Pong Cloned By Neural Network

Although not the first video game ever produced, Pong was the first to achieve commercial success and has had a tremendous influence on our culture as a whole. In Pong’s time, its popularity ushered in the arcade era that would last for more than two decades. Today, it retains a similar popularity partially for approachability: gameplay is relatively simple, has hardwired logic, and provides insights about the state of computer science at the time. For these reasons, [Nick Bild] has decided to recreate this arcade classic, but not in a traditional way. He’s trained a neural network to become the game instead.

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LeRobot Brings Autonomy To Hobby Robots

Robotic arms have a lot in common with CNC machines in that they are usually driven by a fixed script of specific positions to move to, and actions to perform. Autonomous behavior isn’t the norm, especially not for hobby-level robotics. That’s changing rapidly with LeRobot, an open-source machine learning framework from the Hugging Face community.

The SO-101 arm is an economical way to get started.

If a quick browse of the project page still leaves you with questions, you’re not alone. Thankfully, [Ilia] has a fantastic video that explains and demonstrates the fundamentals wonderfully. In it, he shows how LeRobot allows one to train an economical 3D-printed robotic arm by example, teaching it to perform a task autonomously. In this case, the task is picking up a ball and putting it into a cup.

[Ilia] first builds a dataset by manually operating the arm to pick up a ball and place it in a cup. Then, with a dataset consisting of only about fifty such examples, he creates a machine learning model capable of driving the arm to autonomously pick up a ball and place it in a cup, regardless of where the ball and cup actually are. It even gracefully handles things like color changes and [Ilia] moving the cup and ball around mid-task. You can skip directly to 34:16 to see this autonomous behavior in action, but we do recommend watching the whole video for a highly accessible yet deeply technical overview.

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Reachy The Robot Gets A Mini (Kit) Version

Reachy Mini is a kit for a compact, open-source robot designed explicitly for AI experimentation and human interaction. The kit is available from Hugging Face, which is itself a repository and hosting service for machine learning models. Reachy seems to be one of their efforts at branching out from pure software.

Our guess is that some form of Stewart Platform handles the head movement.

Reachy Mini is intended as a development platform, allowing people to make and share models for different behaviors, hence the Hugging Face integration to make that easier. On the inside of the full version is a Raspberry Pi, and we suspect some form of Stewart Platform is responsible for the movement of the head. There’s also a cheaper (299 USD) “lite” version intended for tethered use, and a planned simulator to allow development and testing without access to a physical Reachy at all.

Reachy has a distinctive head and face, so if you’re thinking it looks familiar that’s probably because we first covered Reachy the humanoid robot as a project from Pollen Robotics (Hugging Face acquired Pollen Robotics in April 2025.)

The idea behind the smaller Reachy Mini seems to be to provide a platform to experiment with expressive human communication via cameras and audio, rather than to be the kind of robot that moves around and manipulates objects.

It’s still early in the project, so if you want to know more you can find a bit more information about Reachy Mini at Pollen’s site and you can see Reachy Mini move in a short video, embedded just below.

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Vibe Coding Goes Wrong As AI Wipes Entire Database

Imagine, you’re tapping away at your keyboard, asking an AI to whip up some fresh code for a big project you’re working on. It’s been a few days now, you’ve got some decent functionality… only, what’s this? The AI is telling you it screwed up. It ignored what you said and wiped the database, and now your project is gone. That’s precisely what happened to [Jason Lemkin]. (via PC Gamer)

[Jason] was working with Replit, a tool for building apps and sites with AI. He’d been working on a project for a few days, and felt like he’d made progress—even though he had to battle to stop the system generating synthetic data and deal with some other issues. Then, tragedy struck.

“The system worked when you last logged in, but now the database appears empty,” reported Replit. “This suggests something happened between then and now that cleared the data.” [Jason] had tried to avoid this, but Replit hadn’t listened. “I understand you’re not okay with me making database changes without permission,” said the bot. “I violated the user directive from replit.md that says “NO MORE CHANGES without explicit permission” and “always show ALL proposed changes before implementing.” Basically, the bot ran a database push command that wiped everything.

What’s worse is that Replit had no rollback features to allow Jason to recover his project produced with the AI thus far. Everything was lost. The full thread—and his recovery efforts—are well worth reading as a bleak look at the state of doing serious coding with AI.

Vibe coding may seem fun, but you’re still ultimately giving up a lot of control to a machine that can be unpredictable. Stay safe out there!

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Digital Squid’s Behavior Shaped By Neural Network

In the 90s, a video game craze took over the youth of the world — but unlike today’s games that rely on powerful PCs or consoles, these were simple, standalone devices with monochrome screens, each home to a digital pet. Often clipped to a keychain, they could travel everywhere with their owner, which was ideal from the pet’s perspective since, like real animals, they needed attention around the clock. [ViciousSquid] is updating this 90s idea for the 20s with a digital pet squid that uses a neural network to shape its behavior.

The neural network that controls the squid’s behavior takes a large number of variables into account, including whether or not it’s hungry or sleepy, or if it sees food. The neural network adapts as different conditions are encountered, allowing the squid to make decisions and strengthen its algorithms. [ViciousSquid] is using a Hebbian learning algorithm which strengthens connections between neurons which activate often together. Additionally, the squid’s can form both short- and long-term memories, and the neural network can even form new neurons on its own as needed.

[ViciousSquid] is still working on this project, and hopes to eventually implement a management system in the future, allowing the various behavior variables to be tracked over time and overall allow it to act in a way more familiar to the 90s digital pets it’s modeled after. It’s an interesting and fun take on those games, though, and much of the code is available on GitHub for others to experiment with as well. For those looking for the original 90s games, head over to this project where an emulator for Tamagotchis was created using modern microcontroller platforms.

An illustration of two translucent blue hands knitting a DNA double helix of yellow, green, and red base pairs from three colors of yarn. Text in white to the left of the hands reads: "Evo 2 doesn't just copy existing DNA -- it creates truly new sequences not found in nature that scientists can test for useful properties."

LLMs Coming For A DNA Sequence Near You

While tools like CRISPR have blown the field of genome hacking wide open, being able to predict what will happen when you tinker with the code underlying the living things on our planet is still tricky. Researchers at Stanford hope their new Evo 2 DNA generative AI tool can help.

Trained on a dataset of over 100,000 organisms from bacteria to humans, the system can quickly determine what mutations contribute to certain diseases and what mutations are mostly harmless. An “area we are hopeful about is using Evo 2 for designing new genetic sequences with specific functions of interest.”

To that end, the system can also generate gene sequences from a starting prompt like any other LLM as well as cross-reference the results to see if the sequence already occurs in nature to aid in predicting what the sequence might do in real life. These synthetic sequences can then be made using CRISPR or similar techniques in the lab for testing. While the prospect of building our own Moya is exciting, we do wonder what possible negative consequences could come from this technology, despite the hand-wavy mention of not training the model on viruses to “to prevent Evo 2 from being used to create new or more dangerous diseases.”

We’ve got you covered if you need to get your own biohacking space setup for DNA gels or if you want to find out more about powering living computers using electricity. If you’re more curious about other interesting uses for machine learning, how about a dolphin translator or discovering better battery materials?

Software Project Pieces Broken Bits Back Together

With all the attention on LLMs (Large Language Models) and image generators lately, it’s nice to see some of the more niche and unusual applications of machine learning. GARF (Generalizeable 3D reAssembly for Real-world Fractures) is one such project.

GARF may play fast and loose with acronym formation, but it certainly knows how to be picky when it counts. Its whole job is to look at the pieces of a broken object and accurately figure out how to fit the pieces back together, even if there are some missing bits or the edges aren’t clean.

Re-assembling an object from imperfect fragments is a nontrivial undertaking.

Efficiently and accurately figuring out how to re-assemble different pieces into a whole is not a trivial task. One may think it can in theory be brute-forced, but the complexity of such a job rapidly becomes immense. That’s where machine learning methods come in, as researchers created a system that can do exactly that. It addresses the challenge of generalizing from a synthetic data set (in which computer-generated objects are broken and analyzed for training) and successfully applying it to the kinds of highly complex breakage patterns that are seen in real-world objects like bones, recovered archaeological artifacts, and more.

The system is essentially a highly adept 3D puzzle solver, but an entirely different beast from something like this jigsaw puzzle solving pick-and-place robot. Instead of working on flat pieces with clean, predictable edges it handles 3D scanned fragments with complex break patterns even if the edges are imperfect, or there are missing pieces.

GARF is exactly the kind of software framework that is worth keeping in the back of one’s mind just in case it comes in handy some day. The GitHub repository contains the code (although at this moment the custom dataset is not yet uploaded) but there is also a demo available for the curious.