper introduces several hypotheses and findings: Policy Gradient Loss Does the Heavy Lifting: Removing this from the training pipeline causes gains to disappear, showing it’s the main driver of improvements. Entropy Loss Encourages Exploration: Adding entropy regularization, even without reward, boosts performance by over 25%. Post-Saturation Generalization: Accuracy on the training example quickly hits 100%, yet generalization on test sets keeps improving. Cross-Domain Effects: A geometry example improved performance on algebra and number theory, too. Self-Reflection Increases: Models trained via 1-shot RLVR show more frequent use of “rethink,” “recheck,” and “recalculate.” Implications for Developers If you’re building LLM-powered reasoning tools, math solvers, science tutors, or data agents, this technique offers enormous leverage: You don’t need big data: A single example can go a long way. You don’t need OpenAI access: It works with open models like Qwen and LLaMA. You don’t need human labels: Many examples already exist in curated math datasets like MATH or DeepScaleR. Imagine building an AI tutor that learns from a single problem and generalizes across the curriculum. That future just got closer. Beyond Math: Early Signs of Transfer The authors evaluated on the ARC-Challenge and ARC-Easy, non-mathematical reasoning benchmarks.  Here’s what they found for Qwen2.5-Math-1.5B: Base model: 48.0 (ARC-E), 30.2 (ARC-C) After 1-shot RLVR (π13): 55.8 (ARC-E), 33.4 (ARC-C) That’s a gain over even full-dataset RLVR. Training on a math problem helped the model become a better commonsense reasoner. What Makes a Good Example? Using historical training variance to select high-impact examples (π1 and π13) worked well. But surprisingly, many examples work, even those with low variance. There’s no perfect recipe yet, but the early insight is promising: “Almost all examples improve performance when used in 1-shot RLVR.” When One Isn’t Enough For some models, particularly distilled ones like DeepSeek-R1-Distill-Qwen-1.5B, performance gains from 1-shot RLVR were more modest (~6.9%). But moving to 4-shot or 16-shot setups showed steady improvement. This implies that model family and training history matter, but the general trend holds: you need far less data than we thought. The Role of Entropy: Why Exploration Matters One of the paper’s most surprising discoveries is that entropy loss alone, even without rewards, can yield large gains. Example: Training Qwen2.5-Math-1.5B with only entropy loss improves MATH500 from 36.0% to 63.4% in 20 steps. This reveals a powerful principle: Letting models explore more freely helps them generalize even from one example. 1-Shot ≠ Grokking Post-saturation generalization may remind some of grokking, where models suddenly generalize after long periods of overfitting. But ablation studies show 1-shot RLVR isn’t the same: It doesn’t rely on weight decay. Gains are immediate and sustained. It appears tied to policy gradients and entropy-driven exploration. The Future: Smarter Data, Smaller Footprints This paper serves as a timely reminder. More data isn’t always the answer. Better data, better selection, and reinforcement learning, even from one example, can unlock powerful capabilities in your base models. For developers, this means You can build performant math agents with minimal compute. You can use RLVR to fine-tune open models with cheap, verifiable rewards. You can beat massive datasets with a single, well-chosen problem. How Adaptive Helps You Go from Prototype to Production While the results of 1-shot RLVR are impressive in research, applying them at scale requires the right tools and infrastructure. That’s where Adaptive Engine comes in. Whether you’re fine-tuning models on a single math problem or optimizing agents across business domains, Adaptive gives you the full flywheel: Adapt Outperform frontier models with reinforcement fine-tuning that works, even with limited data. Adaptive makes it easy to run GRPO or PPO on open models with just a few examples and verifiable rewards. Evaluate Before you deploy, you need confidence. Adaptive supports personalized, production-aligned evaluations, so you can benchmark improvements on your real-world workloads, not just abstract benchmarks.  Serve With fast, efficient inference, Adaptive lets you host tuned models wherever you need them, on cloud, edge, or hybrid infrastructure. High performance, low latency. From day-one experimentation to at-scale deployment, Adaptive helps you: Identify high-impact examples with variance-based scoring. Run lightweight RL pipelines without wrangling compute. Measure what matters for your business use case. The post Reinforcement Learning from One Example? appeared first on Towards Data Science.
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  • MASHABLE.COM
    Take home a new Samsung Galaxy Tab S6 Lite tablet for 25% off at Amazon
    This tablet comes with a stylus for a variety of different use cases. Credit: Amazon/Mashable Photo Composite Deal pricing and availability subject to change after time of publication. Learn more about how we select deals. SAVE $65.18: As of May 1, get the Samsung Galaxy Tab S6 Lite for $199.99 at Amazon, down from its usual price of $265.17. That's a discount of 25%. Opens in a new window Credit: Amazon Samsung Galaxy Tab S6 Lite $199.99 at Amazon $265.17 Save $65.18 Sometimes, your phone's screen just isn't big enough for what you want to do with it. Maybe you got a folding device to avoid that problem. Or maybe you just switch to your laptop or desktop for those tasks. A tablet can solve those problems easily. Maybe you need a new tablet for the kids or the family, one that's reasonably priced. If you're on the lookout for a new one, you can't lose with this deal from Amazon. As of May 1, get the Samsung Galaxy Tab S6 Lite for $199.99 at Amazon, down from its usual price of $265.17. That's $65.18 off and a discount of 25%. This price applies to all three colorways: Chiffon Pink, Mint, and Oxford Gray. This 10.4-inch tablet is a lightweight gadget that has a crisp, clear display with a resolution of 2000 x 1200 pixels. Its processor can handle just about anything you need as well, so you can stream your favorite TV shows and movies, play a swath of different games, and much more, all from your hands. This tablet also comes with an S Pen stylus, so you can use it to navigate through menus, write down notes or make doodles and art — whatever your heart desires. It's a lot like many of its expensive alternatives, but much cheaper with some of the very same features. Mashable Deals Want more hand-picked deals from our shopping experts? Sign up for the Mashable Deals newsletter. By clicking Sign Me Up, you confirm you are 16+ and agree to our Terms of Use and Privacy Policy. Thanks for signing up! If you need a reliable tablet that you or the family can use, this is a fantastic option that's less than $200. Be sure and grab yours before the price goes back up, as this is a versatile buy. And if you need a gift for a tech-savvy giftee, it's a perfect pick for that too. Topics Samsung Brittany Vincent Brittany is fueled by horror, rainbow-sugar-pixel-rushes, and video games. Until her dying breath she'll be wielding a BFG made entirely of killer drive and ambition. Check out her work at PfhorTheWin.com. Like a fabulous shooter once said, get psyched!
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