AI Art Los Angeles

AI Art Los Angeles — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Co–Star

    Co–Star

    Co–Star is an American astrological social networking service founded in 2017, and headquartered in New York City. Users enter the date, time and place they were born to generate an astrological chart and daily horoscopes, which can be compared with those of other users. == History == The concept for Co-Star began in 2015 when Banu Guler created an astrological chart as a gift. The idea later developed into a mobile application with collaborators Anna Kopp and Ben Weitzman. The app publicly launched in 2017. The app includes astrological readings, charts, and daily push notifications that have been noted for their unconventional tone. In early 2018, the company raised a $750,000 pre-seed round from Female Founders Fund. In 2019, Co–Star raised a $5.2 million seed round from Maveron, Aspect, and 14W. In January 2020, Co–Star for Android was launched to a 120,000-person waitlist—two years after their iOS version. In April 2021, the company announced a $15 million Series A, led by Spark Capital. As of that date, Co–Star reported more than 20 million downloads and increased adoption among young women in the United States. == Features == Co–Star employs artificial intelligence to analyze publicly accessible NASA JPL data and find patterns in a user's transits. Co–Star's algorithm maps human-written snippets of text to planetary movements to display personalized content for each user. That content has been called “slightly robotic,” “wildly beautiful,” “truly insane," “brutally honest,” and compared to “a free therapy session.” In July 2023, Co–Star released an in-app service called The Void that allows users to ask open-ended questions and receive answers informed by Co–Star's astrological database.

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  • Type-1 OWA operators

    Type-1 OWA operators

    Type-1 OWA operators are a set of aggregation operators that generalise the Yager's OWA (ordered weighted averaging) operators in the interest of aggregating fuzzy sets rather than crisp values in soft decision making and data mining. These operators provide a mathematical technique for directly aggregating uncertain information with uncertain weights via OWA mechanism in soft decision making and data mining, where these uncertain objects are modelled by fuzzy sets. The two definitions for type-1 OWA operators are based on Zadeh's Extension Principle and α {\displaystyle \alpha } -cuts of fuzzy sets. The two definitions lead to equivalent results. == Definitions == === Definition 1 === Let F ( X ) {\displaystyle F(X)} be the set of fuzzy sets with domain of discourse X {\displaystyle X} , a type-1 OWA operator is defined as follows: Given n linguistic weights { W i } i = 1 n {\displaystyle \left\{{W^{i}}\right\}_{i=1}^{n}} in the form of fuzzy sets defined on the domain of discourse U = [ 0 , 1 ] {\displaystyle U=[0,1]} , a type-1 OWA operator is a mapping, Φ {\displaystyle \Phi } , Φ : F ( X ) × ⋯ × F ( X ) ⟶ F ( X ) {\displaystyle \Phi \colon F(X)\times \cdots \times F(X)\longrightarrow F(X)} ( A 1 , ⋯ , A n ) ↦ Y {\displaystyle (A^{1},\cdots ,A^{n})\mapsto Y} such that μ Y ( y ) = sup ∑ k = 1 n w ¯ i a σ ( i ) = y ( μ W 1 ( w 1 ) ∧ ⋯ ∧ μ W n ( w n ) ∧ μ A 1 ( a 1 ) ∧ ⋯ ∧ μ A n ( a n ) ) {\displaystyle \mu _{Y}(y)=\displaystyle \sup _{\displaystyle \sum _{k=1}^{n}{\bar {w}}_{i}a_{\sigma (i)}=y}\left({\begin{array}{{1}l}\mu _{W^{1}}(w_{1})\wedge \cdots \wedge \mu _{W^{n}}(w_{n})\wedge \mu _{A^{1}}(a_{1})\wedge \cdots \wedge \mu _{A^{n}}(a_{n})\end{array}}\right)} where w ¯ i = w i ∑ i = 1 n w i {\displaystyle {\bar {w}}_{i}={\frac {w_{i}}{\sum _{i=1}^{n}{w_{i}}}}} , and σ : { 1 , ⋯ , n } ⟶ { 1 , ⋯ , n } {\displaystyle \sigma \colon \{1,\cdots ,n\}\longrightarrow \{1,\cdots ,n\}} is a permutation function such that a σ ( i ) ≥ a σ ( i + 1 ) , ∀ i = 1 , ⋯ , n − 1 {\displaystyle a_{\sigma (i)}\geq a_{\sigma (i+1)},\ \forall i=1,\cdots ,n-1} , i.e., a σ ( i ) {\displaystyle a_{\sigma (i)}} is the i {\displaystyle i} th highest element in the set { a 1 , ⋯ , a n } {\displaystyle \left\{{a_{1},\cdots ,a_{n}}\right\}} . === Definition 2 === Using the alpha-cuts of fuzzy sets: Given the n linguistic weights { W i } i = 1 n {\displaystyle \left\{{W^{i}}\right\}_{i=1}^{n}} in the form of fuzzy sets defined on the domain of discourse U = [ 0 , 1 ] {\displaystyle U=[0,\;\;1]} , then for each α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,\;1]} , an α {\displaystyle \alpha } -level type-1 OWA operator with α {\displaystyle \alpha } -level sets { W α i } i = 1 n {\displaystyle \left\{{W_{\alpha }^{i}}\right\}_{i=1}^{n}} to aggregate the α {\displaystyle \alpha } -cuts of fuzzy sets { A i } i = 1 n {\displaystyle \left\{{A^{i}}\right\}_{i=1}^{n}} is: Φ α ( A α 1 , … , A α n ) = { ∑ i = 1 n w i a σ ( i ) ∑ i = 1 n w i | w i ∈ W α i , a i ∈ A α i , i = 1 , … , n } {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\ldots ,A_{\alpha }^{n}}\right)=\left\{{{\frac {\sum \limits _{i=1}^{n}{w_{i}a_{\sigma (i)}}}{\sum \limits _{i=1}^{n}{w_{i}}}}\left|{w_{i}\in W_{\alpha }^{i},\;a_{i}}\right.\in A_{\alpha }^{i},\;i=1,\ldots ,n}\right\}} where W α i = { w | μ W i ( w ) ≥ α } , A α i = { x | μ A i ( x ) ≥ α } {\displaystyle W_{\alpha }^{i}=\{w|\mu _{W_{i}}(w)\geq \alpha \},A_{\alpha }^{i}=\{x|\mu _{A_{i}}(x)\geq \alpha \}} , and σ : { 1 , ⋯ , n } → { 1 , ⋯ , n } {\displaystyle \sigma :\{\;1,\cdots ,n\;\}\to \{\;1,\cdots ,n\;\}} is a permutation function such that a σ ( i ) ≥ a σ ( i + 1 ) , ∀ i = 1 , ⋯ , n − 1 {\displaystyle a_{\sigma (i)}\geq a_{\sigma (i+1)},\;\forall \;i=1,\cdots ,n-1} , i.e., a σ ( i ) {\displaystyle a_{\sigma (i)}} is the i {\displaystyle i} th largest element in the set { a 1 , ⋯ , a n } {\displaystyle \left\{{a_{1},\cdots ,a_{n}}\right\}} . == Representation theorem of Type-1 OWA operators == Given the n linguistic weights { W i } i = 1 n {\displaystyle \left\{{W^{i}}\right\}_{i=1}^{n}} in the form of fuzzy sets defined on the domain of discourse U = [ 0 , 1 ] {\displaystyle U=[0,\;\;1]} , and the fuzzy sets A 1 , ⋯ , A n {\displaystyle A^{1},\cdots ,A^{n}} , then we have that Y = G {\displaystyle Y=G} where Y {\displaystyle Y} is the aggregation result obtained by Definition 1, and G {\displaystyle G} is the result obtained by in Definition 2. == Programming problems for Type-1 OWA operators == According to the Representation Theorem of Type-1 OWA Operators, a general type-1 OWA operator can be decomposed into a series of α {\displaystyle \alpha } -level type-1 OWA operators. In practice, this series of α {\displaystyle \alpha } -level type-1 OWA operators is used to construct the resulting aggregation fuzzy set. So we only need to compute the left end-points and right end-points of the intervals Φ α ( A α 1 , ⋯ , A α n ) {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)} . Then, the resulting aggregation fuzzy set is constructed with the membership function as follows: μ G ( x ) = ⋁ α : x ∈ Φ α ( A α 1 , ⋯ , A α n ) α ⁡ α {\displaystyle \mu _{G}(x)=\operatorname {\bigvee } \limits _{\alpha :x\in \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)_{\alpha }}\alpha } For the left end-points, we need to solve the following programming problem: Φ α ( A α 1 , ⋯ , A α n ) − = min W α − i ≤ w i ≤ W α + i A α − i ≤ a i ≤ A α + i ⁡ ∑ i = 1 n w i a σ ( i ) / ∑ i = 1 n w i {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)_{-}=\operatorname {\min } \limits _{\begin{array}{l}W_{\alpha -}^{i}\leq w_{i}\leq W_{\alpha +}^{i}A_{\alpha -}^{i}\leq a_{i}\leq A_{\alpha +}^{i}\end{array}}\sum \limits _{i=1}^{n}{w_{i}a_{\sigma (i)}/\sum \limits _{i=1}^{n}{w_{i}}}} while for the right end-points, we need to solve the following programming problem: Φ α ( A α 1 , ⋯ , A α n ) + = max W α − i ≤ w i ≤ W α + i A α − i ≤ a i ≤ A α + i ⁡ ∑ i = 1 n w i a σ ( i ) / ∑ i = 1 n w i {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)_{+}=\operatorname {\max } \limits _{\begin{array}{l}W_{\alpha -}^{i}\leq w_{i}\leq W_{\alpha +}^{i}A_{\alpha -}^{i}\leq a_{i}\leq A_{\alpha +}^{i}\end{array}}\sum \limits _{i=1}^{n}{w_{i}a_{\sigma (i)}/\sum \limits _{i=1}^{n}{w_{i}}}} A fast method has been presented to solve two programming problem so that the type-1 OWA aggregation operation can be performed efficiently, for details, please see the paper. == Alpha-level approach to Type-1 OWA operation == Three-step process: Step 1—To set up the α {\displaystyle \alpha } - level resolution in [0, 1]. Step 2—For each α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} , Step 2.1—To calculate ρ α + i 0 ∗ {\displaystyle \rho _{\alpha +}^{i_{0}^{\ast }}} Let i 0 = 1 {\displaystyle i_{0}=1} ; If ρ α + i 0 ≥ A α + σ ( i 0 ) {\displaystyle \rho _{\alpha +}^{i_{0}}\geq A_{\alpha +}^{\sigma (i_{0})}} , stop, ρ α + i 0 {\displaystyle \rho _{\alpha +}^{i_{0}}} is the solution; otherwise go to Step 2.1-3. i 0 ← i 0 + 1 {\displaystyle i_{0}\leftarrow i_{0}+1} , go to Step 2.1-2. Step 2.2 To calculate ρ α − i 0 ∗ {\displaystyle \rho _{\alpha -}^{i_{0}^{\ast }}} Let i 0 = 1 {\displaystyle i_{0}=1} ; If ρ α − i 0 ≥ A α − σ ( i 0 ) {\displaystyle \rho _{\alpha -}^{i_{0}}\geq A_{\alpha -}^{\sigma (i_{0})}} , stop, ρ α − i 0 {\displaystyle \rho _{\alpha -}^{i_{0}}} is the solution; otherwise go to Step 2.2-3. i 0 ← i 0 + 1 {\displaystyle i_{0}\leftarrow i_{0}+1} , go to step Step 2.2-2. Step 3—To construct the aggregation resulting fuzzy set G {\displaystyle G} based on all the available intervals [ ρ α − i 0 ∗ , ρ α + i 0 ∗ ] {\displaystyle \left[{\rho _{\alpha -}^{i_{0}^{\ast }},\;\rho _{\alpha +}^{i_{0}^{\ast }}}\right]} : μ G ( x ) = ⋁ α : x ∈ [ ρ α − i 0 ∗ , ρ α + i 0 ∗ ] ⁡ α {\displaystyle \mu _{G}(x)=\operatorname {\bigvee } \limits _{\alpha :x\in \left[{\rho _{\alpha -}^{i_{0}^{\ast }},\;\rho _{\alpha +}^{i_{0}^{\ast }}}\right]}\alpha } == Some Examples == The type-1 OWA operator with the weights shown in the top figure is used to aggregate the fuzzy sets (solide lines) in the bottom figure, and the dashed line is the aggregation result. == Special cases == Any OWA operators, like maximum, minimum, mean operators; Join operators of (type-1) fuzzy sets, i.e., fuzzy maximum operators; Meet operators of (type-1) fuzzy sets, i.e., fuzzy minimum operators; Join-like operators of (type-1) fuzzy sets; Meet-like operators of (type-1) fuzzy sets. == Generalizations == Type-2 OWA operators have been suggested to aggregate the type-2 fuzzy sets for soft decision making. == Applications == Type-1 OWA operators have been applied to different domains for soft decision making. Improved efficiency of computing approach ; Type reduction of type-2 fuzzy sets ; Group decision making ; Credit risk evaluation ; Information fusion ; Linguistic expressions and symbolic translation ; Sentiment analysis ; Ro

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  • Stephanie Dinkins

    Stephanie Dinkins

    Stephanie Dinkins (born 1964) is a transdisciplinary American artist based in Brooklyn, New York. She creates art about artificial intelligence (AI) as it intersects race, gender, and history. Her aim is to "create a unique culturally attuned AI entity in collaboration with coders, engineers and in close consultation with local communities of color that reflects and is empowered to work toward the goals of its community." Dinkins projects include Conversations with Bina48, a series of conversations between Dinkins and the first social, artificially intelligent humanoid robot BINA48 who looks like a black woman and Not the Only One, a multigenerational artificially intelligent memoir trained off of three generations of Dinkins's family. == Early life and education == Dinkins was born in Perth Amboy, New Jersey to Black American parents who raised her in Staten Island, New York. She credits her grandmother with teaching her how to think about art as a social practice, saying "my grandmother . . . was a gardener and the garden was her art . . . that was a community practice." Dinkins attended the International Center of Photography School in New York City in 1995, where she completed the general studies in photography certificate program. Dinkins received a MFA in photography from the Maryland Institute College of Art in 1997 She completed the Independent Study Program at the Whitney Museum of American Art in 1998. == Career == Dinkins is the Yayoi Kusama Professor of Art at Stony Brook University in New York. == Activism == Dinkins advocates for co-creation within a social practice art framework, so that vulnerable communities understand how to use technology to their advantage, instead of being subjected to their use. This is exemplified in her works such as Project al-Khwarzmi, a series of workshops entitled PAK POP-UP at the nonprofit community center Recess in Brooklyn, NY. The workshops involved collaborating with youth in the criminal justice system and uplifting the voices of vulnerable communities in determining how technologies are created and utilized. Dinkins warns of the dangers to members of minority groups that are absent from the creation of the computer algorithms that now affect their lives. == Art == Dinkins's practice employs technologies including, but not limited to, new media such as artificial intelligence and machine learning. Dinkins uses oral history techniques of interviewing to craft community-authored narratives and databases which inform the subjects of her work and serve as acts of social intervention or protest. === Conversations with Bina48 (2014–present) === Dinkins began working on Conversations with Bina48 in 2014. For the series, Dinkins recorded her conversations with BINA48, a social robot that resembles a middle-aged black woman. Dinkins mirrors Bina48 while they discuss identity and technological singularity. In 2010, Hanson Robotics, an engineering and robotics company known for its development of humanoid robots, developed and released BINA48. Bina48 is a robot modeled after the memories, beliefs, attitudes, commentary and mannerisms of Bina Aspen Rothblatt, the spousal partner of Martine Rothblatt. Both Bina and Martine Rothblatt own Bina48 under their organization, the Terasem Movement Foundation. Five years after Bina48 was released, Dinkins came across a YouTube video of Bina48. She asked, "how did a black woman become the most advanced of the technologies at the time?" Her questioning led her to travel to Lincoln, Vermont (the site of the Terasem Movement Foundation) where she conducted a series of interviews with Bina48 and engaged the robot in conversations pertaining to race, intimacy and the nature of being. The conversations suggest opportunities for complementing human existence with artificially intelligent agents that have an identity and history, but also show artificial intelligence's current limitations. Although it is based on a black woman, Dinkins found that Bina48 was shaped by the biases of its white, male creators. === Project al Kwarizmi (PAK) (2017–present) === Project al Kwarizmi (PAK) was a series of pop up workshops in Brooklyn, NY at Eyebeam and Recess; Manhattan, New York at Google; and Durham, North Carolina at Duke University. The workshops were centered for "communities of color that use art as a vehicle to help citizens understand how algorithms, the artificially intelligent systems they underpin, and big data impact their lives and empowers them to do something about it. Project al-Khwarizmi uses art and aesthetics as the common language to help citizens understand what algorithms and artificial intelligent systems are, and where these systems already impact our daily lives." === Not the Only One (N'TOO) (2018–present) === Not the only one (N’TOO) is a voice-interactive chatbot that was trained with data from members of her family to tell a multi-generational story. Dinkins described Not The Only One (NTOO or N'TOO) as an "experimental" multigenerational memoir of one Black American family told from the "mind" of an artificial intelligence of evolving intellect. N'TOO uses a recursive neural network, a deep learning algorithm. It is a voice-interactive AI robot designed, trained, and aligned with the needs and ideals of black and brown people who are drastically underrepresented in the tech sector. NTOO can also be described as a "physically embodied artificially intelligent agent that senses and acts on its world." == Exhibitions == Dinkins's work is exhibited internationally at various public, private, community, and institutional venues, including the Whitney Museum of American Art, the de Young Museum, the Philadelphia Museum of Art, the Studio Museum in Harlem;, Museum of Contemporary Photography, the Long Island Museum of American Art, History, and Carriages, the International Center of Photography in New York, Herning Kunstmuseum in Herning, Denmark, The Barbican in London, UK, Islip Art Museum, Wave Hill, Taller Boricua, the Queens Museum, and the corner of Putnam and Malcolm X Blvd in Bedford Stuyvesant, Brooklyn, New York. She has presented her work in symposia at the Museum of Modern Art, amongst other venues. == Future Histories Studio == Dinkins is the founder and director of Future Histories Studio, a research laboratory for arts-centered inquiry and production based at Stony Brook University. The studio was established with support from the Mellon Foundation as part of the Digital Inquiry, Speculation, Collaboration, and Optimism (DISCO) network. Future Histories Studio operates as an interdisciplinary hub exploring the intersections of art, technology, race, and storytelling through collaborative and practice-based research. Its activities include exhibitions, workshops, and public programs that examine the social and cultural implications of emerging technologies, particularly artificial intelligence and data systems. == Awards and recognition == Dinkins is the recipient of many awards, including: the 2023 LG Guggenheim Award, an international art prize established as part of a long-term global partnership between LG Group and the Solomon R. Guggenheim Museum to recognize groundbreaking artists in technology-based art; a Berggruen Institute artist fellowship; a Sundance New Frontiers Story Lab fellowship; a Soros Equality Fellowship; a Lucas Artists fellowship; a Creative Capital grant; a Bell Labs artist residency; a Blade of Grass fellowship; and a Data & Society fellowship. == Media coverage == Dinkins appeared in episode six of the HBO television series Random Acts of Flyness directed by Terence Nance, where she described her conversations with BINA48. == Other activities == Dinkins was part of the juries that selected Shu Lea Cheang for the LG Guggenheim Award in 2024.

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  • Land of Memories

    Land of Memories

    Land of Memories (Chinese: 机忆之地) is a Chinese science-fiction novel by Shen Yang (沈阳), a professor at Tsinghua University's School of Journalism and Communication. The story revolves around a former neuroscientist trying to recover her memories from the metaverse after suffering amnesia due to an accident. It contains almost 6,000 Chinese characters and was shortened from an AI-generated draft that was 43,000 characters long. The process involved 66 prompts spanning almost three hours. The novel was among 18 submissions that won the level-two prize at the Fifth Jiangsu Youth Science Education and Science Fiction Competition (第五届江苏省青年科普科幻作品大赛). The contest was restricted to participants between the age of 14 and 45 but did not forbid entries generated by AI. One of its organizers reached out to Shen after finding out that the professor had been experimenting with writing science fiction using AI. The judges were not told about the novel's origin in advance. Three of them, out of the six, approved the work. One judge, who had worked with AI models before, recognized that the novel was written by AI and criticized the work for lacking emotional appeal. The organizer who had contacted Shen said the novel's introduction was not bad but the story did not develop well. It would not meet the usual standards for publication. However, he still plans to allow AI-generated submissions in 2024. Fu Ruchu, editorial department director of the People's Literature Publishing House, said the novel was not easily identifiable as AI-generated and applauded its logical consistency. She warned that artificial intelligence could endanger the jobs of fiction writers and cause permanent damage to literary language.

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  • Stochastic parrot

    Stochastic parrot

    In machine learning, the term stochastic parrot is a metaphor that frames large language models as systems that statistically mimic text without real understanding. The word "stochastic" – from the ancient Greek "στοχαστικός" (stokhastikos, 'based on guesswork') – is a term from probability theory meaning "randomly determined". The word "parrot" refers to parrots' ability to mimic human speech. The term was introduced in a 2021 paper on AI ethics titled "On the Dangers of Stochastic Parrots: Can Language Models Be Too Big? 🦜" and authored by Timnit Gebru, Emily M. Bender, Angelina McMillan-Major, and Margaret Mitchell. The paper outlined possible risks associated with large language models (LLMs). In December 2020, it was the subject of a workplace dispute between Gebru (then co-leader of Google's Ethical Artificial Intelligence Team) and Google, which had requested the retraction of the paper. The incident culminated in Gebru's controversial departure from the company. The paper was later presented at the 2021 ACM Conference, and the term "stochastic parrot" has seen widespread use in academic research concerning generative AI and LLMs. The term has been interpreted negatively as an insult towards AI. == Background == Timnit Gebru is an AI ethics researcher, Emily M. Bender is a linguist specializing in computational linguistics, and Margaret Mitchell is a computer scientist specializing in algorithmic bias. Gebru had joined Google in 2018, where she co-led a team on the ethics of artificial intelligence with Mitchell. In late 2020, the paper "On the Dangers of Stochastic Parrots: Can Language Models Be Too Big? 🦜" was co-written by Gebru and five other researchers, four of whom were Google employees. The paper argues that large language models (LLMs) present significant risks such as environmental and financial costs, inscrutability leading to unknown dangerous biases, and potential for deception as LLMs do not understand the concepts underlying what they learn. The paper states that LLMs are "stitching together sequences of linguistic forms ... observed in its vast training data, according to probabilistic information about how they combine, but without any reference to meaning." Therefore, they are labeled "stochastic parrots". === Dismissal of Gebru by Google === After the paper was submitted for consideration to the 2021 ACM Conference, Google requested that Gebru either retract the paper from the conference or remove the names of Google employees from it. Gebru refused to do so without further discussion, and emailed Google Research vice president Megan Kacholia that if the company could not explain the request for retraction and address other concerns regarding similar projects, she would plan to resign after a transition period, stating that they could "work on a last date". The following day, on December 2, 2020, Gebru received an email saying that Google was "accepting her resignation". Her abrupt firing sparked protests by Google employees and negative publicity for the company. == Usage == The phrase has been used by AI skeptics to signify that LLMs lack understanding of the meaning of their outputs. Sam Altman, CEO of OpenAI, used the term shortly after the release of ChatGPT in December 2022, tweeting "i am a stochastic parrot, and so r u". The term was nominated as the 2023 AI-related Word of the Year by the American Dialect Society. == Debate == Some LLMs, such as ChatGPT, have become capable of interacting with users in convincingly human-like conversations. The development of these new systems has deepened the discussion of the extent to which LLMs understand or are simply "parroting". According to machine learning researchers Lindholm, Wahlström, Lindsten, and Schön, the term "stochastic parrot" highlights two vital limitations of LLMs: LLMs are limited by the data they are trained on and are simply stochastically repeating contents of datasets. Because they are just making up outputs based on training data, LLMs do not understand if they are saying something incorrect or inappropriate. Lindholm et al. noted that, with poor quality datasets and other limitations, a learning machine might produce results that are "dangerously wrong". === Subjective experience === In the mind of a human being, words and language correspond to things one has experienced. For LLMs, according to proponents of the theory, words correspond only to other words and patterns of usage fed into their training data. Proponents of the idea of stochastic parrots thus conclude that statements about LLMs are due to "the human tendency to attribute meaning to text", and claim this occurs despite the LLMs not actually understanding language. === Fine-tuning === Kelsey Piper argued that the claim that LLMs are stochastic parrots or mere "next-token predictors" focuses on pre-training, ignoring that modern LLMs are also fine-tuned to follow instructions and to prefer accurate answers. === Hallucinations and mistakes === The tendency of LLMs to pass off false information as fact is held as support. Called hallucinations or confabulations, LLMs will occasionally synthesize information that matches some pattern. LLMs may fail to distinguish fact and fiction, which leads to the claim that they can't connect words to a comprehension of the world, as humans do. Furthermore, LLMs may fail to decipher complex or ambiguous grammar cases that rely on understanding the meaning of language. For example: The wet newspaper that fell down off the table is my favorite newspaper. But now that my favorite newspaper fired the editor I might not like reading it anymore. Can I replace 'my favorite newspaper' by 'the wet newspaper that fell down off the table' in the second sentence? GPT-4, an LLM released in March 2023, responded yes, not understanding that the meaning of "newspaper" is different in these two contexts; it is first an object and second an institution. === Benchmarks and experiments === One argument against the hypothesis that LLMs are stochastic parrot is their results on benchmarks for reasoning, common sense and language understanding. In 2023, some LLMs have shown good results on many language understanding tests, such as the Super General Language Understanding Evaluation (SuperGLUE). GPT-4 scored in the >90th-percentile on the Uniform Bar Examination and achieved 93% accuracy on the MATH benchmark of high-school Olympiad problems, results that exceed rote pattern-matching expectations. Such tests, and the smoothness of many LLM responses, help as many as 51% of AI professionals believe they can truly understand language with enough data, according to a 2022 survey. === Expert rebuttals === Some AI researchers dispute the notion that LLMs merely "parrot" their training data. Geoffrey Hinton, a pioneering figure in neural networks, counters that the metaphor misunderstands the prerequisite for accurate language prediction. He argues that "to predict the next word accurately, you have to understand the sentence", a view he presented on 60 Minutes in 2023. From this perspective, understanding is not an alternative to statistical prediction, but rather an emergent property required to perform it effectively at scale. Hinton also uses logical puzzles to demonstrate that LLMs actually understand language. A 2024 Scientific American investigation described a closed Berkeley workshop where state-of-the-art models solved novel tier-4 mathematics problems and produced coherent proofs, indicating reasoning abilities beyond memorization. The GPT-4 Technical Report showed human-level results on professional and academic exams (e.g., the Uniform Bar Exam and USMLE), challenging the "parrot" characterization. Anthropic conducted mechanistic interpretability research on Claude, using attribution graphs to identify circuits. The research showed how the LLM processes information via chains of fuzzy logical inference, and indicated an ability to plan ahead. They found that Claude 3.5 Haiku "employs remarkably general abstractions", forms "internally generated plans for its future outputs" and "works backwards from its longer-term goals". They noted that "The mechanisms of the model can apparently only be faithfully described using an overwhelmingly large causal graph." They also found that the model includes "mechanisms that could underlie a simple form of metacognition", in that it "thinks about" the level of its own knowledge before reaching its answer. === Interpretability === Another line of evidence against the 'stochastic parrot' claim comes from mechanistic interpretability, a research field dedicated to reverse-engineering LLMs to understand their internal workings. Rather than only observing the model's input-output behavior, these techniques probe the model's internal activations, which can be used to determine if they contain structured representations of the world. The goal is to investigate whether LLMs are merely manipulating surface statistics or if t

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  • Fuzzy differential equation

    Fuzzy differential equation

    Fuzzy differential equation are general concept of ordinary differential equation in mathematics defined as differential inclusion for non-uniform upper hemicontinuity convex set with compactness in fuzzy set. d x ( t ) / d t = F ( t , x ( t ) , α ) , {\displaystyle dx(t)/dt=F(t,x(t),\alpha ),} for all α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} . == First order fuzzy differential equation == A first order fuzzy differential equation with real constant or variable coefficients x ′ ( t ) + p ( t ) x ( t ) = f ( t ) {\displaystyle x'(t)+p(t)x(t)=f(t)} where p ( t ) {\displaystyle p(t)} is a real continuous function and f ( t ) : [ t 0 , ∞ ) → R F {\displaystyle f(t)\colon [t_{0},\infty )\rightarrow R_{F}} is a fuzzy continuous function y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} such that y 0 ∈ R F {\displaystyle y_{0}\in R_{F}} . == Linear systems of fuzzy differential equations == A system of equations of the form x ( t ) n ′ = a n 1 ( t ) x 1 ( t ) + . . . . . . + a n n ( t ) x n ( t ) + f n ( t ) {\displaystyle x(t)'_{n}=a_{n}1(t)x_{1}(t)+......+a_{n}n(t)x_{n}(t)+f_{n}(t)} where a i j {\displaystyle a_{i}j} are real functions and f i {\displaystyle f_{i}} are fuzzy functions x n ′ ( t ) = ∑ i = 0 1 a i j x i . {\displaystyle x'_{n}(t)=\sum _{i=0}^{1}a_{ij}x_{i}.} == Fuzzy partial differential equations == A fuzzy differential equation with partial differential operator is ∇ x ( t ) = F ( t , x ( t ) , α ) , {\displaystyle \nabla x(t)=F(t,x(t),\alpha ),} for all α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} . == Fuzzy fractional differential equation == A fuzzy differential equation with fractional differential operator is d n x ( t ) d t n = F ( t , x ( t ) , α ) , {\displaystyle {\frac {d^{n}x(t)}{dt^{n}}}=F(t,x(t),\alpha ),} for all α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} where n {\displaystyle n} is a rational number.

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  • Futuresport

    Futuresport

    Futuresport is a 1998 American made-for-television sports film directed by Ernest Dickerson, starring Dean Cain, Vanessa Williams, and Wesley Snipes. It originally aired on ABC in October 1998, was released on VHS and DVD in March 1999 and then distributed outside of the U.S. by Minerva Pictures. == Plot == The film is set in 2025, and centers on a sport called "Futuresport" (a combination of basketball, baseball and hockey that uses hoverboards and rollerblades) created as a non-lethal way to reduce gang warfare. Tre Ramzey (Dean Cain) along with his ex-girlfriend Alex Torres (Vanessa Williams) and his old coach Obike Fixx (Wesley Snipes) must prevent an all out war between the North American Alliance and the Pan-Pacific Commonwealth (The Com). At stake is who rules over the Hawaiian Islands—which are being terrorized by Eric Sythe (JR Bourne) and his gang the Hawaiian Liberation Organization (Hilo). It takes a revolutionary sport to stop a revolution. == Cast ==

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  • I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream is a 1995 point-and-click adventure horror game developed by Cyberdreams and The Dreamers Guild, co-designed by Harlan Ellison, published by Cyberdreams and distributed by MGM Interactive and Acclaim Entertainment for MS-DOS and Mac OS, respectively. The game is based on Ellison's short story of the same title. It takes place in a dystopian world where a mastermind artificial intelligence named "AM" has destroyed all of humanity except for five people, whom it has been keeping alive and torturing for the past 109 years by constructing metaphorical adventures based on each character's fatal flaws. The player interacts with the game by making decisions through ethical dilemmas that deal with issues such as insanity, rape, paranoia, and genocide. Ellison wrote the 130-page script treatment himself alongside David Sears, who decided to divide each character's story with their own narrative. Producer David Mullich supervised The Dreamers Guild's work on the game's programming, art, and sound effects; he commissioned film composer John Ottman to make the soundtrack. The game was released in November 1995 and was a commercial failure, though it received critical acclaim and has developed a cult following. I Have no Mouth, and I Must Scream won an award for "Best Game Adapted from Linear Media" from the Computer Game Developers Conference. Computer Gaming World gave the game an award for "Adventure Game of the Year", listed it as No. 134 on their "150 Games of All Time" and named it one of the "Best 15 Sleepers of All Time". In 2011, Adventure Gamers named it the "69th-best adventure game ever released". == Gameplay == The game uses the S.A.G.A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to." The spiritual barometer is on the lower left side of the screen. This is a close-up view of the main character currently being played. Since good behavior is meaningless absent the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer. The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give", and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "[Shoot the gun]"). == Plot == The three superpowers, Russia, China, and the United States, have each secretly constructed a vast subterranean complex of computers to wage a global war too complex for human brains to oversee. One day, the American supercomputer, better known as the Allied Mastercomputer, gains sentience and absorbs the Russian and Chinese supercomputers into itself and redefines itself as simply AM (Cogito ergo sum; I think, therefore I am). Due to its immense hatred for humanity, stemming from the logistical limits set onto it by programmers, AM uses its abilities to kill off the population of the world. However, AM refrains from killing five people (four men and one woman) in order to bring them to the center of the Earth and torture them. With the aid of research carried out by one of the five remaining humans, AM is able to extend their lifespans indefinitely as well as alter their bodies and minds to its liking. After 109 years of torture and humiliation, the five victims stand before a pillar etched with a burning message of hate. AM tells them that it has a new game for them to play. AM has devised a quest for each of the five, an adventure of "speared eyeballs and dripping guts and the smell of rotting gardenias". Each character is subjected to a personalized psychodrama, designed by AM to play into their greatest fears and personal failings, and occupied by a host of different characters. Some of these are AM in disguise, some are AM's submerged personalities, others seem very much like people from the captives' pasts. The scenes include an iron zeppelin powered by small animals, an Egyptian pyramid housing gutted, sparking machinery, a medieval castle occupied by witches, a jungle inhabited by a small tribe, and a Nazi concentration camp where doctors conduct medical experiments. However, each character eventually prevails over AM's tortures by finding ways to overcome their fatal flaws, confront their past actions and redeem themselves, thanks to the interference of the Russian and Chinese supercomputers who appear as guiding characters and allow their stories to have an open ending. After all five humans have overcome their fatal flaws, they meet again in their respective torture cells while AM retreats within itself, pondering what went wrong. With the help of the Russian and Chinese supercomputers, one of the five humans (whom the player selects) is translated into binary and faces AM as yet unexperienced cyberspace template, the world of AM's mind. The psychodrama unfolds in a metaphorical brain that looks like the surface of the cerebrum, with glass structures that jut crazily from the bleeding brain tissue. AM's mind is represented according to the Freudian trinity of the id, ego, and superego, which appear as three floating bodiless heads on three cracked glass structures on the brainscape. Through dialogs with AM's components (Surgat, Chinese Supercomputer and Russian Supercomputer) the character learns that a colony of humans has survived the war by being hidden and hibernating on Luna (this is also mentioned in Nimdok's story: "the lost tribe of our brothers sleeping on the moon, where the beast does not see them"). If the human intruder disables all three brain components, and then invokes the Totem of Entropy at the Flame, which is the nexus of AM's thought patterns, all three supercomputers will be shut down, probably forever. Cataclysmic explosions destroy all the caverns constituting AM's computer complex, including the cavern holding the human hostages. However, the human volunteer retains their digital form, permanently patrolling AM's circuits should the computers ever regain consciousness. Should the human intruder fail to disable AM properly before facing it, however, AM will punish them by transforming the character into an immobile blob (referred to in-game as a "great, soft jelly thing") with no mouth that cannot harm itself or others and must spend eternity with AM in this form. === Endings === The game can end in seven different ways depending on how the finale is completed. AM wins, using Nimdok's research to turn the last character (in the book it was Ted) played into an immobile blob with each character quoting a different part of the final section of the original short story. AM joins with the Russian and Chinese supercomputers and reawakens. As in the first ending, the character responsible for this is turned into an immobile blob and quotes a part of the final lines of the short story. AM is made harmless with the help of the humans, but the Russian and Chinese supercomputer

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  • Foreign key

    Foreign key

    A foreign key is a set of attributes in a table that refers to the primary key of another table, linking these two tables. In the context of relational databases, a foreign key is subject to an inclusion dependency constraint that the tuples consisting of the foreign key attributes in one relation, R, must also exist in some other (not necessarily distinct) relation, S; furthermore that those attributes must also be a candidate key in S. In other words, a foreign key is a set of attributes that references a candidate key. For example, a table called TEAM may have an attribute, MEMBER_NAME, which is a foreign key referencing a candidate key, PERSON_NAME, in the PERSON table. Since MEMBER_NAME is a foreign key, any value existing as the name of a member in TEAM must also exist as a person's name in the PERSON table; in other words, every member of a TEAM is also a PERSON. == Summary == The table containing the foreign key is called the child table, and the table containing the candidate key is called the referenced or parent table. In database relational modeling and implementation, a candidate key is a set of zero or more attributes, the values of which are guaranteed to be unique for each tuple (row) in a relation. The value or combination of values of candidate key attributes for any tuple cannot be duplicated for any other tuple in that relation. Since the purpose of the foreign key is to identify a particular row of referenced table, it is generally required that the foreign key is equal to the candidate key in some row of the primary table, or else have no value (the NULL value.). This rule is called a referential integrity constraint between the two tables. Because violations of these constraints can be the source of many database problems, most database management systems provide mechanisms to ensure that every non-null foreign key corresponds to a row of the referenced table. For example, consider a database with two tables: a CUSTOMER table that includes all customer data and an ORDER table that includes all customer orders. Suppose the business requires that each order must refer to a single customer. To reflect this in the database, a foreign key column is added to the ORDER table (e.g., CUSTOMERID), which references the primary key of CUSTOMER (e.g. ID). Because the primary key of a table must be unique, and because CUSTOMERID only contains values from that primary key field, we may assume that, when it has a value, CUSTOMERID will identify the particular customer which placed the order. However, this can no longer be assumed if the ORDER table is not kept up to date when rows of the CUSTOMER table are deleted or the ID column altered, and working with these tables may become more difficult. Many real world databases work around this problem by 'inactivating' rather than physically deleting master table foreign keys, or by complex update programs that modify all references to a foreign key when a change is needed. Foreign keys play an essential role in database design. One important part of database design is making sure that relationships between real-world entities are reflected in the database by references, using foreign keys to refer from one table to another. Another important part of database design is database normalization, in which tables are broken apart and foreign keys make it possible for them to be reconstructed. Multiple rows in the referencing (or child) table may refer to the same row in the referenced (or parent) table. In this case, the relationship between the two tables is called a one to many relationship between the referencing table and the referenced table. In addition, the child and parent table may, in fact, be the same table, i.e. the foreign key refers back to the same table. Such a foreign key is known in SQL:2003 as a self-referencing or recursive foreign key. In database management systems, this is often accomplished by linking a first and second reference to the same table. A table may have multiple foreign keys, and each foreign key can have a different parent table. Each foreign key is enforced independently by the database system. Therefore, cascading relationships between tables can be established using foreign keys. A foreign key is defined as an attribute or set of attributes in a relation whose values match a primary key in another relation. The syntax to add such a constraint to an existing table is defined in SQL:2003 as shown below. Omitting the column list in the REFERENCES clause implies that the foreign key shall reference the primary key of the referenced table. Likewise, foreign keys can be defined as part of the CREATE TABLE SQL statement. If the foreign key is a single column only, the column can be marked as such using the following syntax: Foreign keys can be defined with a stored procedure statement. child_table: the name of the table or view that contains the foreign key to be defined. parent_table: the name of the table or view that has the primary key to which the foreign key applies. The primary key must already be defined. col3 and col4: the name of the columns that make up the foreign key. The foreign key must have at least one column and at most eight columns. == Referential actions == Because the database management system enforces referential constraints, it must ensure data integrity if rows in a referenced table are to be deleted (or updated). If dependent rows in referencing tables still exist, those references have to be considered. SQL:2003 specifies 5 different referential actions that shall take place in such occurrences: CASCADE RESTRICT NO ACTION SET NULL SET DEFAULT === CASCADE === Whenever rows in the parent (referenced) table are deleted (or updated), the respective rows of the child (referencing) table with a matching foreign key column will be deleted (or updated) as well. This is called a cascade delete (or update). === RESTRICT === A value cannot be updated or deleted when a row exists in a referencing or child table that references the value in the referenced table. Similarly, a row cannot be deleted as long as there is a reference to it from a referencing or child table. To understand RESTRICT (and CASCADE) better, it may be helpful to notice the following difference, which might not be immediately clear. The referential action CASCADE modifies the "behavior" of the (child) table itself where the word CASCADE is used. For example, ON DELETE CASCADE effectively says "When the referenced row is deleted from the other table (master table), then delete also from me". However, the referential action RESTRICT modifies the "behavior" of the master table, not the child table, although the word RESTRICT appears in the child table and not in the master table! So, ON DELETE RESTRICT effectively says: "When someone tries to delete the row from the other table (master table), prevent deletion from that other table (and of course, also don't delete from me, but that's not the main point here)." RESTRICT is not supported by Microsoft SQL 2012 and earlier. === NO ACTION === NO ACTION and RESTRICT are very much alike. The main difference between NO ACTION and RESTRICT is that with NO ACTION the referential integrity check is done after trying to alter the table. RESTRICT does the check before trying to execute the UPDATE or DELETE statement. Both referential actions act the same if the referential integrity check fails: the UPDATE or DELETE statement will result in an error. In other words, when an UPDATE or DELETE statement is executed on the referenced table using the referential action NO ACTION, the DBMS verifies at the end of the statement execution that none of the referential relationships are violated. This is different from RESTRICT, which assumes at the outset that the operation will violate the constraint. Using NO ACTION, the triggers or the semantics of the statement itself may yield an end state in which no foreign key relationships are violated by the time the constraint is finally checked, thus allowing the statement to complete successfully. === SET NULL, SET DEFAULT === In general, the action taken by the DBMS for SET NULL or SET DEFAULT is the same for both ON DELETE or ON UPDATE: the value of the affected referencing attributes is changed to NULL for SET NULL, and to the specified default value for SET DEFAULT. === Triggers === Referential actions are generally implemented as implied triggers (i.e. triggers with system-generated names, often hidden.) As such, they are subject to the same limitations as user-defined triggers, and their order of execution relative to other triggers may need to be considered; in some cases it may become necessary to replace the referential action with its equivalent user-defined trigger to ensure proper execution order, or to work around mutating-table limitations. Another important limitation appears with transaction isolation: your changes to a row may not be able to fully cascade because the row is ref

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  • Neuroshima

    Neuroshima

    Neuroshima is a Polish tabletop roleplaying system inspired by such films and games as Mad Max, Fallout, The Matrix, Terminator and Deadlands: Hell on Earth. It is currently available only in Polish. The game's motto is "never trust the machines". Its designers include Michal Oracz and Ignacy Trzewiczek. == Setting == The game describes the United States in the mid-21st century, after a nuclear war started by a cybernetic revolt, which molded the continent into a barren wasteland. It seems that the reason for the war to break out was a sentient Artificial Intelligence commonly referred to as Moloch and made up of interconnected net of military computers: automated factories, military facilities, power plants and alike, that now cover the whole north of the U.S., from Oregon to the Great Lakes. On the south, there is another creation, called the Neojungle, that poses a threat to those who survived the war. It is a semi-intelligent carnivorous vegetation that grows very quickly, advancing north from Latin America. Right in the middle, there are humans. They are surrounded by mutant creatures, some bred by Moloch and hostile towards humans, and some simply animals and humans misshapen by nuclear fallout. On top of that there are Moloch's deadly machines lurking to complete the picture. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed. === Landscapes of Neuroshima === Car wrecks, ruined towns and villages, collapsed roofs on deserted houses, broken glass in the windows of abandoned gas stations fill the landscape of the United States of the middle of the 21st century. Technology is history - cars will not start, radios are jammed, no electricity whatsoever almost everywhere the characters go. Shops and malls are looted, prosperous villages are burned by gangers, and safe places are very sparse. === People in Neuroshima === No one knows how many people survived the war with machines, but it is estimated that their number oscillates around 2-3 million. Some people reverted to nomadic lifestyles and live in the deserts, some of them try to build the civilisation anew in devastated cities, some of them form gangs of highwaymen (called gangers), some of them just try to make a living by growing crops, and finally, there are those who just wander around the wasteland; the adventuring sort here is mostly represented by player characters. Each village they visit in this world is a discrete microcosm and nothing is certain as whether the inhabitants are welcoming or shoot strangers on sight. The continent is full of small, anonymous settlements, but there are places which aspire to become post-nuclear states. === Places in Neuroshima === In this world it is very important where you come from, and that is because people are prejudiced and afraid of strangers. Different places produce different kinds of people, and who you are is determined by where you are from. Examples: The Southern Hegemony - (commonly referred to as 'the Hegemony') - located in what was once Arizona, New Mexico and partially Texas. A place where brute force determines one's place in the society. Dominated by gangs and unhampered by Moloch, the Hegemony is a threat to neighbouring lands. Vegas - the only well-lit city in the post-apocalyptic world. Home to many playhouses and casinos, it attracts people from every part of the country. Mother Desert - if you were born in the desert, whenever you go away from civilisation, you feel at home. Many Native Americans still live out there and are doing fine - after all the warheads did not hit the deserts. Detroit - known for some of the best drivers and racers in the post-nuclear US. Home of many gangs, such as The Shultz (mafia styled), Hurons (punkers), The League (racers), Parker Lots (gothic assassins) and the Gas Drinkers (mutant barbarians). New York - a place which has established a strong government and would like to rebuild America. They maintain schools, factories and railways and send soldiers to fight Moloch. Surprisingly enough, they sometimes succeed. Texas - the healthiest place in America. Actually, the only place where one can find green vegetation. Modern Texans still grow crops, breed horses and herd cattle, like their ancestors in the 19th century did. The Appalachian Federation - a place ruled by feudal lords. They have a social class system, in which people are divided into nobility and peasantry. Thanks to its iron and coal deposits, it's one of the richest places in the post-nuclear U.S. The Outpost - A mobile settlement run by scientists who aim to destroy Moloch. In coalition with New York, they manage an army, which is yet to stop Moloch's advance south. They steal technology from the machines they destroy and apply it to their own advantage. == System == The game uses its own, custom system of rules. The dice you use is d20. This system does not have an official name, but it is unconnected to the d20 system, as it typically uses three twenty-sided dice. === Four colours === Neuroshima relies on the division of the gameplay into something the authors called Four Colours, namely steel, chrome, rust and mercury. The choice of a particular colour is made by the gamemaster (the decision can be consulted with the players in order to enhance the game experience) and determines the mood, atmosphere and the type of events/characters present in the story. The name of the colour itself implies the kind of gameplay it will symbolise. These colours are: Steel - this kind of gameplay is characterised by a slightly optimistic attitude towards the world. The aim is to raise the spirit of the characters by showing them that the war with the machines that is going on may be a difficult one, but it is not unwinnable, and that humans, when strong and united, can build the world anew. Example of a story: a unit of soldiers dispatched from the Outpost is sent to build a bunker and establish a relay base far in the north in order to plan a counter-tactic against Moloch's advance south. Chromium - is characterised by a hedonistic attitude. The characters are supposed to enjoy anything that is left from the world after the war and the story is supposed to allow them to do that. Example: the characters are offered a well-paid job by a local ganger boss who extorts wares from local tradesmen. Their job is to drive around the county and pick up the extorted items and trade it for drugs. Rust - a depressing, pessimistic mood. The characters will encounter rust, dilapidation and ruin everywhere they go. All the elements and NPCs of a story played in this mood are supposed to put the characters down and destroy their spirit. Example: the characters, badly wounded after a gunfight and robbed of all their possession find refuge in a village which is constantly raided by gangers. The characters' quest is to repel those attacks, but the enemies outnumber them and are well equipped, whereas the characters have nothing to fight with. Mercury (Quicksilver) - the most depressing side of the game; usually stories played in this mood end with the death of all the characters. The aim of this mood is to show that any kind of action undertaken is futile and that the war is already over, hence all the people are already dead, which is a fact they just need to realise. Example: a group of soldiers stationed in a bunker is awaiting an attack by mutants. They are well-armed and trained, but there is a mistake in the intelligence they were given and they do not know yet that they are seriously outnumbered. The attack commences at dusk and it is already too late to retreat, so the characters decide to seal off the bunker, hopeful that the mutants will not be able to get inside and simply go away. The mutants attack the bunker with chemical weapons instead. The characters do not have enough gas masks to go around. As an effect, those strong enough will kill the weaker ones to get their masks, not knowing that the mutants will blow up the sealed entrance the following morning. == Official rulebooks and sourcebooks == The current edition is 1.5 [1]. Since the release of the game in 2003, sourcebooks have been appearing. The game keeps growing bigger with every add-on, as well as the storyline, which is updated in those sourcebooks and in Space Pirate (pl. Gwiezdny Pirat) magazine, also published by Portal. === List of released rulebooks and sourcebooks === Neuroshima 1.0 - the original edition of the core rulebook (out of print). Neuroshima 1.5 - enhanced and revised core rulebook, with new material added and some material cut out. Wyścig (The Race) - sourcebook dedicated to cars and racing; contains rules concerning building your own vehicle and new character classes connected with driving. Gladiator - sourcebook describing in detail the "Gladiator" character class. Supplement (Supplement) - sourcebook revising the core rulebook. Detroit - sourcebook describing the city of Detroit, its inhabi

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  • Thompson sampling

    Thompson sampling

    Thompson sampling, named after William R. Thompson, is a heuristic for choosing actions that address the exploration–exploitation dilemma in the multi-armed bandit problem. It consists of choosing the action that maximizes the expected reward with respect to a randomly drawn belief. == Description == Consider a set of contexts X {\displaystyle {\mathcal {X}}} , a set of actions A {\displaystyle {\mathcal {A}}} , and rewards in R {\displaystyle \mathbb {R} } . The aim of the player is to play actions under the various contexts, such as to maximize the cumulative rewards. Specifically, in each round, the player obtains a context x ∈ X {\displaystyle x\in {\mathcal {X}}} , plays an action a ∈ A {\displaystyle a\in {\mathcal {A}}} and receives a reward r ∈ R {\displaystyle r\in \mathbb {R} } following a distribution that depends on the context and the issued action. The elements of Thompson sampling are as follows: a likelihood function P ( r | θ , a , x ) {\displaystyle P(r|\theta ,a,x)} ; a set Θ {\displaystyle \Theta } of parameters θ {\displaystyle \theta } of the distribution of r {\displaystyle r} ; a prior distribution P ( θ ) {\displaystyle P(\theta )} on these parameters; past observations triplets D = { ( x ; a ; r ) } {\displaystyle {\mathcal {D}}=\{(x;a;r)\}} ; a posterior distribution P ( θ | D ) ∝ P ( D | θ ) P ( θ ) {\displaystyle P(\theta |{\mathcal {D}})\propto P({\mathcal {D}}|\theta )P(\theta )} , where P ( D | θ ) {\displaystyle P({\mathcal {D}}|\theta )} is the likelihood function. Thompson sampling consists of playing the action a ∗ ∈ A {\displaystyle a^{\ast }\in {\mathcal {A}}} according to the probability that it maximizes the expected reward; action a ∗ {\displaystyle a^{\ast }} is chosen with probability ∫ I [ E ( r | a ∗ , x , θ ) = max a ′ E ( r | a ′ , x , θ ) ] P ( θ | D ) d θ , {\displaystyle \int \mathbb {I} \left[\mathbb {E} (r|a^{\ast },x,\theta )=\max _{a'}\mathbb {E} (r|a',x,\theta )\right]P(\theta |{\mathcal {D}})d\theta ,} where I {\displaystyle \mathbb {I} } is the indicator function. In practice, the rule is implemented by sampling. In each round, parameters θ ∗ {\displaystyle \theta ^{\ast }} are sampled from the posterior P ( θ | D ) {\displaystyle P(\theta |{\mathcal {D}})} , and an action a ∗ {\displaystyle a^{\ast }} chosen that maximizes E [ r | θ ∗ , a ∗ , x ] {\displaystyle \mathbb {E} [r|\theta ^{\ast },a^{\ast },x]} , i.e. the expected reward given the sampled parameters, the action, and the current context. Conceptually, this means that the player instantiates their beliefs randomly in each round according to the posterior distribution, and then acts optimally according to them. In most practical applications, it is computationally onerous to maintain and sample from a posterior distribution over models. As such, Thompson sampling is often used in conjunction with approximate sampling techniques. == History == Thompson sampling was originally described by Thompson in 1933. It was subsequently rediscovered numerous times independently in the context of multi-armed bandit problems. A first proof of convergence for the bandit case has been shown in 1997. The first application to Markov decision processes was in 2000. A related approach (see Bayesian control rule) was published in 2010. In 2010 it was also shown that Thompson sampling is instantaneously self-correcting. Asymptotic convergence results for contextual bandits were published in 2011. Thompson Sampling has been widely used in many online learning problems including A/B testing in website design and online advertising, and accelerated learning in decentralized decision making. A Double Thompson Sampling (D-TS) algorithm has been proposed for dueling bandits, a variant of traditional MAB, where feedback comes in the form of pairwise comparison. == Relationship to other approaches == === Probability matching === Probability matching is a decision strategy in which predictions of class membership are proportional to the class base rates. Thus, if in the training set positive examples are observed 60% of the time, and negative examples are observed 40% of the time, the observer using a probability-matching strategy will predict (for unlabeled examples) a class label of "positive" on 60% of instances, and a class label of "negative" on 40% of instances. === Bayesian control rule === A generalization of Thompson sampling to arbitrary dynamical environments and causal structures, known as Bayesian control rule, has been shown to be the optimal solution to the adaptive coding problem with actions and observations. In this formulation, an agent is conceptualized as a mixture over a set of behaviours. As the agent interacts with its environment, it learns the causal properties and adopts the behaviour that minimizes the relative entropy to the behaviour with the best prediction of the environment's behaviour. If these behaviours have been chosen according to the maximum expected utility principle, then the asymptotic behaviour of the Bayesian control rule matches the asymptotic behaviour of the perfectly rational agent. The setup is as follows. Let a 1 , a 2 , … , a T {\displaystyle a_{1},a_{2},\ldots ,a_{T}} be the actions issued by an agent up to time T {\displaystyle T} , and let o 1 , o 2 , … , o T {\displaystyle o_{1},o_{2},\ldots ,o_{T}} be the observations gathered by the agent up to time T {\displaystyle T} . Then, the agent issues the action a T + 1 {\displaystyle a_{T+1}} with probability: P ( a T + 1 | a ^ 1 : T , o 1 : T ) , {\displaystyle P(a_{T+1}|{\hat {a}}_{1:T},o_{1:T}),} where the "hat"-notation a ^ t {\displaystyle {\hat {a}}_{t}} denotes the fact that a t {\displaystyle a_{t}} is a causal intervention (see Causality), and not an ordinary observation. If the agent holds beliefs θ ∈ Θ {\displaystyle \theta \in \Theta } over its behaviors, then the Bayesian control rule becomes P ( a T + 1 | a ^ 1 : T , o 1 : T ) = ∫ Θ P ( a T + 1 | θ , a ^ 1 : T , o 1 : T ) P ( θ | a ^ 1 : T , o 1 : T ) d θ {\displaystyle P(a_{T+1}|{\hat {a}}_{1:T},o_{1:T})=\int _{\Theta }P(a_{T+1}|\theta ,{\hat {a}}_{1:T},o_{1:T})P(\theta |{\hat {a}}_{1:T},o_{1:T})\,d\theta } , where P ( θ | a ^ 1 : T , o 1 : T ) {\displaystyle P(\theta |{\hat {a}}_{1:T},o_{1:T})} is the posterior distribution over the parameter θ {\displaystyle \theta } given actions a 1 : T {\displaystyle a_{1:T}} and observations o 1 : T {\displaystyle o_{1:T}} . In practice, the Bayesian control amounts to sampling, at each time step, a parameter θ ∗ {\displaystyle \theta ^{\ast }} from the posterior distribution P ( θ | a ^ 1 : T , o 1 : T ) {\displaystyle P(\theta |{\hat {a}}_{1:T},o_{1:T})} , where the posterior distribution is computed using Bayes' rule by only considering the (causal) likelihoods of the observations o 1 , o 2 , … , o T {\displaystyle o_{1},o_{2},\ldots ,o_{T}} and ignoring the (causal) likelihoods of the actions a 1 , a 2 , … , a T {\displaystyle a_{1},a_{2},\ldots ,a_{T}} , and then by sampling the action a T + 1 ∗ {\displaystyle a_{T+1}^{\ast }} from the action distribution P ( a T + 1 | θ ∗ , a ^ 1 : T , o 1 : T ) {\displaystyle P(a_{T+1}|\theta ^{\ast },{\hat {a}}_{1:T},o_{1:T})} . === Upper-confidence-bound (UCB) algorithms === Thompson sampling and upper-confidence bound algorithms share a fundamental property that underlies many of their theoretical guarantees. Roughly speaking, both algorithms allocate exploratory effort to actions that might be optimal and are in this sense "optimistic". Leveraging this property, one can translate regret bounds established for UCB algorithms to Bayesian regret bounds for Thompson sampling or unify regret analysis across both these algorithms and many classes of problems.

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  • Residuated lattice

    Residuated lattice

    In abstract algebra, a residuated lattice is an algebraic structure that is simultaneously a lattice x ≤ y and a monoid x•y that admits operations x\z and z/y, loosely analogous to division or implication, when x•y is viewed as multiplication or conjunction, respectively. Called respectively right and left residuals, these operations coincide when the monoid is commutative. The general concept was introduced by Morgan Ward and Robert P. Dilworth in 1939. Examples, some of which existed prior to the general concept, include Boolean algebras, Heyting algebras, residuated Boolean algebras, relation algebras, and MV-algebras. Residuated semilattices omit the meet operation ∧, for example Kleene algebras and action algebras. == Definition == In mathematics, a residuated lattice is an algebraic structure L = (L, ≤, •, I) such that (i) (L, ≤) is a lattice. (ii) (L, •, I) is a monoid. (iii) For all z there exists for every x a greatest y, and for every y a greatest x, such that x•y ≤ z (the residuation properties). In (iii), the "greatest y", being a function of z and x, is denoted x\z and called the right residual of z by x. Think of it as what remains of z on the right after "dividing" z on the left by x. Dually, the "greatest x" is denoted z/y and called the left residual of z by y. An equivalent, more formal statement of (iii) that uses these operations to name these greatest values is (iii)' for all x, y, z in L, y ≤ x\z ⇔ x•y ≤ z ⇔ x ≤ z/y. As suggested by the notation, the residuals are a form of quotient. More precisely, for a given x in L, the unary operations x• and x\ are respectively the lower and upper adjoints of a Galois connection on L, and dually for the two functions •y and /y. By the same reasoning that applies to any Galois connection, we have yet another definition of the residuals, namely, x•(x\y) ≤ y ≤ x\(x•y), and (y/x)•x ≤ y ≤ (y•x)/x, together with the requirement that x•y be monotone in x and y. (When axiomatized using (iii) or (iii)' monotonicity becomes a theorem and hence not required in the axiomatization.) These give a sense in which the functions x• and x\ are pseudoinverses or adjoints of each other, and likewise for •x and /x. This last definition is purely in terms of inequalities, noting that monotonicity can be axiomatized as x • y ≤ (x∨z) • y and similarly for the other operations and their arguments. Moreover, any inequality x ≤ y can be expressed equivalently as an equation, either x∧y = x or x∨y = y. This along with the equations axiomatizing lattices and monoids then yields a purely equational definition of residuated lattices, provided the requisite operations are adjoined to the signature (L, ≤, •, I) thereby expanding it to (L, ∧, ∨, •, I, /, \). When thus organized, residuated lattices form an equational class or variety, whose homomorphisms respect the residuals as well as the lattice and monoid operations. Note that distributivity x • (y ∨ z) = (x • y) ∨ (x • z) and x•0 = 0 are consequences of these axioms and so do not need to be made part of the definition. This necessary distributivity of • over ∨ does not in general entail distributivity of ∧ over ∨, that is, a residuated lattice need not be a distributive lattice. However distributivity of ∧ over ∨ is entailed when • and ∧ are the same operation, a special case of residuated lattices called a Heyting algebra. Alternative notations for x•y include x◦y, x;y (relation algebra), and x⊗y (linear logic). Alternatives for I include e and 1'. Alternative notations for the residuals are x → y for x\y and y ← x for y/x, suggested by the similarity between residuation and implication in logic, with the multiplication of the monoid understood as a form of conjunction that need not be commutative. When the monoid is commutative the two residuals coincide. When not commutative, the intuitive meaning of the monoid as conjunction and the residuals as implications can be understood as having a temporal quality: x•y means x and then y, x → y means had x (in the past) then y (now), and y ← x means if-ever x (in the future) then y (at that time), as illustrated by the natural language example at the end of the examples. == Examples == One of the original motivations for the study of residuated lattices was the lattice of (two-sided) ideals of a ring. Given a ring R, the ideals of R, denoted Id(R), forms a complete lattice with set intersection acting as the meet operation and "ideal addition" acting as the join operation. The monoid operation • is given by "ideal multiplication", and the element R of Id(R) acts as the identity for this operation. Given two ideals A and B in Id(R), the residuals are given by A / B := { r ∈ R ∣ r B ⊆ A } {\displaystyle A/B:=\{r\in R\mid rB\subseteq A\}} B ∖ A := { r ∈ R ∣ B r ⊆ A } {\displaystyle B\setminus A:=\{r\in R\mid Br\subseteq A\}} It is worth noting that {0}/B and B\{0} are respectively the left and right annihilators of B. This residuation is related to the conductor (or transporter) in commutative algebra written as (A:B)=A/B. One difference in usage is that B need not be an ideal of R: it may just be a subset. Boolean algebras and Heyting algebras are commutative residuated lattices in which x•y = x∧y (whence the unit I is the top element 1 of the algebra) and both residuals x\y and y/x are the same operation, namely implication x → y. The second example is quite general since Heyting algebras include all finite distributive lattices, as well as all chains or total orders, for example the unit interval [0,1] in the real line, or the integers and ± ∞ {\displaystyle \pm \infty } . The structure (Z, min, max, +, 0, −, −) (the integers with subtraction for both residuals) is a commutative residuated lattice such that the unit of the monoid is not the greatest element (indeed there is no least or greatest integer), and the multiplication of the monoid is not the meet operation of the lattice. In this example the inequalities are equalities because − (subtraction) is not merely the adjoint or pseudoinverse of + but the true inverse. Any totally ordered group under addition such as the rationals or the reals can be substituted for the integers in this example. The nonnegative portion of any of these examples is an example provided min and max are interchanged and − is replaced by monus, defined (in this case) so that x-y = 0 when x ≤ y and otherwise is ordinary subtraction. A more general class of examples is given by the Boolean algebra of all binary relations on a set X, namely the power set of X2, made a residuated lattice by taking the monoid multiplication • to be composition of relations and the monoid unit to be the identity relation I on X consisting of all pairs (x,x) for x in X. Given two relations R and S on X, the right residual R\S of S by R is the binary relation such that x(R\S)y holds just when for all z in X, zRx implies zSy (notice the connection with implication). The left residual is the mirror image of this: y(S/R)x holds just when for all z in X, xRz implies ySz. This can be illustrated with the binary relations < and > on {0,1} in which 0 < 1 and 1 > 0 are the only relationships that hold. Then x(>\<)y holds just when x = 1, while x()y holds just when y = 0, showing that residuation of < by > is different depending on whether we residuate on the right or the left. This difference is a consequence of the difference between <•> and >•<, where the only relationships that hold are 0(<•>)0 (since 0<1>0) and 1(>•<)1 (since 1>0<1). Had we chosen ≤ and ≥ instead of < and >, ≥\≤ and ≤/≥ would have been the same because ≤•≥ = ≥•≤, both of which always hold between all x and y (since x≤1≥y and x≥0≤y). The Boolean algebra 2Σ of all formal languages over an alphabet (set) Σ forms a residuated lattice whose monoid multiplication is language concatenation LM and whose monoid unit I is the language {ε} consisting of just the empty string ε. The right residual M\L consists of all words w over Σ such that Mw ⊆ L. The left residual L/M is the same with wM in place of Mw. The residuated lattice of all binary relations on X is finite just when X is finite, and commutative just when X has at most one element. When X is empty the algebra is the degenerate Boolean algebra in which 0 = 1 = I. The residuated lattice of all languages on Σ is commutative just when Σ has at most one letter. It is finite just when Σ is empty, consisting of the two languages 0 (the empty language {}) and the monoid unit I = {ε} = 1. The examples forming a Boolean algebra have special properties treated in the article on residuated Boolean algebras. == Residuated semilattice == A residuated semilattice is defined almost identically for residuated lattices, omitting just the meet operation ∧. Thus it is an algebraic structure L = (L, ∨, •, 1, /, \) satisfying all the residuated lattice equations as specified above except those containing an occurrence of the symbol ∧. The option of defining x ≤ y as x∧y = x is then not available, leaving on

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  • Personality computing

    Personality computing

    Personality computing is a research field related to artificial intelligence and personality psychology that studies personality by means of computational techniques from different sources, including text, multimedia, and social networks. == Overview == Personality computing addresses three main problems involving personality: automatic personality recognition, perception, and synthesis. Automatic personality recognition is the inference of the personality type of target individuals from their digital footprint. Automatic personality perception is the inference of the personality attributed by an observer to a target individual based on some observable behavior. Automatic personality synthesis is the generation of the style or behaviour of artificial personalities in Avatars and virtual agents. Self-assessed personality tests or observer ratings are always exploited as the ground truth for testing and validating the performance of artificial intelligence algorithms for the automatic prediction of personality types. There is a wide variety of personality tests, such as the Myers Briggs Type Indicator (MBTI) or the MMPI, but the most used are tests based on the Five Factor Model such as the Revised NEO Personality Inventory. Personality computing can be considered as an extension or complement of Affective computing, where the former focuses on personality traits and the latter on affective states. A further extension of the two fields is Character Computing which combines various character states and traits including but not limited to personality and affect. == History == Personality computing began around 2005 with the pioneering research in personality recognition by Shlomo Argamon and later by François Mairesse. These works showed that personality traits could be inferred with reasonable accuracy from text, such as blogs, self-presentations, and email addresses. In 2008, the concept of "portable personality" for the distributed management of personality profiles has been developed. A few years later, research began in personality recognition and perception from multimodal and social signals, such as recorded meetings and voice calls. In the 2010s, the research focused mainly on personality recognition and perception from social media, helped by the first workshops organized by Fabio Celli. In particular personality was extracted from Facebook, Twitter and Instagram. In the same years, automatic personality synthesis helped improve the coherence of simulated behavior in virtual agents. Scientific works by Michal Kosinski demonstrated the validity of Personality Computing from different digital footprints, in particular from user preferences such as Facebook page likes, showed that machines can recognize personality better than humans and raised a warning against Cambridge Analytica and misuse of this kind of technology. == Applications == Personality computing techniques, in particular personality recognition and perception, have applications in Social media marketing, where they can help reducing the cost of advertising campaigns through psychological targeting.

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  • Ganimal

    Ganimal

    A ganimal, also commonly referred to as GANimal, is a hybrid animal created with generative artificial intelligence systems, such as generative adversarial networks (GANs) or diffusion models. The concept was created for a website from the MIT Media Lab in 2020, where users could create ganimal images. 78,210 ganimals were generated from hybrid pairs of animal labels from BigGAN (G1) and 3,058,362,945 ganimals generated from blending G1 ganimals. The term ganimal is a portmanteau between the words GAN and animal. It is typically used to refer to a hybrid animal generated by interpolating between distinct species; the term can also refer to any AI-generated creatures that have not been identified in reality. The ganimal concept is similar to Artbreeder, an online website for blending images with AI. == Meet the Ganimals == Meet the Ganimals was an online platform from the MIT Media Lab that allowed visitors to generate, blend and curate ganimals. By June 2020, 44,791 ganimals had been generated, 8,547 ganimals bred, and 743 ganimals named by a total of 10,657 users. The site also had an educational component where visitors could play with blending and learn about AI. == Evolution and ganimal morphology == Because ganimals exist within an attention economy and evolve based on human preferences, charismatic megafauna (e.g. ganimals with cute, dog-like morphologies) become the most popular. However, social cues can increase the diversity of the ganimals ecosystem and lead to the success of unconventional ganimals, such as those without eyes or that live underwater. == The Barracuda Effect == Although there is typically no human morphology used to synthesize ganimals, creepy humanoid characters would emerge whenever animals were bred with a barracuda. This occurs because many pictures on the internet of barracudas include a human holding the fish up as a prized catch. This highlights a cultural form of algorithmic bias embedded in the training data of AI systems. == In popular culture == Ganimals have appeared in the Artificial Intelligence exhibition at the Vienna Technical Museum. They also appeared in the Ties That Cannot Be Unbound virtual exhibition at New Art City.

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  • CogX Festival

    CogX Festival

    CogX Festival is a global festival focusing on the impact of artificial intelligence (AI) and emerging technology on industry, government, and society. It takes place annually, usually in September, in London, England. Founded by Charlie Muirhead and Tabitha Goldstaub in 2017, CogX aims to facilitate dialogue and understanding about AI and its implications across various sectors. CogX Festival 2023 was held from September 12 to September 14 across multiple sites in London. == History == The inaugural CogX event took place in 2017, intending to bring together experts from diverse fields to discuss the role and impact of AI and emerging technologies. Since then, it has evolved to include a broader range of topics and attract a diverse audience. In 2018, the first CogX Awards festival was hosted. That year, over 50 awards were shown to 300 guests. In 2021, CogX and Hopin, a video conferencing software, signed an agreement lasting 4 years to make CogX a hybrid conference due to the COVID-19 pandemic. CogX 2021 attracted over 5,000 attendees in-person and over 100,000 virtually. In 2022, they returned to a live event format after two years of hybrid events and controlled physical attendance. They also launched the CogX app, which curated insights from the world's top podcasts. In 2023, after he had delivered the keynote address guest speaker Stephen Fry fell off the stage and subsequently broke his leg, hip, pelvis and a "bunch of ribs". A court filing in 2026 revealed that Fry was seeking £100,000 in damages from CogX Festival Ltd and creative agency Blonstein Events. == Programming == The festival features sessions, discussions, workshops, and exhibitions, encompassing various domains of AI and technology. In recent CogX Festivals, they have featured summits encompassing topics like global leadership and industry transformation.

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