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Seed IQ Solves ARC AGI 3 Games with Human-Level Performance - Denis O & Denise Holt Discuss How

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0:02

Should we start with the LS20 R?

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Yeah, why not?

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All right, let's start with

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LS20. I'm going to let it go at maybe

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two speed just so that we can observe

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the effects while we talk about.

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So, I'm going to turn off the

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perception. Basically, what's happening,

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like I said, like there are multiple

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agents involved at every level.

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Different agents are responsible for

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different parts of the gameplay.

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Some are responsible for the long-term

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planning per level. Others are

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responsible for learning across levels.

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And then there are agents responsible

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for tracking, perception, and

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identifying different objects. So, for

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example, if I turn it on again with

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perception, you can see that different

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targets, different sprites, as they call

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them, or IRIs, are being tracked in the

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game. And so, the engine computes

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uh the best possible path and best

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possible action action perception

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coupling

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uh as it goes. And I'll slow it down a

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little bit more cuz it's just a little

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too fast. But basically, it is relying

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on something called topological

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perception. Topological perception and

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the advantage is you're not pattern

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matching against this window. This

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window were to change, just like with

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ARC G I 1 and 2 challenges, it would be

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able to adapt and would be able to still

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establish the causality. So, like with

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deep learning, right? With LLMs, with

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other approaches in RL, if you change

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the structure, if we were to suddenly

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increase the size of this window this

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world, they they would get lost cuz they

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don't know how to readjust to it if it

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hasn't been in a data set. With

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topological perception feeding into the

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manifolds per agent and multiple agents

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working through the adaptive adaptive

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multi-engine autonomous control,

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it allows the structure to restructure

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on the fly, understand exactly what's

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happening. If there's any shift in

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topology of the map, it can be adjust

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and readjust its own strategy.

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And basically, like

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you see it encounter

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um pusher. So, with pusher, it takes

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three times his trying a strategy to go

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around, realizes that it can't go

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through this round. So, at this point,

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it's going to try again and then reroute

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further

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to a different strategy. So, it will

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find a new solution, go around, take the

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sprite, uh and a few things that are

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being tracked in the game is like

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health, lives. You see the bars at the

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bottom signify how many lives you have

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uh left. Right now, we are three lives.

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We haven't lost any lives. It finds uh

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strategies to go around the pushers. It

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learns as it goes and then it navigates

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to the exit. The priors here is that you

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have shapes, you have IRIs, you have

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pushers, and you have a target selection

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that you have to get to. And you have to

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be able to come up precompute a

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strategy. The that precomputation

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happens at every step. All of the

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multiple agents are pretty much

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projecting their own internal belief

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states into the player. And the player

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becomes the actuator. And so, by level

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six, it's all

3:00

it's already aware and it's trying to

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catch. So, this is the level where it's

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like Harry Potter trying to

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catch multiple things at once, multiple

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snitches. So, you have

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objects that are moving, oscillating

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together. You have to come up with a

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strategy of effectively using the

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sprites or the IRIs

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to connect to them, intercept these,

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change the proper shape, then figure out

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which which is the next target. Is it

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the color? Is it another sprite? So, you

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have multiple constraints at once cuz

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at any moment, at any step, you may run

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out of of good steps, right? So, you

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have to readjust your strategy on the

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fly. You have to also rotate. So, the

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these are different things: color,

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shape, and rotation. Has to see The key

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thing here is it decided that the route

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through the color, where it could

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accidentally hit it,

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is the best route. And it figures out

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just the exact moment to go through that

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target. But by level six, it doesn't

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even matter that you have hidden things

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because at this point it has learned

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accumulated knowledge from previous

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games. So, it's not even a challenge.

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Even with partial view, restricted, as

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they call it, a camera view,

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it's well aware, okay, IRIs are here.

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Like level seven, last level, the

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hardest level because

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for an LLM or DL, you don't have any

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perception left. Like you don't you have

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you get partial matches on whatever

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you're observing. But we are

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constructing uh world model on the fly

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of whatever it is that we're dealing

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with. And so, as it navigates to

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different corners, it already has

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accumulated knowledge about what it has

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can do, what it can do, what are the

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constraints, how to best navigate around

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them, how to

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how to solve it. So, this one is a

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different The here's uh topological

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perception is key. You need to fill in

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different shapes based on central shapes

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inside. And also, like you can see a

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topological perception again at play.

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Change the structure, change the object.

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Once it's understand the causality of

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and what the reasoning is behind the

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specific problem, it just reapplies it

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everywhere.

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But by level six uh seven, it doesn't

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even matter anymore. You can clearly see

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exactly

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where is what and what needs to update.

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So, it's just filling all the circles

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cuz it can see exactly where everything

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is. And so, by level six,

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it has accumulated enough knowledge to

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continue to you know, solve these

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challenges one at a time, but then they

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grow in complexity, but it doesn't

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matter anymore. The manifold is

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structured in such a way, it just goes

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zooms through it. It doesn't even

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matter. And then we can look at the

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other game we solved. Mhm. Yeah, what's

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interesting is that, you know, with the

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the ARC 1 and 2 challenges, when you

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were you were doing those and playing

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with those, it didn't matter how we

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scaled the complexity because it still

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solved it the same. Same thing.

5:53

Topological perception. Yeah. So, it's

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interesting to see that play out against

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the dynamic uh window. Correct. What

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What What we're doing is we're doing the

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same thing, but now we're feeding it

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into manifold constantly. So, it's not

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just one frame, it's multiple frames

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it's seeing it pretty much. Wow. It can

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detect objects. It can understand where

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it needs to perform an action. And I can

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probably make it But it it it tries

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things. If it doesn't work out, it

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resets, finds a new strategy, starts

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adopting that that strategy. It's

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adaptive on the in real time.

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But it might sometimes look like a

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replay, but the reason why is because

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it's looking at the topology. Topology

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is what it is, right? Between levels,

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it's it's set. You have oscillating

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objects, but overall, the dynamics are

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figured out already. So, there's a

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deterministic path that's the best path

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to follow. And with like here, it

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figures out little by little. It tries

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something, there's a reset. Reset means

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that the strategy didn't work after a

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few clicks. So, it reroutes, recomputes,

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resoves,

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finds a new higher-level horizon

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planning strategy, and then starts

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planning at low level. All that planning

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is almost instantaneous. And all of this

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is tracked by perception. So, you know

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exactly where you are, what to click on,

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what how to transfer these, and how to

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achieve what it's looking to achieve.

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