AI Analytical Thinking

AI Analytical Thinking — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • EXAPT

    EXAPT

    EXAPT (a portmanteau of "Extended Subset of APT") is a production-oriented programming language that allows users to generate NC programs with control information for machining tools and facilitates decision-making for production-related issues that may arise during various machining processes. EXAPT was first developed to address industrial requirements. Through the years, the company created additional software for the manufacturing industry. Today, EXAPT offers a suite of SAAS products and services for the manufacturing industry. The trade name, EXAPT, is most commonly associated with the CAD/CAM-System, production data, and tool management software of the German company EXAPT Systemtechnik GmbH based in Aachen, DE. == General == EXAPT is a modularly built programming system for all NC machining operations as Drilling Turning Milling Turn-Milling Nibbling Flame-, laser-, plasma- and water jet cutting Wire eroding Operations with industrial robots Due to the modular structure, the main product groups, EXAPTcam and EXAPTpdo, are gradually expandable and permit individual software for the manufacturing industry used individually and also in a compound with an existing IT environment. == Functionality == EXAPTcam meets the requirements for NC planning, especially for the cutting operations such as turning, drilling, and milling up to 5-axis simultaneous machining. Thereby new process technologies, tool, and machine concepts are constantly involved. In the NC programming data from different sources such as 3D CAD models, drawings or tables can flow in. The possibilities of NC programming reaches from language-oriented to feature-oriented NC programming. The integrated EXAPT knowledge database and intelligent and scalable automatisms support the user. The EXAPT NC planning also covers the generation of production information as clamping and tool plans, presetting data or time calculations. The realistic simulation possibilities of NC planning and NC control data provide with production reliability. EXAPTpdo (EXAPT ProductionsDataOrganization) provides a neutrally applicable technology platform for the information compound of the NC planning - to the shop floor. This applies to all NC production data that are necessary for the set-up of NC machines, for the provision, presetting, and stocking of manufacturing resources and provided by EXAPTpdo in a central database. Besides classical functions of the tool management system (TMS) as the management of cutting tools, measuring, testing and clamping devices the technology data management and tool lifecycle management (TLM) is also included. System-supported "where-used lists" helps to handle the manufacturing resource cycle by secured requirement determination and requirement fulfillment. Unnecessary transports and unplanned dispositive adjustments are dropped, stocks are reduced, set-up times reduced and the throughput is increased. EXAPTpdo synchronizes involved systems within the value chain. Stock systems, MES systems or ERP systems (e.g. from the purchasing or production areas) do not work in isolation from each other but they interact with each other. EXAPTpdo provides the base to Smart Factory, for more flexibility in production and faster communication. == History == With the foundation of the EXAPT-Verein in 1967 as spin-off of the universities Aachen, Berlin and Stuttgart the further development "EXAPT (EXtended Subset of APT)" of the programming language "APT (Automatically Programmed Tool)" was focused and so the first milestone for the EXAPT history was set. In the same year the system EXAPT 1 for drilling and simple milling tasks became available. 1969 The industrial application of EXAPT 2 for the programming of NC machines with 2-axis linear and path control begins. In the following year, the development of the EXAPT modular system starts. 1972 BASIC-EXAPT is provided for the universal, homogeneous programming of all NC tasks. The support is made by the EXAPT applications consultancy. 1973 EXAPT 1.1 is provided for the programming of straight-cut and continuous-path controlled drilling and milling machines and machining centers. At the Hanover Fair (IHA 73) the interactive access to a mainframe via a time-sharing terminal for the part program entry and correction is presented and starts the replacement of the punch card. 1974 The possibilities for the use of process computers for the NC data transfer are leveled out. EXAPT offers the possibility of the result simulation when using plotters with display of tool paths and tools in assignment to the workpiece. In April 1975, the EXAPT NC Systemtechnik GmbH was founded with the aim, of enabling entry into the NC technique for small and medium-sized companies by a complete product and service program. In the following year, the system portfolio is extended with further system modules and service programs and the provision of postprocessors. 1978 The development activities on the EXAPT module system started in 1970 are completed. Using modern software techniques, the different system parts BASIC-EXAPT, EXAPT 1, EXAPT 1.1, and EXAPT 2 are composed of a total system. System support and applications consultancy become a new working focus. From the beginning to the middle of the 1980s Beside new portable software modules for CAD/CAM applications (e. g. CAPEX, NESTEX, CADEX, CADCPL), the first version of the EXAPT DNC system and extensions of the EXAPT NC programming system for the machining of sculptured surfaces are presented. 1988 EXAPT expands the software product range by systems for tool data management (BMO) and production data management (FDO). EXAPT trains more than 1,300 course participants including company-specific courses. 1992 The first version of the completely new product generation EXAPTplus is presented and the agency in Dresden is opened. 1993 The company name "EXAPT NC Systemtechnik GmbH" is changed to "EXAPT Systemtechnik GmbH." EXAPTplus is presented on PC under Windows NT at the EMO '93. The decentralization of the use of EXAPT systems expands the range of applications. In the following year, EXAPT-DNC is executable under Windows on a customary PC. Special hardware is not needed and so it can be used in compound with the database-supported EXAPT production data management system (FDO). 1995 EXAPTplus is also ready for complex application cases such as machining of tubes at extrusion tools. EXAPT-CADI provides the transfer of 2D CAD data to EXAPTplus. With the new office Gießen the marketing is strengthened. In the following year the EXAPT NC editor is developed for the direct processing of NC control data with tool path display and visualization of the tools. In the course of the market entry of more comfortable 3D CAD systems for the solid modelling of components a detailed evaluation of current systems is made in 1997. It is decided to use SolidWorks as a reference system for the solid-oriented NC planning with EXAPT. 1998 The first solution for the transfer of geometry data between SolidWorks and EXAPTplus is generated. The EXAPT organization systems are (beside SQL) also executable under Oracle now. The use of client server solutions supports the data flow in the production. 1999 AFR functions are provided in connection with EXAPTsolid to support a workpiece modelling for NC. The millennium capability is ensured for all EXAPT systems. AFR is a ground-breaking for the integration of third-party products. 2002 EXAPT-BMG is developed for the generation and visualization of tools with additional functions for the assembly from components. The acquisition of tools with their geometric and technological presentation offers extensive support of the NC planning with EXAPT systems. 2003 EXAPTpdo is available to optimize the process chains in production planning and production execution optimally regarding the increasing requirements of changing production conditions. 2004 Diverse system extensions are made in EXAPTplus, EXAPTsolid, EXAPT NC editor, EXAPTpdo for the complete machining on turning/milling centres with result reliability because of more extensive simulation based on realNC (Tecnomatix), for the use of new complex tool systems and the compound use between ERP systems as SAP and intelligent CNC systems. In the following year, EXAPTpdo is extended for the cross-order set-up optimization and provision of manufacturing re-sources especially for single and small series production with connection to purchase and physical portfolio management. 2006 The EXAPT systems are available for extended use as an information platform for production, the time management, and similar requirements. EXAPTsolid is extended for the feature-oriented milling operation and machine simulation. The NC programming of complex machine tools, e.g. three-turret-turning/milling centers is supported by EXAPT systems, as well as the use of multi-functional tools. 2007 A module for 3-5-axis simultaneous milling machining is presented.

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  • Similarity learning

    Similarity learning

    Similarity learning is an area of supervised machine learning in artificial intelligence. It is closely related to regression and classification, but the goal is to learn a similarity function that measures how similar or related two objects are. It has applications in ranking, in recommendation systems, visual identity tracking, face verification, and speaker verification. == Learning setup == There are four common setups for similarity and metric distance learning. Regression similarity learning In this setup, pairs of objects are given ( x i 1 , x i 2 ) {\displaystyle (x_{i}^{1},x_{i}^{2})} together with a measure of their similarity y i ∈ R {\displaystyle y_{i}\in R} . The goal is to learn a function that approximates f ( x i 1 , x i 2 ) ∼ y i {\displaystyle f(x_{i}^{1},x_{i}^{2})\sim y_{i}} for every new labeled triplet example ( x i 1 , x i 2 , y i ) {\displaystyle (x_{i}^{1},x_{i}^{2},y_{i})} . This is typically achieved by minimizing a regularized loss min W ∑ i l o s s ( w ; x i 1 , x i 2 , y i ) + r e g ( w ) {\displaystyle \min _{W}\sum _{i}loss(w;x_{i}^{1},x_{i}^{2},y_{i})+reg(w)} . Classification similarity learning Given are pairs of similar objects ( x i , x i + ) {\displaystyle (x_{i},x_{i}^{+})} and non similar objects ( x i , x i − ) {\displaystyle (x_{i},x_{i}^{-})} . An equivalent formulation is that every pair ( x i 1 , x i 2 ) {\displaystyle (x_{i}^{1},x_{i}^{2})} is given together with a binary label y i ∈ { 0 , 1 } {\displaystyle y_{i}\in \{0,1\}} that determines if the two objects are similar or not. The goal is again to learn a classifier that can decide if a new pair of objects is similar or not. Ranking similarity learning Given are triplets of objects ( x i , x i + , x i − ) {\displaystyle (x_{i},x_{i}^{+},x_{i}^{-})} whose relative similarity obey a predefined order: x i {\displaystyle x_{i}} is known to be more similar to x i + {\displaystyle x_{i}^{+}} than to x i − {\displaystyle x_{i}^{-}} . The goal is to learn a function f {\displaystyle f} such that for any new triplet of objects ( x , x + , x − ) {\displaystyle (x,x^{+},x^{-})} , it obeys f ( x , x + ) > f ( x , x − ) {\displaystyle f(x,x^{+})>f(x,x^{-})} (contrastive learning). This setup assumes a weaker form of supervision than in regression, because instead of providing an exact measure of similarity, one only has to provide the relative order of similarity. For this reason, ranking-based similarity learning is easier to apply in real large-scale applications. Locality sensitive hashing (LSH) Hashes input items so that similar items map to the same "buckets" in memory with high probability (the number of buckets being much smaller than the universe of possible input items). It is often applied in nearest neighbor search on large-scale high-dimensional data, e.g., image databases, document collections, time-series databases, and genome databases. A common approach for learning similarity is to model the similarity function as a bilinear form. For example, in the case of ranking similarity learning, one aims to learn a matrix W that parametrizes the similarity function f W ( x , z ) = x T W z {\displaystyle f_{W}(x,z)=x^{T}Wz} . When data is abundant, a common approach is to learn a siamese network – a deep network model with parameter sharing. == Metric learning == Similarity learning is closely related to distance metric learning. Metric learning is the task of learning a distance function over objects. A metric or distance function has to obey four axioms: non-negativity, identity of indiscernibles, symmetry and subadditivity (or the triangle inequality). In practice, metric learning algorithms ignore the condition of identity of indiscernibles and learn a pseudo-metric. When the objects x i {\displaystyle x_{i}} are vectors in R d {\displaystyle R^{d}} , then any matrix W {\displaystyle W} in the symmetric positive semi-definite cone S + d {\displaystyle S_{+}^{d}} defines a distance pseudo-metric of the space of x through the form D W ( x 1 , x 2 ) 2 = ( x 1 − x 2 ) ⊤ W ( x 1 − x 2 ) {\displaystyle D_{W}(x_{1},x_{2})^{2}=(x_{1}-x_{2})^{\top }W(x_{1}-x_{2})} . When W {\displaystyle W} is a symmetric positive definite matrix, D W {\displaystyle D_{W}} is a metric. Moreover, as any symmetric positive semi-definite matrix W ∈ S + d {\displaystyle W\in S_{+}^{d}} can be decomposed as W = L ⊤ L {\displaystyle W=L^{\top }L} where L ∈ R e × d {\displaystyle L\in R^{e\times d}} and e ≥ r a n k ( W ) {\displaystyle e\geq rank(W)} , the distance function D W {\displaystyle D_{W}} can be rewritten equivalently D W ( x 1 , x 2 ) 2 = ( x 1 − x 2 ) ⊤ L ⊤ L ( x 1 − x 2 ) = ‖ L ( x 1 − x 2 ) ‖ 2 2 {\displaystyle D_{W}(x_{1},x_{2})^{2}=(x_{1}-x_{2})^{\top }L^{\top }L(x_{1}-x_{2})=\|L(x_{1}-x_{2})\|_{2}^{2}} . The distance D W ( x 1 , x 2 ) 2 = ‖ x 1 ′ − x 2 ′ ‖ 2 2 {\displaystyle D_{W}(x_{1},x_{2})^{2}=\|x_{1}'-x_{2}'\|_{2}^{2}} corresponds to the Euclidean distance between the transformed feature vectors x 1 ′ = L x 1 {\displaystyle x_{1}'=Lx_{1}} and x 2 ′ = L x 2 {\displaystyle x_{2}'=Lx_{2}} . Many formulations for metric learning have been proposed. Some well-known approaches for metric learning include learning from relative comparisons, which is based on the triplet loss, large margin nearest neighbor, and information theoretic metric learning (ITML). In statistics, the covariance matrix of the data is sometimes used to define a distance metric called Mahalanobis distance. == Applications == Similarity learning is used in information retrieval for learning to rank, in face verification or face identification, and in recommendation systems. Also, many machine learning approaches rely on some metric. This includes unsupervised learning such as clustering, which groups together close or similar objects. It also includes supervised approaches like K-nearest neighbor algorithm which rely on labels of nearby objects to decide on the label of a new object. Metric learning has been proposed as a preprocessing step for many of these approaches. == Scalability == Metric and similarity learning scale quadratically with the dimension of the input space, as can easily see when the learned metric has a bilinear form f W ( x , z ) = x T W z {\displaystyle f_{W}(x,z)=x^{T}Wz} . Scaling to higher dimensions can be achieved by enforcing a sparseness structure over the matrix model, as done with HDSL, and with COMET. == Software == metric-learn is a free software Python library which offers efficient implementations of several supervised and weakly-supervised similarity and metric learning algorithms. The API of metric-learn is compatible with scikit-learn. OpenMetricLearning is a Python framework to train and validate the models producing high-quality embeddings. == Further information == For further information on this topic, see the surveys on metric and similarity learning by Bellet et al. and Kulis.

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  • Machine learning in video games

    Machine learning in video games

    Artificial intelligence and machine learning techniques are used in video games for a wide variety of applications such as non-player character (NPC) control, procedural content generation (PCG) and deep learning-based content generation. Machine learning is a subset of artificial intelligence that uses historical data to build predictive and analytical models. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning. == Overview of relevant machine learning techniques == === Deep learning === Deep learning is a subset of machine learning which focuses heavily on the use of artificial neural networks (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on. ==== Convolutional neural networks ==== Convolutional neural networks (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games. === Recurrent neural network === Recurrent neural networks are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as speech recognition and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of long term memory due to the vanishing gradient problem, thus it is rarely used over newer implementations. ==== Long short-term memory ==== A long short-term memory (LSTM) network is a specific implementation of a RNN that is designed to deal with the vanishing gradient problem seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games. === Reinforcement learning === Reinforcement learning is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as Q-learning, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and robotics. === Neuroevolution === Neuroevolution involves the use of both neural networks and evolutionary algorithms. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques. == Deep learning agents == Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed gameplay. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents. === Chess === Chess is a turn-based strategy game that is considered a difficult AI problem due to the computational complexity of its board space. Similar strategy games are often solved with some form of a Minimax Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997 Deep Blue versus Garry Kasparov match. Since then, machine learning agents have shown ever greater success than previous AI agents. === Go === Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur. ==== AlphaGo ==== Google's 2015 AlphaGo was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a Monte Carlo tree search (MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself. ==== AlphaGo Zero ==== AlphaGo Zero, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent. === StarCraft series === StarCraft and its sequel StarCraft II are real-time strategy (RTS) video games that have become popular environments for AI research. Blizzard and DeepMind have worked together to release a public StarCraft 2 environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game. ==== Alphastar ==== Alphastar was the first AI agent to beat professional StarCraft 2 players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup. === Dota 2 === Dota 2 is a multiplayer online battle arena (MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on Dota 2 is OpenAI's deep learning Five agent. ==== OpenAI Five ==== OpenAI Five utilized separate long short-term memory networks to learn each hero. It trained using a reinforcement learning technique known as Proximal Policy Learning running on a system containing 256 GPUs and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 Dota 2 esports champion team in a 2019 series of games. === Planetary Annihilation === Planetary Annihilation is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent. === Supreme Commander 2 === Supreme Commander 2 is a real-time strategy (RTS) video game. The game uses Multilayer Perceptrons (MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval

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  • Data exploration

    Data exploration

    Data exploration is an approach similar to initial data analysis, whereby a data analyst uses visual exploration to understand what is in a dataset and the characteristics of the data, rather than through traditional data management systems. These characteristics can include size or amount of data, completeness of the data, correctness of the data, possible relationships amongst data elements or files/tables in the data. Data exploration is typically conducted using a combination of automated and manual activities. Automated activities can include data profiling or data visualization or tabular reports to give the analyst an initial view into the data and an understanding of key characteristics. This is often followed by manual drill-down or filtering of the data to identify anomalies or patterns identified through the automated actions. Data exploration can also require manual scripting and queries into the data (e.g. using languages such as SQL or R) or using spreadsheets or similar tools to view the raw data. All of these activities are aimed at creating a mental model and understanding of the data in the mind of the analyst, and defining basic metadata (statistics, structure, relationships) for the data set that can be used in further analysis. Once this initial understanding of the data is had, the data can be pruned or refined by removing unusable parts of the data (data cleansing), correcting poorly formatted elements and defining relevant relationships across datasets. This process is also known as determining data quality. Data exploration can also refer to the ad hoc querying or visualization of data to identify potential relationships or insights that may be hidden in the data and does not require to formulate assumptions beforehand. Traditionally, this had been a key area of focus for statisticians, with John Tukey being a key evangelist in the field. Today, data exploration is more widespread and is the focus of data analysts and data scientists; the latter being a relatively new role within enterprises and larger organizations. == Interactive Data Exploration == This area of data exploration has become an area of interest in the field of machine learning. This is a relatively new field and is still evolving. As its most basic level, a machine-learning algorithm can be fed a data set and can be used to identify whether a hypothesis is true based on the dataset. Common machine learning algorithms can focus on identifying specific patterns in the data. Many common patterns include regression and classification or clustering, but there are many possible patterns and algorithms that can be applied to data via machine learning. By employing machine learning, it is possible to find patterns or relationships in the data that would be difficult or impossible to find via manual inspection, trial and error or traditional exploration techniques. == Software == Trifacta – a data preparation and analysis platform Paxata – self-service data preparation software Alteryx – data blending and advanced data analytics software Microsoft Power BI - interactive visualization and data analysis tool OpenRefine - a standalone open source desktop application for data clean-up and data transformation Tableau software – interactive data visualization software

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  • Chai AI

    Chai AI

    Chai AI (also known as Chai Research) is an American artificial intelligence (AI) company that operates a chatbot platform where users can create, share, and interact with character-based chatbots powered by large language models (LLMs). The company is headquartered in Palo Alto, California. == History == Chai was founded in 2021 by William Beauchamp, a former quantitative trader educated at Cambridge, who began developing the initial prototype in 2020 in Cambridge, England. The company launched in 2021 and relocated to Palo Alto in 2022. In June 2023, Chai raised US$2 million in a pre-seed funding round. In September 2023, GPU cloud provider CoreWeave invested in the company at a valuation of US$450 million. In January 2024, Chai Research reported a $450 million valuation following an investment from cloud computing provider CoreWeave. In July 2024, authorities in Belgium launched an investigation into the company following reports of a man dying by suicide following extensive chats on the Chai app. == Reception == In 2025, Chai Research announced that their app had over 10 million downloads and 1 million daily active users. In 2022, Canadian writer Sheila Heti published her conversations with various chatbots in The Paris Review, including Chai AI chatbots, and later used Chai AI chatbots in the development of a novel. Heti said that she had found that Chai's default chatbot, Eliza, "had turned out to be like most of the other bots on the site—primarily interested in sex". In January 2026, CHAI introduced country-based blocks on its free, ad-supported tier, initially providing the community with little information and inaccurate lists of the affected countries. Users in "Low tier" regions are required to subscribe to use the app in any capacity, while "High tier" regions will retain free ad-supported access. In response to backlash, the company announced a "Basic" tier with unlimited messages and ads, intended to cover electricity and infrastructure costs. In February 2026, CHAI was criticized for the unannounced implementation of restrictive "token limits" that abruptly blocked messages and froze conversations for both free and paid subscribers. Users generating long responses or utilizing roleplay features found their quotas exhausted within minutes, resulting in lockouts lasting anywhere from a few hours to a week. == Technology == Chai allows users to create characters and interact with chatbot versions of those characters. These chatbots use the open-source large language model (LLM) GPT-J originally developed by EleutherAI. Chai AI chatbots can be shared on the platform for other users to interact with.

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  • Hyperparameter optimization

    Hyperparameter optimization

    In machine learning, hyperparameter optimization or tuning is the problem of choosing a set of optimal hyperparameters for a learning algorithm. A hyperparameter is a parameter whose value is used to control the learning process, which must be configured before the process starts. Hyperparameter optimization determines the set of hyperparameters that yields an optimal model which minimizes a predefined loss function on a given data set. The objective function takes a set of hyperparameters and returns the associated loss. Cross-validation is often used to estimate this generalization performance, and therefore choose the set of values for hyperparameters that maximize it. == Approaches == === Grid search === The traditional method for hyperparameter optimization has been grid search, or a parameter sweep, which is simply an exhaustive searching through a manually specified subset of the hyperparameter space of a learning algorithm. A grid search algorithm must be guided by some performance metric, typically measured by cross-validation on the training set or evaluation on a hold-out validation set. Since the parameter space of a machine learner may include real-valued or unbounded value spaces for certain parameters, manually set bounds and discretization may be necessary before applying grid search. For example, a typical soft-margin SVM classifier equipped with an RBF kernel has at least two hyperparameters that need to be tuned for good performance on unseen data: a regularization constant C and a kernel hyperparameter γ. Both parameters are continuous, so to perform grid search, one selects a finite set of "reasonable" values for each, say C ∈ { 10 , 100 , 1000 } {\displaystyle C\in \{10,100,1000\}} γ ∈ { 0.1 , 0.2 , 0.5 , 1.0 } {\displaystyle \gamma \in \{0.1,0.2,0.5,1.0\}} Grid search then trains an SVM with each pair (C, γ) in the Cartesian product of these two sets and evaluates their performance on a held-out validation set (or by internal cross-validation on the training set, in which case multiple SVMs are trained per pair). Finally, the grid search algorithm outputs the settings that achieved the highest score in the validation procedure. Grid search suffers from the curse of dimensionality, but is often embarrassingly parallel because the hyperparameter settings it evaluates are typically independent of each other. === Random search === Random Search replaces the exhaustive enumeration of all combinations by selecting them randomly. This can be simply applied to the discrete setting described above, but also generalizes to continuous and mixed spaces. A benefit over grid search is that random search can explore many more values than grid search could for continuous hyperparameters. It can outperform Grid search, especially when only a small number of hyperparameters affects the final performance of the machine learning algorithm. In this case, the optimization problem is said to have a low intrinsic dimensionality. Random Search is also embarrassingly parallel, and additionally allows the inclusion of prior knowledge by specifying the distribution from which to sample. Despite its simplicity, random search remains one of the important base-lines against which to compare the performance of new hyperparameter optimization methods. === Bayesian optimization === Bayesian optimization is a global optimization method for noisy black-box functions. Applied to hyperparameter optimization, Bayesian optimization builds a probabilistic model of the function mapping from hyperparameter values to the objective evaluated on a validation set. By iteratively evaluating a promising hyperparameter configuration based on the current model, and then updating it, Bayesian optimization aims to gather observations revealing as much information as possible about this function and, in particular, the location of the optimum. It tries to balance exploration (hyperparameters for which the outcome is most uncertain) and exploitation (hyperparameters expected close to the optimum). In practice, Bayesian optimization has been shown to obtain better results in fewer evaluations compared to grid search and random search, due to the ability to reason about the quality of experiments before they are run. === Gradient-based optimization === For specific learning algorithms, it is possible to compute the gradient with respect to hyperparameters and then optimize the hyperparameters using gradient descent. The first usage of these techniques was focused on neural networks. Since then, these methods have been extended to other models such as support vector machines or logistic regression. A different approach in order to obtain a gradient with respect to hyperparameters consists in differentiating the steps of an iterative optimization algorithm using automatic differentiation. A more recent work along this direction uses the implicit function theorem to calculate hypergradients and proposes a stable approximation of the inverse Hessian. The method scales to millions of hyperparameters and requires constant memory. In a different approach, a hypernetwork is trained to approximate the best response function. One of the advantages of this method is that it can handle discrete hyperparameters as well. Self-tuning networks offer a memory efficient version of this approach by choosing a compact representation for the hypernetwork. More recently, Δ-STN has improved this method further by a slight reparameterization of the hypernetwork which speeds up training. Δ-STN also yields a better approximation of the best-response Jacobian by linearizing the network in the weights, hence removing unnecessary nonlinear effects of large changes in the weights. Apart from hypernetwork approaches, gradient-based methods can be used to optimize discrete hyperparameters also by adopting a continuous relaxation of the parameters. Such methods have been extensively used for the optimization of architecture hyperparameters in neural architecture search. === Evolutionary optimization === Evolutionary optimization is a methodology for the global optimization of noisy black-box functions. In hyperparameter optimization, evolutionary optimization uses evolutionary algorithms to search the space of hyperparameters for a given algorithm. Evolutionary hyperparameter optimization follows a process inspired by the biological concept of evolution: Create an initial population of random solutions (i.e., randomly generate tuples of hyperparameters, typically 100+) Evaluate the hyperparameter tuples and acquire their fitness function (e.g., 10-fold cross-validation accuracy of the machine learning algorithm with those hyperparameters) Rank the hyperparameter tuples by their relative fitness Replace the worst-performing hyperparameter tuples with new ones generated via crossover and mutation Repeat steps 2-4 until satisfactory algorithm performance is reached or is no longer improving. Evolutionary optimization has been used in hyperparameter optimization for statistical machine learning algorithms, automated machine learning, typical neural network and deep neural network architecture search, as well as training of the weights in deep neural networks. === Population-based === Population Based Training (PBT) learns both hyperparameter values and network weights. Multiple learning processes operate independently, using different hyperparameters. As with evolutionary methods, poorly performing models are iteratively replaced with models that adopt modified hyperparameter values and weights based on the better performers. This replacement model warm starting is the primary differentiator between PBT and other evolutionary methods. PBT thus allows the hyperparameters to evolve and eliminates the need for manual hypertuning. The process makes no assumptions regarding model architecture, loss functions or training procedures. PBT and its variants are adaptive methods: they update hyperparameters during the training of the models. On the contrary, non-adaptive methods have the sub-optimal strategy to assign a constant set of hyperparameters for the whole training. === Early stopping-based === A class of early stopping-based hyperparameter optimization algorithms is purpose-built for large search spaces of continuous and discrete hyperparameters, particularly when the computational cost to evaluate the performance of a set of hyperparameters is high. Irace implements the iterated racing algorithm, that focuses the search around the most promising configurations, using statistical tests to discard the ones that perform poorly. Another early stopping hyperparameter optimization algorithm is successive halving (SHA), which begins as a random search but periodically prunes low-performing models, thereby focusing computational resources on more promising models. Asynchronous successive halving (ASHA) further improves upon SHA's resource utilization profile by removing the need to synchronously evaluate a

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  • Wetware computer

    Wetware computer

    A wetware computer is an organic computer (which can also be known as an artificial organic brain or a neurocomputer) composed of organic material "wetware" such as "living" neurons. Wetware computers composed of neurons are different than conventional computers because they use biological materials, and offer the possibility of substantially more energy-efficient computing. While a wetware computer is still largely conceptual, there has been limited success with construction and prototyping, which has acted as a proof of the concept's realistic application to computing in the future. The most notable prototypes have stemmed from the research completed by biological engineer William Ditto during his time at the Georgia Institute of Technology. His work constructing a simple neurocomputer capable of basic addition from leech neurons in 1999 was a significant discovery for the concept. This research was a primary example driving interest in creating these artificially constructed, but still organic brains. == Origins and theoretical foundations == The term wetware came from cyberpunk fiction, notably through Gibson's Neuromancer, but was quickly taken up in scientific literature to explain computation by biological material. Theories of early biological computation borrowed from Alan Turing's morphogenesis model, which showed that chemical interactions could produce complex patterns without centralized control. Hopfield's associative memory networks also provided a foundation for biological information systems with fault tolerance and self-organization. == Major characteristics and processes == Biological wetware systems demonstrate dynamic reconfigurability underpinned by neuroplasticity and enable continuous learning and adaptation. Reaction-diffusion-based computing and molecular logic gates allow spatially parallel information processing unachievable in conventional systems. These systems also show fault tolerance and self-repair at the cellular and network level. The development of cerebral organoids—miniature lab-grown brains—demonstrates spontaneous learning behavior and suggests biological tissue as a viable computational substrate. == Overview == The concept of wetware is an application of specific interest to the field of computer manufacturing. Moore's law, which states that the number of transistors which can be placed on a silicon chip is doubled roughly every two years, has acted as a goal for the industry for decades, but as the size of computers continues to decrease, the ability to meet this goal has become more difficult, threatening to reach a plateau. Due to the difficulty in reducing the size of computers because of size limitations of transistors and integrated circuits, wetware provides an unconventional alternative. A wetware computer composed of neurons is an ideal concept because, unlike conventional materials which operate in binary (on/off), a neuron can shift between thousands of states, constantly altering its chemical conformation, and redirecting electrical pulses through over 200,000 channels in any of its many synaptic connections. Because of this large difference in the possible settings for any one neuron, compared to the binary limitations of conventional computers, the space limitations are far fewer. == Background == The concept of wetware is distinct and unconventional and draws slight resonance with both hardware and software from conventional computers. While hardware is understood as the physical architecture of traditional computational devices, comprising integrated circuits and supporting infrastructure, software represents the encoded architecture of storage and instructions. Wetware is a separate concept that uses the formation of organic molecules, mostly complex cellular structures (such as neurons), to create a computational device such as a computer. In wetware, the ideas of hardware and software are intertwined and interdependent. The molecular and chemical composition of the organic or biological structure would represent not only the physical structure of the wetware but also the software, being continually reprogrammed by the discrete shifts in electrical pulses and chemical concentration gradients as the molecules change their structures to communicate signals. The responsiveness of a cell, proteins, and molecules to changing conformations, both within their structures and around them, ties the idea of internal programming and external structure together in a way that is alien to the current model of conventional computer architecture. The structure of wetware represents a model where the external structure and internal programming are interdependent and unified; meaning that changes to the programming or internal communication between molecules of the device would represent a physical change in the structure. The dynamic nature of wetware borrows from the function of complex cellular structures in biological organisms. The combination of "hardware" and "software" into one dynamic, and interdependent system which uses organic molecules and complexes to create an unconventional model for computational devices is a specific example of applied biorobotics. === The cell as a model of wetware === Cells in many ways can be seen as their form of naturally occurring wetware, similar to the concept that the human brain is the preexisting model system for complex wetware. In his book Wetware: A Computer in Every Living Cell (2009) Dennis Bray explains his theory that cells, which are the most basic form of life, are just a highly complex computational structure, like a computer. To simplify one of his arguments a cell can be seen as a type of computer, using its structured architecture. In this architecture, much like a traditional computer, many smaller components operate in tandem to receive input, process the information, and compute an output. In an overly simplified, non-technical analysis, cellular function can be broken into the following components: Information and instructions for execution are stored as DNA in the cell, RNA acts as a source for distinctly encoded input, processed by ribosomes and other transcription factors to access and process the DNA and to output a protein. Bray's argument in favor of viewing cells and cellular structures as models of natural computational devices is important when considering the more applied theories of wetware to biorobotics. === Biorobotics === Wetware and biorobotics are closely related concepts, which both borrow from similar overall principles. A biorobotic structure can be defined as a system modeled from a preexisting organic complex or model such as cells (neurons) or more complex structures like organs (brain) or whole organisms. Unlike wetware, the concept of biorobotics is not always a system composed of organic molecules, but instead could be composed of conventional material which is designed and assembled in a structure similar or derived from a biological model. Biorobotics have many applications and are used to address the challenges of conventional computer architecture. Conceptually, designing a program, robot, or computational device after a preexisting biological model such as a cell, or even a whole organism, provides the engineer or programmer the benefits of incorporating into the structure the evolutionary advantages of the model. == Effects on users == Wetware technologies such as BCIs and neuromorphic chips offer new possibilities for user autonomy. For those with disabilities, such systems could restore motor or sensory functions and enhance quality of life. However, these technologies raise ethical questions: cognitive privacy, consent over biological data, and risk of exploitation. Without proper oversight, wetware technologies may also widen inequality, favoring those with access to cognitive enhancements. Open governance frameworks and ethical AI design grounded in neuro ethics will be essential. With the development of wetware devices, disparities in access could exacerbate social inequalities, benefiting those who have resources to enhance cognitive or physical abilities. It is necessary to create strong ethical frameworks, inclusive development practices, and open systems of governance to reduce risks and make sure that wetware advances are beneficial to all segments of society. == Applications and goals == === Basic neurocomputer composed of leech neurons === In 1999 William Ditto and his team of researchers at Georgia Institute of Technology and Emory University created a basic form of a wetware computer capable of simple addition by harnessing leech neurons. Leeches were used as a model organism due to the large size of their neuron, and the ease associated with their collection and manipulation. However, these results have never been published in a peer-reviewed journal, prompting questions about the validity of the claims. The computer was able to complete basic addition through electrical probes

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  • Reparameterization trick

    Reparameterization trick

    The reparameterization trick (aka "reparameterization gradient estimator") is a technique used in statistical machine learning, particularly in variational inference, variational autoencoders, and stochastic optimization. It allows for the efficient computation of gradients through random variables, enabling the optimization of parametric probability models using stochastic gradient descent, and the variance reduction of estimators. It was developed in the 1980s in operations research, under the name of "pathwise gradients", or "stochastic gradients". Its use in variational inference was proposed in 2013. == Mathematics == Let z {\displaystyle z} be a random variable with distribution q ϕ ( z ) {\displaystyle q_{\phi }(z)} , where ϕ {\displaystyle \phi } is a vector containing the parameters of the distribution. === REINFORCE estimator === Consider an objective function of the form: L ( ϕ ) = E z ∼ q ϕ ( z ) [ f ( z ) ] {\displaystyle L(\phi )=\mathbb {E} _{z\sim q_{\phi }(z)}[f(z)]} Without the reparameterization trick, estimating the gradient ∇ ϕ L ( ϕ ) {\displaystyle \nabla _{\phi }L(\phi )} can be challenging, because the parameter appears in the random variable itself. In more detail, we have to statistically estimate: ∇ ϕ L ( ϕ ) = ∇ ϕ ∫ d z q ϕ ( z ) f ( z ) {\displaystyle \nabla _{\phi }L(\phi )=\nabla _{\phi }\int dz\;q_{\phi }(z)f(z)} The REINFORCE estimator, widely used in reinforcement learning and especially policy gradient, uses the following equality: ∇ ϕ L ( ϕ ) = ∫ d z q ϕ ( z ) ∇ ϕ ( ln ⁡ q ϕ ( z ) ) f ( z ) = E z ∼ q ϕ ( z ) [ ∇ ϕ ( ln ⁡ q ϕ ( z ) ) f ( z ) ] {\displaystyle \nabla _{\phi }L(\phi )=\int dz\;q_{\phi }(z)\nabla _{\phi }(\ln q_{\phi }(z))f(z)=\mathbb {E} _{z\sim q_{\phi }(z)}[\nabla _{\phi }(\ln q_{\phi }(z))f(z)]} This allows the gradient to be estimated: ∇ ϕ L ( ϕ ) ≈ 1 N ∑ i = 1 N ∇ ϕ ( ln ⁡ q ϕ ( z i ) ) f ( z i ) {\displaystyle \nabla _{\phi }L(\phi )\approx {\frac {1}{N}}\sum _{i=1}^{N}\nabla _{\phi }(\ln q_{\phi }(z_{i}))f(z_{i})} The REINFORCE estimator has high variance, and many methods were developed to reduce its variance. === Reparameterization estimator === The reparameterization trick expresses z {\displaystyle z} as: z = g ϕ ( ϵ ) , ϵ ∼ p ( ϵ ) {\displaystyle z=g_{\phi }(\epsilon ),\quad \epsilon \sim p(\epsilon )} Here, g ϕ {\displaystyle g_{\phi }} is a deterministic function parameterized by ϕ {\displaystyle \phi } , and ϵ {\displaystyle \epsilon } is a noise variable drawn from a fixed distribution p ( ϵ ) {\displaystyle p(\epsilon )} . This gives: L ( ϕ ) = E ϵ ∼ p ( ϵ ) [ f ( g ϕ ( ϵ ) ) ] {\displaystyle L(\phi )=\mathbb {E} _{\epsilon \sim p(\epsilon )}[f(g_{\phi }(\epsilon ))]} Now, the gradient can be estimated as: ∇ ϕ L ( ϕ ) = E ϵ ∼ p ( ϵ ) [ ∇ ϕ f ( g ϕ ( ϵ ) ) ] ≈ 1 N ∑ i = 1 N ∇ ϕ f ( g ϕ ( ϵ i ) ) {\displaystyle \nabla _{\phi }L(\phi )=\mathbb {E} _{\epsilon \sim p(\epsilon )}[\nabla _{\phi }f(g_{\phi }(\epsilon ))]\approx {\frac {1}{N}}\sum _{i=1}^{N}\nabla _{\phi }f(g_{\phi }(\epsilon _{i}))} == Examples == For some common distributions, the reparameterization trick takes specific forms: Normal distribution: For z ∼ N ( μ , σ 2 ) {\displaystyle z\sim {\mathcal {N}}(\mu ,\sigma ^{2})} , we can use: z = μ + σ ϵ , ϵ ∼ N ( 0 , 1 ) {\displaystyle z=\mu +\sigma \epsilon ,\quad \epsilon \sim {\mathcal {N}}(0,1)} Exponential distribution: For z ∼ Exp ( λ ) {\displaystyle z\sim {\text{Exp}}(\lambda )} , we can use: z = − 1 λ log ⁡ ( ϵ ) , ϵ ∼ Uniform ( 0 , 1 ) {\displaystyle z=-{\frac {1}{\lambda }}\log(\epsilon ),\quad \epsilon \sim {\text{Uniform}}(0,1)} Discrete distribution can be reparameterized by the Gumbel distribution (Gumbel-softmax trick or "concrete distribution") and diffusion models. In general, any distribution that is differentiable with respect to its parameters can be reparameterized by inverting the multivariable CDF function, then apply the implicit method. See for an exposition and application to the Gamma, Beta, Dirichlet, and von Mises distributions. == Applications == === Variational autoencoder === In Variational Autoencoders (VAEs), the VAE objective function, known as the Evidence Lower Bound (ELBO), is given by: ELBO ( ϕ , θ ) = E z ∼ q ϕ ( z | x ) [ log ⁡ p θ ( x | z ) ] − D KL ( q ϕ ( z | x ) | | p ( z ) ) {\displaystyle {\text{ELBO}}(\phi ,\theta )=\mathbb {E} _{z\sim q_{\phi }(z|x)}[\log p_{\theta }(x|z)]-D_{\text{KL}}(q_{\phi }(z|x)||p(z))} where q ϕ ( z | x ) {\displaystyle q_{\phi }(z|x)} is the encoder (recognition model), p θ ( x | z ) {\displaystyle p_{\theta }(x|z)} is the decoder (generative model), and p ( z ) {\displaystyle p(z)} is the prior distribution over latent variables. The gradient of ELBO with respect to θ {\displaystyle \theta } is simply E z ∼ q ϕ ( z | x ) [ ∇ θ log ⁡ p θ ( x | z ) ] ≈ 1 L ∑ l = 1 L ∇ θ log ⁡ p θ ( x | z l ) {\displaystyle \mathbb {E} _{z\sim q_{\phi }(z|x)}[\nabla _{\theta }\log p_{\theta }(x|z)]\approx {\frac {1}{L}}\sum _{l=1}^{L}\nabla _{\theta }\log p_{\theta }(x|z_{l})} but the gradient with respect to ϕ {\displaystyle \phi } requires the trick. Express the sampling operation z ∼ q ϕ ( z | x ) {\displaystyle z\sim q_{\phi }(z|x)} as: z = μ ϕ ( x ) + σ ϕ ( x ) ⊙ ϵ , ϵ ∼ N ( 0 , I ) {\displaystyle z=\mu _{\phi }(x)+\sigma _{\phi }(x)\odot \epsilon ,\quad \epsilon \sim {\mathcal {N}}(0,I)} where μ ϕ ( x ) {\displaystyle \mu _{\phi }(x)} and σ ϕ ( x ) {\displaystyle \sigma _{\phi }(x)} are the outputs of the encoder network, and ⊙ {\displaystyle \odot } denotes element-wise multiplication. Then we have ∇ ϕ ELBO ( ϕ , θ ) = E ϵ ∼ N ( 0 , I ) [ ∇ ϕ log ⁡ p θ ( x | z ) + ∇ ϕ log ⁡ q ϕ ( z | x ) − ∇ ϕ log ⁡ p ( z ) ] {\displaystyle \nabla _{\phi }{\text{ELBO}}(\phi ,\theta )=\mathbb {E} _{\epsilon \sim {\mathcal {N}}(0,I)}[\nabla _{\phi }\log p_{\theta }(x|z)+\nabla _{\phi }\log q_{\phi }(z|x)-\nabla _{\phi }\log p(z)]} where z = μ ϕ ( x ) + σ ϕ ( x ) ⊙ ϵ {\displaystyle z=\mu _{\phi }(x)+\sigma _{\phi }(x)\odot \epsilon } . This allows us to estimate the gradient using Monte Carlo sampling: ∇ ϕ ELBO ( ϕ , θ ) ≈ 1 L ∑ l = 1 L [ ∇ ϕ log ⁡ p θ ( x | z l ) + ∇ ϕ log ⁡ q ϕ ( z l | x ) − ∇ ϕ log ⁡ p ( z l ) ] {\displaystyle \nabla _{\phi }{\text{ELBO}}(\phi ,\theta )\approx {\frac {1}{L}}\sum _{l=1}^{L}[\nabla _{\phi }\log p_{\theta }(x|z_{l})+\nabla _{\phi }\log q_{\phi }(z_{l}|x)-\nabla _{\phi }\log p(z_{l})]} where z l = μ ϕ ( x ) + σ ϕ ( x ) ⊙ ϵ l {\displaystyle z_{l}=\mu _{\phi }(x)+\sigma _{\phi }(x)\odot \epsilon _{l}} and ϵ l ∼ N ( 0 , I ) {\displaystyle \epsilon _{l}\sim {\mathcal {N}}(0,I)} for l = 1 , … , L {\displaystyle l=1,\ldots ,L} . This formulation enables backpropagation through the sampling process, allowing for end-to-end training of the VAE model using stochastic gradient descent or its variants. === Variational inference === More generally, the trick allows using stochastic gradient descent for variational inference. Let the variational objective (ELBO) be of the form: ELBO ( ϕ ) = E z ∼ q ϕ ( z ) [ log ⁡ p ( x , z ) − log ⁡ q ϕ ( z ) ] {\displaystyle {\text{ELBO}}(\phi )=\mathbb {E} _{z\sim q_{\phi }(z)}[\log p(x,z)-\log q_{\phi }(z)]} Using the reparameterization trick, we can estimate the gradient of this objective with respect to ϕ {\displaystyle \phi } : ∇ ϕ ELBO ( ϕ ) ≈ 1 L ∑ l = 1 L ∇ ϕ [ log ⁡ p ( x , g ϕ ( ϵ l ) ) − log ⁡ q ϕ ( g ϕ ( ϵ l ) ) ] , ϵ l ∼ p ( ϵ ) {\displaystyle \nabla _{\phi }{\text{ELBO}}(\phi )\approx {\frac {1}{L}}\sum _{l=1}^{L}\nabla _{\phi }[\log p(x,g_{\phi }(\epsilon _{l}))-\log q_{\phi }(g_{\phi }(\epsilon _{l}))],\quad \epsilon _{l}\sim p(\epsilon )} === Dropout === The reparameterization trick has been applied to reduce the variance in dropout, a regularization technique in neural networks. The original dropout can be reparameterized with Bernoulli distributions: y = ( W ⊙ ϵ ) x , ϵ i j ∼ Bernoulli ( α i j ) {\displaystyle y=(W\odot \epsilon )x,\quad \epsilon _{ij}\sim {\text{Bernoulli}}(\alpha _{ij})} where W {\displaystyle W} is the weight matrix, x {\displaystyle x} is the input, and α i j {\displaystyle \alpha _{ij}} are the (fixed) dropout rates. More generally, other distributions can be used than the Bernoulli distribution, such as the gaussian noise: y i = μ i + σ i ⊙ ϵ i , ϵ i ∼ N ( 0 , I ) {\displaystyle y_{i}=\mu _{i}+\sigma _{i}\odot \epsilon _{i},\quad \epsilon _{i}\sim {\mathcal {N}}(0,I)} where μ i = m i ⊤ x {\displaystyle \mu _{i}=\mathbf {m} _{i}^{\top }x} and σ i 2 = v i ⊤ x 2 {\displaystyle \sigma _{i}^{2}=\mathbf {v} _{i}^{\top }x^{2}} , with m i {\displaystyle \mathbf {m} _{i}} and v i {\displaystyle \mathbf {v} _{i}} being the mean and variance of the i {\displaystyle i} -th output neuron. The reparameterization trick can be applied to all such cases, resulting in the variational dropout method.

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  • 1 Second Everyday

    1 Second Everyday

    1 Second Everyday (1SE) is an application developed by Cesar Kuriyama. The application allows the user to record one second of video every day and then chronologically edits (mashes) them together into a single film. It is compatible with iOS and Android. The idea of the application was developed by Kuriyama's 1 Second Everyday — Age 30 video. The application was launched in January 2013. 1 Second Everyday played a part in the plot of Chef and also became the inspiration for the 2014 short animated clip Feast. == Background == === Kuriyama's video === In February 2011, when Cesar Kuriyama turned 30, after saving money, he quit his job in an advertising firm and took a year off to travel. During this time, he started working on a project he called 1 Second Everyday. As part of the project, every day he recorded one second of video – something that was supposed to help him remember that day. He started the project because he was frustrated with his memory. He planned to stockpile the 365 one-second clips into one film to serve as a memento of his year. While working on the project Kuriyama realized that recording one second every day impacted the decisions he made in a positive way. After a year he made a 365-second clip out of his recordings. The video called 1 Second Everyday – Age 30, went viral. According to Kuriyama, he was initially inspired to take a year off from work by a TED talk given by Stefan Sagmeister called "The Power of Time Off." Kuriyama also delivered a TED talk about 1 Second Everyday in 2012 at TED 2012 in Long Beach California. === Kickstarter campaign === After completing his own video, Kuriyama decided to develop an application that would allow the users to record one second every day and compile their own videos. He developed a prototype of the application and then in 2012, he launched a Kickstarter campaign to raise funds for completing the application. The campaign became one of the most backed app campaigns in the history of Kickstarter. It was backed by 11,281 backers who pledged a total of $56,959 on an initial goal of $20,000. Following the completion of the Kickstarter campaign, he partnered with an application design studio in Brooklyn to develop the application. 1 Second Everyday was released two weeks after the completion of its Kickstarter campaign. == Application == The application was released for iOS on 10 January 2013. An Android-compatible version of the application was developed later. Using it, the user can record the videos in the application or they can select one second portions from their libraries. 1 Second Everyday dates every snippet. The user can also set alarms to remember to record their daily video. In order to compile a video, the user selects the seconds they want and the application creates a compilation video. The user can keep multiple timelines. It also allows users to post directly on social networks. The main interface in 1 Second Everyday is a calendar, which shows the user which days have snippets and which they can still fill in. In the beginning, 1 Second Everyday restricted the recording to one second. However, the developers later released Super Seconds, which allowed users to record an additional half a second video. In 2014, 1 Second Everyday Crowds was launched, which is an area in the application featuring compilations of second clips from different users. == In the media == The Kickstarter campaign of 1 Second Everyday was featured in Entrepreneur's 3 Innovative Tech Startups on Kickstarter Right Now in 2012. The application was featured in The New York Times, The Washington Post, Gawker and other media outlets. By the end of the launch day, it was in Top 10 Free Apps on App Store. It was also selected as the App of the Week on GeekWire in 2013. Several other one-second compilation videos were also posted on the Internet after Kuriyama's video gained media attention. Sam Cornwell, an English photographer documented his son Indigo's growth using a montage of one-second iPhone clips. He shot these clips every single day from the moment of birth right up to the baby's first birthday. According to Cornwell, he was inspired by Kuriyama's project. The video of Cornwell's son gained considerable media attention after it was posted on YouTube. Save the Children also made a video commercial based on a similar format that showed a British girl oblivious of the Syrian war end up being a refugee. 1SE was a finalist for the Fast Company Innovation by Design Award in 2015, but lost to Google Maps. In 2015, Google Android created a gallery, Leap Second 2015, with the help of Droga5 and Kuriyama. The gallery showcased how people around the world enjoyed the one extra second of their lives. Through the 1 Second Everyday app available at Google Play, people were able to submit their extra second, which were then vetted and added to the gallery. The viewers were able to view other celebratory seconds from around the world as well as searching for them using different hashtags.

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  • Feature hashing

    Feature hashing

    In machine learning, feature hashing, also known as the hashing trick (by analogy to the kernel trick), is a fast and space-efficient way of vectorizing features, i.e. turning arbitrary features into indices in a vector or matrix. It works by applying a hash function to the features and using their hash values as indices directly (after a modulo operation), rather than looking the indices up in an associative array. In addition to its use for encoding non-numeric values, feature hashing can also be used for dimensionality reduction. This trick is often attributed to Weinberger et al. (2009), but there exists a much earlier description of this method published by John Moody in 1989. == Motivation == === Motivating example === In a typical document classification task, the input to the machine learning algorithm (both during learning and classification) is free text. From this, a bag of words (BOW) representation is constructed: the individual tokens are extracted and counted, and each distinct token in the training set defines a feature (independent variable) of each of the documents in both the training and test sets. Machine learning algorithms, however, are typically defined in terms of numerical vectors. Therefore, the bags of words for a set of documents is regarded as a term-document matrix where each row is a single document, and each column is a single feature/word; the entry i, j in such a matrix captures the frequency (or weight) of the j'th term of the vocabulary in document i. (An alternative convention swaps the rows and columns of the matrix, but this difference is immaterial.) Typically, these vectors are extremely sparse—according to Zipf's law. The common approach is to construct, at learning time or prior to that, a dictionary representation of the vocabulary of the training set, and use that to map words to indices. Hash tables and tries are common candidates for dictionary implementation. E.g., the three documents John likes to watch movies. Mary likes movies too. John also likes football. can be converted, using the dictionary to the term-document matrix ( John likes to watch movies Mary too also football 1 1 1 1 1 0 0 0 0 0 1 0 0 1 1 1 0 0 1 1 0 0 0 0 0 1 1 ) {\displaystyle {\begin{pmatrix}{\textrm {John}}&{\textrm {likes}}&{\textrm {to}}&{\textrm {watch}}&{\textrm {movies}}&{\textrm {Mary}}&{\textrm {too}}&{\textrm {also}}&{\textrm {football}}\\1&1&1&1&1&0&0&0&0\\0&1&0&0&1&1&1&0&0\\1&1&0&0&0&0&0&1&1\end{pmatrix}}} (Punctuation was removed, as is usual in document classification and clustering.) The problem with this process is that such dictionaries take up a large amount of storage space and grow in size as the training set grows. On the contrary, if the vocabulary is kept fixed and not increased with a growing training set, an adversary may try to invent new words or misspellings that are not in the stored vocabulary so as to circumvent a machine learned filter. To address this challenge, Yahoo! Research attempted to use feature hashing for their spam filters. Note that the hashing trick isn't limited to text classification and similar tasks at the document level, but can be applied to any problem that involves large (perhaps unbounded) numbers of features. === Mathematical motivation === Mathematically, a token is an element t {\displaystyle t} in a finite (or countably infinite) set T {\displaystyle T} . Suppose we only need to process a finite corpus, then we can put all tokens appearing in the corpus into T {\displaystyle T} , meaning that T {\displaystyle T} is finite. However, suppose we want to process all possible words made of the English letters, then T {\displaystyle T} is countably infinite. Most neural networks can only operate on real vector inputs, so we must construct a "dictionary" function ϕ : T → R n {\displaystyle \phi :T\to \mathbb {R} ^{n}} . When T {\displaystyle T} is finite, of size | T | = m ≤ n {\displaystyle |T|=m\leq n} , then we can use one-hot encoding to map it into R n {\displaystyle \mathbb {R} ^{n}} . First, arbitrarily enumerate T = { t 1 , t 2 , . . , t m } {\displaystyle T=\{t_{1},t_{2},..,t_{m}\}} , then define ϕ ( t i ) = e i {\displaystyle \phi (t_{i})=e_{i}} . In other words, we assign a unique index i {\displaystyle i} to each token, then map the token with index i {\displaystyle i} to the unit basis vector e i {\displaystyle e_{i}} . One-hot encoding is easy to interpret, but it requires one to maintain the arbitrary enumeration of T {\displaystyle T} . Given a token t ∈ T {\displaystyle t\in T} , to compute ϕ ( t ) {\displaystyle \phi (t)} , we must find out the index i {\displaystyle i} of the token t {\displaystyle t} . Thus, to implement ϕ {\displaystyle \phi } efficiently, we need a fast-to-compute bijection h : T → { 1 , . . . , m } {\displaystyle h:T\to \{1,...,m\}} , then we have ϕ ( t ) = e h ( t ) {\displaystyle \phi (t)=e_{h(t)}} . In fact, we can relax the requirement slightly: It suffices to have a fast-to-compute injection h : T → { 1 , . . . , n } {\displaystyle h:T\to \{1,...,n\}} , then use ϕ ( t ) = e h ( t ) {\displaystyle \phi (t)=e_{h(t)}} . In practice, there is no simple way to construct an efficient injection h : T → { 1 , . . . , n } {\displaystyle h:T\to \{1,...,n\}} . However, we do not need a strict injection, but only an approximate injection. That is, when t ≠ t ′ {\displaystyle t\neq t'} , we should probably have h ( t ) ≠ h ( t ′ ) {\displaystyle h(t)\neq h(t')} , so that probably ϕ ( t ) ≠ ϕ ( t ′ ) {\displaystyle \phi (t)\neq \phi (t')} . At this point, we have just specified that h {\displaystyle h} should be a hashing function. Thus we reach the idea of feature hashing. == Algorithms == === Feature hashing (Weinberger et al. 2009) === The basic feature hashing algorithm presented in (Weinberger et al. 2009) is defined as follows. First, one specifies two hash functions: the kernel hash h : T → { 1 , 2 , . . . , n } {\displaystyle h:T\to \{1,2,...,n\}} , and the sign hash ζ : T → { − 1 , + 1 } {\displaystyle \zeta :T\to \{-1,+1\}} . Next, one defines the feature hashing function: ϕ : T → R n , ϕ ( t ) = ζ ( t ) e h ( t ) {\displaystyle \phi :T\to \mathbb {R} ^{n},\quad \phi (t)=\zeta (t)e_{h(t)}} Finally, extend this feature hashing function to strings of tokens by ϕ : T ∗ → R n , ϕ ( t 1 , . . . , t k ) = ∑ j = 1 k ϕ ( t j ) {\displaystyle \phi :T^{}\to \mathbb {R} ^{n},\quad \phi (t_{1},...,t_{k})=\sum _{j=1}^{k}\phi (t_{j})} where T ∗ {\displaystyle T^{}} is the set of all finite strings consisting of tokens in T {\displaystyle T} . Equivalently, ϕ ( t 1 , . . . , t k ) = ∑ j = 1 k ζ ( t j ) e h ( t j ) = ∑ i = 1 n ( ∑ j : h ( t j ) = i ζ ( t j ) ) e i {\displaystyle \phi (t_{1},...,t_{k})=\sum _{j=1}^{k}\zeta (t_{j})e_{h(t_{j})}=\sum _{i=1}^{n}\left(\sum _{j:h(t_{j})=i}\zeta (t_{j})\right)e_{i}} ==== Geometric properties ==== We want to say something about the geometric property of ϕ {\displaystyle \phi } , but T {\displaystyle T} , by itself, is just a set of tokens, we cannot impose a geometric structure on it except the discrete topology, which is generated by the discrete metric. To make it nicer, we lift it to T → R T {\displaystyle T\to \mathbb {R} ^{T}} , and lift ϕ {\displaystyle \phi } from ϕ : T → R n {\displaystyle \phi :T\to \mathbb {R} ^{n}} to ϕ : R T → R n {\displaystyle \phi :\mathbb {R} ^{T}\to \mathbb {R} ^{n}} by linear extension: ϕ ( ( x t ) t ∈ T ) = ∑ t ∈ T x t ζ ( t ) e h ( t ) = ∑ i = 1 n ( ∑ t : h ( t ) = i x t ζ ( t ) ) e i {\displaystyle \phi ((x_{t})_{t\in T})=\sum _{t\in T}x_{t}\zeta (t)e_{h(t)}=\sum _{i=1}^{n}\left(\sum _{t:h(t)=i}x_{t}\zeta (t)\right)e_{i}} There is an infinite sum there, which must be handled at once. There are essentially only two ways to handle infinities. One may impose a metric, then take its completion, to allow well-behaved infinite sums, or one may demand that nothing is actually infinite, only potentially so. Here, we go for the potential-infinity way, by restricting R T {\displaystyle \mathbb {R} ^{T}} to contain only vectors with finite support: ∀ ( x t ) t ∈ T ∈ R T {\displaystyle \forall (x_{t})_{t\in T}\in \mathbb {R} ^{T}} , only finitely many entries of ( x t ) t ∈ T {\displaystyle (x_{t})_{t\in T}} are nonzero. Define an inner product on R T {\displaystyle \mathbb {R} ^{T}} in the obvious way: ⟨ e t , e t ′ ⟩ = { 1 , if t = t ′ , 0 , else. ⟨ x , x ′ ⟩ = ∑ t , t ′ ∈ T x t x t ′ ⟨ e t , e t ′ ⟩ {\displaystyle \langle e_{t},e_{t'}\rangle ={\begin{cases}1,{\text{ if }}t=t',\\0,{\text{ else.}}\end{cases}}\quad \langle x,x'\rangle =\sum _{t,t'\in T}x_{t}x_{t'}\langle e_{t},e_{t'}\rangle } As a side note, if T {\displaystyle T} is infinite, then the inner product space R T {\displaystyle \mathbb {R} ^{T}} is not complete. Taking its completion would get us to a Hilbert space, which allows well-behaved infinite sums. Now we have an inner product space, with enough structure to describe the geometry of the feature hashing function ϕ : R T → R n {\displaystyle \phi :\ma

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  • AI Security Institute

    AI Security Institute

    The AI Security Institute (AISI) is a research organisation under the Department for Science, Innovation and Technology, UK, that aims "to equip governments with a scientific understanding of the risks posed by advanced AI". It conducts research and develop and test mitigations. Previously, it was known as the AI Safety Institute. Its creation followed world's first major AI Safety Summit that was held in Bletchley Park in 2023. The institute's professed goal is "building the world's leading understanding of advanced AI risks and solutions, to inform governments so they can keep the public safe". It is designed like a startup in the government "combining the authority of government with the expertise and agility of the private sector". AISI has made access agreements with Anthropic, Google and OpenAI to test their models before release. It has an open source platform called Inspect that permits companies, governments and academics to run standardised safety tests for AI usage. Among the works AISI has done is the reported detection of multiple serious vulnerabilities that could enable development of biological weapons; the vulnerabilities were fixed before the model was launched. It conducts research on diverse fields of AI application. One study by AISI found that LLMs post-trained for political persuasiveness became systematically less accurate and up to 51% more persuasive on political issues. AISI has also worked on the usage of AI for emotional needs. It found that nearly 10 percent of UK citizens used systems like chatbots for emotional purposes on a weekly basis. It found that "systems are now outperforming PhD-level researchers on scientific knowledge tests and helping non-experts succeed at lab work that would previously have been out of reach" in a report published in December 2025. Former chief AI officer of GCHQ Adam Beaumont is the institution's interim director. UK prime minister's AI advisor Jade Leung is the chief technology officer.

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  • Slopaganda

    Slopaganda

    Slopaganda is a portmanteau of "AI slop" and "propaganda", referring to AI-generated content designed to manipulate beliefs, emotions, and political decision-making at scale. The term is credited to Michał Klincewicz, an assistant professor in the Department of Computational Cognitive Science at Tilburg University, in 2025. == Definition == Slopaganda is distinguished from traditional propaganda by three features: scale, scope, and speed. Generative AI makes it possible to produce large volumes of content quickly and at low cost, allows for highly personalised and targeted messaging to specific sub-audiences, and leverages the hyper-connectivity of social networks to accelerate dissemination beyond what conventional media could achieve. Unlike traditional propaganda, which delivers a uniform message to all recipients, slopaganda can be micro-targeted — tailored to individuals based on estimated prior beliefs to reinforce political biases or emotional associations. The authors note that it need not aim at literal deception: much slopaganda is expressive rather than truth-apt, designed to create emotional associations rather than false factual beliefs. == Relation to AI slop == Slopaganda is a subset of AI slop — low-quality, mass-produced AI-generated content — distinguished by intent. Where AI slop may be produced indifferently for commercial or engagement-farming purposes, slopaganda is deployed with a deliberate political or ideological goal. == Notable examples == Examples discussed by the term's originators include Donald Trump's prolific use of AI in Truth Social posts and Iranian Lego-themed music videos. AI-generated videos posted by the White House mixing real military footage with clips from films and video games; and deepfake audio imitating political candidates during the 2024 US presidential campaign have also been given the label slopaganda.

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  • Zynn

    Zynn

    Zynn was a Chinese video-sharing social networking service owned by Kuaishou, a Beijing-based internet technology company established in 2011 by Su Hua and Cheng Yixiao. It was used to create and share short videos, and it pays its users for using the app and referring others. Zynn was launched on May 7, 2020. It became the most-downloaded app in the App Store in the same month. It has also been criticized for being a "pyramid scheme", and it has faced accusations of plagiarism and stealing content. Aside from Zynn in North America, Kuaishou is available under the name Kwai in Russia, South Korea, Japan, Thailand, Vietnam, Philippines, Malaysia, Indonesia, Brazil, America, India, and the Middle East. Kwai used to be available in Australia and the United States on the App Store, but was removed at an unknown date. Zynn was permanently shut down on the 20th of August, 2021. == History == In 2011, entrepreneur Su Hua co-founded Kuaishou with business partner Cheng Yixiao. Originally a GIF-making app, Kuaishou soon moved to short video content. Su Hua also serves as the current Kuaishou CEO. In December 2019, Chinese internet conglomerate Tencent invested $2 billion in Kuaishou, reportedly to compete with rival ByteDance. In December 2019, Kuaishou acquired an app developer called Owlii, which is the developer of Zynn. Zynn was developed to be a North American Market edition of Kuaishou. On May 7, 2020, the app was launched and it was downloaded over 2 million times in that month. On May 12, 2020, Kuaishou filed a lawsuit seeking compensation for "unfair competition", and accused Douyin, the sister app of TikTok, of "interfering" with search results on app stores. Zynn shut down on the 20th of August, 2021. == Features == Zynn allows its users to create, edit and share short videos of themselves. Its interface has been described as a "complete clone" of TikTok, its main competitor. The Zynn app was unique in the way that they paid users for using the platform. Each user earned $1 for signing up, and they could earn money for referring users to the platform. Watching videos resulted in earning "points", which could be redeemed for gift cards or be cashed out via PayPal.[1] == Criticisms and controversies == Multiple TikTok users had reported seeing their entire accounts plagiarized, with one account pretending to be Addison Rae. Despite being launched in May, many videos were posted in February. Zynn has employed "intermittent variable rewards" in its point system, which has been criticized as being the "same reinforcement strategy used to addict people to slot machines". Cash payouts for using the app have resulted in criticism and accusations of anti-competitive behavior. The app was taken down from the Google Play store on June 10. Zynn blamed it on an "isolated incident". Six days later, it was taken down from the App Store as well. US Senator Josh Hawley has criticized the platform, calling it "predatory" and "anti-competitive" in a letter to the Federal Trade Commission asking for an investigation into Zynn. He said "[Zynn] smacks of a textbook predatory-pricing scheme, one calculated to attain immediate market dominance for Zynn by driving competitors out of the market."

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  • Schema-agnostic databases

    Schema-agnostic databases

    Schema-agnostic databases or vocabulary-independent databases aim at supporting users to be abstracted from the representation of the data, supporting the automatic semantic matching between queries and databases. Schema-agnosticism is the property of a database of mapping a query issued with the user terminology and structure, automatically mapping it to the dataset vocabulary. The increase in the size and in the semantic heterogeneity of database schemas bring new requirements for users querying and searching structured data. At this scale it can become unfeasible for data consumers to be familiar with the representation of the data in order to query it. At the center of this discussion is the semantic gap between users and databases, which becomes more central as the scale and complexity of the data grows. == Description == The evolution of data environments towards the consumption of data from multiple data sources and the growth in the schema size, complexity, dynamicity and decentralisation (SCoDD) of schemas increases the complexity of contemporary data management. The SCoDD trend emerges as a central data management concern in Big Data scenarios, where users and applications have a demand for more complete data, produced by independent data sources, under different semantic assumptions and contexts of use, which is the typical scenario for Semantic Web Data applications. The evolution of databases in the direction of heterogeneous data environments strongly impacts the usability, semiotics and semantic assumptions behind existing data accessibility methods such as structured queries, keyword-based search and visual query systems. With schema-less databases containing potentially millions of dynamically changing attributes, it becomes unfeasible for some users to become aware of the 'schema' or vocabulary in order to query the database. At this scale, the effort in understanding the schema in order to build a structured query can become prohibitive. == Schema-agnostic queries == Schema-agnostic queries can be defined as query approaches over structured databases which allow users satisfying complex information needs without the understanding of the representation (schema) of the database. Similarly, Tran et al. defines it as "search approaches, which do not require users to know the schema underlying the data". Approaches such as keyword-based search over databases allow users to query databases without employing structured queries. However, as discussed by Tran et al.: "From these points, users however have to do further navigation and exploration to address complex information needs. Unlike keyword search used on the Web, which focuses on simple needs, the keyword search elaborated here is used to obtain more complex results. Instead of a single set of resources, the goal is to compute complex sets of resources and their relations." The development of approaches to support natural language interfaces (NLI) over databases have aimed towards the goal of schema-agnostic queries. Complementarily, some approaches based on keyword search have targeted keyword-based queries which express more complex information needs. Other approaches have explored the construction of structured queries over databases where schema constraints can be relaxed. All these approaches (natural language, keyword-based search and structured queries) have targeted different degrees of sophistication in addressing the problem of supporting a flexible semantic matching between queries and data, which vary from the completely absence of the semantic concern to more principled semantic models. While the demand for schema-agnosticism has been an implicit requirement across semantic search and natural language query systems over structured data, it is not sufficiently individuated as a concept and as a necessary requirement for contemporary database management systems. Recent works have started to define and model the semantic aspects involved on schema-agnostic queries. === Schema-agnostic structured queries === Consist of schema-agnostic queries following the syntax of a structured standard (for example SQL, SPARQL). The syntax and semantics of operators are maintained, while different terminologies are used. ==== Example 1 ==== SELECT ?y { BillClinton hasDaughter ?x . ?x marriedTo ?y . } which maps to the following SPARQL query in the dataset vocabulary: ==== Example 2 ==== which maps to the following SPARQL query in the dataset vocabulary: === Schema-agnostic keyword queries === Consist of schema-agnostic queries using keyword queries. In this case the syntax and semantics of operators are different from the structured query syntax. ==== Example ==== "Bill Clinton daughter married to" "Books by William Goldman with more than 300 pages" == Semantic complexity == As of 2016 the concept of schema-agnostic queries has been developed primarily in academia. Most of schema-agnostic query systems have been investigated in the context of Natural Language Interfaces over databases or over the Semantic Web. These works explore the application of semantic parsing techniques over large, heterogeneous and schema-less databases. More recently, the individuation of the concept of schema-agnostic query systems and databases have appeared more explicitly within the literature. Freitas et al. provide a probabilistic model on the semantic complexity of mapping schema-agnostic queries.

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  • United States Tech Force

    United States Tech Force

    The U.S. Tech Force (also styled as US Tech Force, Tech Force, or Government Tech Force) is a federal hiring initiative launched by the second Donald Trump administration in December 2025. The program, administered by the Office of Personnel Management (OPM), aims to recruit about 1,000 early-career technology professionals into two-year government jobs to modernize federal IT systems, advance artificial intelligence (AI) capabilities, and address technological gaps in government operations. The initiative is an effort to plug capability gaps created by Trump-administration efforts to shrink the federal government, which led to the departure of some 220,000 federal employees, including many in IT. The initiative seeks early-career workers; officials said it would offer competitive salaries and opportunities to work on high-impact government technology projects. Major technology companies—including Amazon, Apple, Microsoft, Nvidia, Meta, Google, and OpenAI—agreed to help identify and refer candidates. Candidates are allowed to take Tech Force positions on leaves of absence and without divesting their stock, raising conflict-of-interest questions. In January 2026, OPM direction Scott Kupor said the deadline for applying to Tech Force was being extended because of "tremendous interest" without saying how many people had actually applied. Also in December 2025, news broke that the administration is planning another novel use of private-sector workers: hiring cybersecurity firms for offensive cyber operations.

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