AI Art Museum Los Angeles

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

  • Texture atlas

    Texture atlas

    In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. An atlas can consist of uniformly-sized images or images of varying dimensions. A sub-image is drawn using custom texture coordinates to pick it out of the atlas. == Benefits == In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by the graphics hardware. This reduces both the disk I/O overhead and the overhead of a context switch by increasing memory locality. Careful alignment may be needed to avoid bleeding between sub textures when used with mipmapping and texture compression. In web development, images are packed into a sprite sheet to reduce the number of image resources that need to be fetched in order to display a page. == Gallery ==

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  • Botler AI

    Botler AI

    Botler AI is a Montreal-based Canadian Artificial Intelligence company that helps users navigate the legal system. Launched in 2017 by Amir Morv and Ritika Dutt, Botler offers a free online tool which provides users who are unaware of their legal rights with information and guidance. Botler is known for its role in unveiling misconduct in the Government of Canada's procurement practices. Botler's findings have prompted numerous investigations, including by the Royal Canadian Mounted Police. == History == Botler's first AI was trained on over 300,000 U.S. and Canadian legal documents to help individuals identify and enforce their legal rights, without fear of judgment. Launched during the height of the #MeToo movement, the tool initially focused on sexual harassment with a goal of creating "a general artificial intelligence that would help the average person with any legal issue." === Department of Justice Canada === In 2020, Botler launched an expanded misconduct detection system in the form of an anonymous chatbot which provided users with an explanation of the law and relevant resources. In March 2021, the Minister of Justice and Attorney General of Canada announced the Government of Canada's support for Botler AI to assist complainants of sexual harassment in the workplace. The initiative, entitled Botler for Citizens and implemented with the support of the Department of Justice Canada, established an Artificial Intelligence-powered hybrid legal service delivery model. == Notable cases == On October 4, 2023, the RCMP confirmed to The Globe and Mail that they "are investigating a file referred from the CBSA (Canada Border Services Agency) that is based on allegations brought to their attention by Botler". In 2019, GCStrategies's managing partner, Kristian Firth, reached out to Botler on behalf of his client, the CBSA, to solicit their misconduct detection chatbot. After interactions with GCStrategies, Dalian Enterprises and Coradix Technology Consulting, the three main contractors involved in developing the controversial ArriveCAN app, Dutt and Morv alerted the CBSA to questionable contracting practices in federal government procurement in September, 2021, and again in November, 2022. In response to Botler's November 2022 report, the CBSA launched an internal review and referred the matter to the RCMP. During testimony before a parliamentary committee, the CBSA's President stated that the CBSA investigation to date has raised some concerns and shows "that there was a pattern of persistent collaboration between certain officials and GCStrategies... to circumvent or ignore certain established processes and roles and responsibilities". The Auditor General of Canada, which extended its study into ArriveCAN following the Botler revelations, found that GCStrategies was directly involved in setting narrow terms for a request for proposal for a $25-million government contract it ultimately won. The firm, which has just two employees, charges the government a commission of between 15 per cent and 30 per cent of each contract's value. The Office of the Procurement Ombudsman of Canada found "numerous examples" where GCStrategies "had simply copied and pasted" the required work experience to meet contracting requirements. To date, more than a dozen probes have been launched into the matter, including by the government, parliamentary committees, independent watchdogs and law-enforcement agencies. On April 17, 2024, GCStrategies' Firth was the first person summoned in over a century to answer questions before Members of Parliament in the House of Commons. During his appearance, Firth testified that the RCMP had raided "my property to obtain electronic goods surrounding the Botler allegations". === Government of Canada Reforms === One day after The Globe reported that the RCMP is investigating allegations of misconduct, the federal government responded by announcing new guidelines from the Treasury Board of Canada aimed at cutting back on the use of private consultants and that outsourcing contracts were under examination. Public Services and Procurement Canada (PSPC) invalidated and replaced all master level user agreements with government client departments in November 2023. The agreements set out the conditions for access to select Professional Services methods of supply which are used for outsourcing. In March 2024, PSPC announced its suspension of the respective security statuses of GCStrategies, Dalian and Coradix, barring them from participating in all federal procurements. Records show that the total value of contracts awarded to the three companies amounts to more than $1 Billion.

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  • Semantic similarity network

    Semantic similarity network

    A semantic similarity network (SSN) is a special form of semantic network. designed to represent concepts and their semantic similarity. Its main contribution is reducing the complexity of calculating semantic distances. Bendeck (2004, 2008) introduced the concept of semantic similarity networks (SSN) as the specialization of a semantic network to measure semantic similarity from ontological representations. Implementations include genetic information handling. The concept is formally defined (Bendeck 2008) as a directed graph, with concepts represented as nodes and semantic similarity relations as edges. The relationships are grouped into relation types. The concepts and relations contain attribute values to evaluate the semantic similarity between concepts. The semantic similarity relationships of the SSN represent several of the general relationship types of the standard Semantic network, reducing the complexity of the (normally, very large) network for calculations of semantics. SSNs define relation types as templates (and taxonomy of relations) for semantic similarity attributes that are common to relations of the same type. SSN representation allows propagation algorithms to faster calculate semantic similarities, including stop conditions within a specified threshold. This reduces the computation time and power required for calculation. A more recent publications on Semantic Matching and Semantic Similarity Networks could be found in (Bendeck 2019). Specific Semantic Similarity Network application on healthcare was presented at the Healthcare information exchange Format (FHIR European Conference) 2019. The latest evolution in Artificial Intelligence (like ChatGPT, based on Large language model), relay strongly on evolutionary computation, the next level will be to include semantic unification (like in the Semantic Networks and this Semantic similarity network) to extend the current models with more powerful understanding tools.

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  • Learning vector quantization

    Learning vector quantization

    In computer science, learning vector quantization (LVQ) is a prototype-based supervised classification algorithm. LVQ is the supervised counterpart of vector quantization systems. LVQ can be understood as a special case of an artificial neural network, more precisely, it applies a winner-take-all Hebbian learning-based approach. It is a precursor to self-organizing maps (SOM) and related to neural gas and the k-nearest neighbor algorithm (k-NN). LVQ was invented by Teuvo Kohonen. == Definition == An LVQ system is represented by prototypes W = ( w ( i ) , . . . , w ( n ) ) {\displaystyle W=(w(i),...,w(n))} which are defined in the feature space of observed data. In winner-take-all training algorithms one determines, for each data point, the prototype which is closest to the input according to a given distance measure. The position of this so-called winner prototype is then adapted, i.e. the winner is moved closer if it correctly classifies the data point or moved away if it classifies the data point incorrectly. An advantage of LVQ is that it creates prototypes that are easy to interpret for experts in the respective application domain. LVQ systems can be applied to multi-class classification problems in a natural way. A key issue in LVQ is the choice of an appropriate measure of distance or similarity for training and classification. Recently, techniques have been developed which adapt a parameterized distance measure in the course of training the system, see e.g. (Schneider, Biehl, and Hammer, 2009) and references therein. LVQ can be a valuable aid in classifying text documents. == Algorithm == The algorithms are presented as in. Set up: Let the data be denoted by x i ∈ R D {\displaystyle x_{i}\in \mathbb {R} ^{D}} , and their corresponding labels by y i ∈ { 1 , 2 , … , C } {\displaystyle y_{i}\in \{1,2,\dots ,C\}} . The complete dataset is { ( x i , y i ) } i = 1 N {\displaystyle \{(x_{i},y_{i})\}_{i=1}^{N}} . The set of code vectors is w j ∈ R D {\displaystyle w_{j}\in \mathbb {R} ^{D}} . The learning rate at iteration step t {\displaystyle t} is denoted by α t {\displaystyle \alpha _{t}} . The hyperparameters w {\displaystyle w} and ϵ {\displaystyle \epsilon } are used by LVQ2 and LVQ3. The original paper suggests ϵ ∈ [ 0.1 , 0.5 ] {\displaystyle \epsilon \in [0.1,0.5]} and w ∈ [ 0.2 , 0.3 ] {\displaystyle w\in [0.2,0.3]} . === LVQ1 === Initialize several code vectors per label. Iterate until convergence criteria is reached. Sample a datum x i {\displaystyle x_{i}} , and find out the code vector w j {\displaystyle w_{j}} , such that x i {\displaystyle x_{i}} falls within the Voronoi cell of w j {\displaystyle w_{j}} . If its label y i {\displaystyle y_{i}} is the same as that of w j {\displaystyle w_{j}} , then w j ← w j + α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}+\alpha _{t}(x_{i}-w_{j})} , otherwise, w j ← w j − α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\alpha _{t}(x_{i}-w_{j})} . === LVQ2 === LVQ2 is the same as LVQ3, but with this sentence removed: "If w j {\displaystyle w_{j}} and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, then w j ← w j − α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\alpha _{t}(x_{i}-w_{j})} and w k ← w k + α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}+\alpha _{t}(x_{i}-w_{k})} .". If w j {\displaystyle w_{j}} and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, then nothing happens. === LVQ3 === Initialize several code vectors per label. Iterate until convergence criteria is reached. Sample a datum x i {\displaystyle x_{i}} , and find out two code vectors w j , w k {\displaystyle w_{j},w_{k}} closest to it. Let d j := ‖ x i − w j ‖ , d k := ‖ x i − w k ‖ {\displaystyle d_{j}:=\|x_{i}-w_{j}\|,d_{k}:=\|x_{i}-w_{k}\|} . If min ( d j d k , d k d j ) > s {\displaystyle \min \left({\frac {d_{j}}{d_{k}}},{\frac {d_{k}}{d_{j}}}\right)>s} , where s = 1 − w 1 + w {\displaystyle s={\frac {1-w}{1+w}}} , then If w j {\displaystyle w_{j}} and x i {\displaystyle x_{i}} have the same class, and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have different classes, then w j ← w j + α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}+\alpha _{t}(x_{i}-w_{j})} and w k ← w k − α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}-\alpha _{t}(x_{i}-w_{k})} . If w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, and w j {\displaystyle w_{j}} and x i {\displaystyle x_{i}} have different classes, then w j ← w j − α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\alpha _{t}(x_{i}-w_{j})} and w k ← w k + α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}+\alpha _{t}(x_{i}-w_{k})} . If w j {\displaystyle w_{j}} and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, then w j ← w j − ϵ α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\epsilon \alpha _{t}(x_{i}-w_{j})} and w k ← w k + ϵ α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}+\epsilon \alpha _{t}(x_{i}-w_{k})} . If w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have different classes, and w j {\displaystyle w_{j}} and x i {\displaystyle x_{i}} have different classes, then the original paper simply does not explain what happens in this case, but presumably nothing happens in this case. Otherwise, skip. Note that condition min ( d j d k , d k d j ) > s {\displaystyle \min \left({\frac {d_{j}}{d_{k}}},{\frac {d_{k}}{d_{j}}}\right)>s} , where s = 1 − w 1 + w {\displaystyle s={\frac {1-w}{1+w}}} , precisely means that the point x i {\displaystyle x_{i}} falls between two Apollonian spheres.

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  • Application enablement

    Application enablement

    Application enablement is an approach which brings telecommunications network providers and developers together to combine their network and web abilities in creating and delivering high demand advanced services and new intelligent applications. Network providers, in addition to bandwidth, provide abilities such as billing, location, presence, and security, which have allowed them to establish long-term relationships with end-users. By offering these select abilities as application programming interfaces (APIs), providers give developers access to a set of tools to create (mashup) new applications and services to run on provider networks. Unifying the strengths of providers and developers facilitates the creation of mash-up applications, and in turn, a better end user quality of experience (QoE) for improved profit margins. Apple's iOS with App Store, and Google's Android with Android Market exemplify this approach. Both have introduced mobile platforms that are supported by a comprehensive ecosystem in order to perpetuate innovation in product design, content and service offerings, and overall consumer behavior. By the end of April 2010, downloadable applications numbered over 200,000 for iPhone and over 50,000 for Android. == Background == Historically, telecommunication providers primarily based their business models on network performance, emphasizing connectivity, availability, and quality of service (QoS) as key sources of revenue and customer value. With the increasing demand for bandwidth-intensive data and video applications, maintaining service continuity has required substantial infrastructure investments. To address rising operational costs and declining average revenue per user (ARPU), providers have increasingly adopted customer-oriented strategies and diversified business models to expand their roles within the telecommunications value chain. Application enablement supports providers in making this transition by providing an environment, or ecosystem, where providers and developers can collaborate to build, test, manage, and distribute applications across networks including television, broadband, Internet, and mobile. This cooperative effort produces mutually beneficial results for all parties, opening up new revenue streams while enhancing value and rate of return (ROI). The following are some examples of key network abilities which function as application enablers in the telecommunications market: Billing systems Security for private transactions Network-based storage of digital content End-to-end bandwidth for high-quality transmissions Scoring abilities to identify end-user preferences and behaviors Subscriber data to customize the end-user experience Context information, such as location and presence, to localize services. == New business models == As network providers work toward effective collaboration with application and content developers, several new business models are emerging to help facilitate the business relationships: === Vendor-led === A type of business model driven by telecommunications vendors, who assist network providers in building relationships with application and content developers to lower the cost and complexity of managing third parties. Examples of this model include: Forum Nokia IBM Technology Partner Ecosystem Ng Connect Huawei Intouch program === Operator-led === Characterized by network providers who want to maintain a high degree of flexibility and control over applications created for their end-consumers, this model lets them create and manage their own developer program, development platform, and application store. Under this arrangement, independent developers provide their own branding, marketing communications, pricing and customer care. Network providers pursuing this model will often seek to partner with a large number of third parties using standardized on-boarding processes. Examples of this model include: o2 Litmus Orange Partner Joint Innovation Lab === Aggregator === Network providers who choose not to create/manage their own developer relationships will partner with one or multiple aggregators, to administer a portion of or their entire application strategy. Examples of this model include: Ovi Operator Partnership Blackberry Operator Partnership Cellmania Buongiorno === Mass wholesale === Select network providers also participate in wholesale models that exist primarily for applications (BT's Ribbit- an Internet Protocol (IP) based calling and messaging platform) and devices (Verizon's Open Device initiative). This business-to-business approach reduces a large portion of the potential costs of third party application enablement (marketing, acquisition and support). Examples of this model include: BT's Ribbit Verizon Wireless ODI AT&T Synaptic Hosting === The enterprise customer === Some network providers are focusing on enabling applications in the enterprise space. In this model, the network provider establishes a platform for their large enterprise customers who want to blend custom software with enhanced abilities, and will provide standardized processes around mobilizing enterprise applications, and exposing core back-office abilities to allow for dynamic customer interaction. Examples of this model include: Vodafone Applications Service Verizon Private Network Sprint Solution Launchpad === Trusted partner === In this model, the network provider builds one-on-one relationships with trusted third-party developers by exposing customized network abilities, bringing a greater variety of brands to the network provider's portfolio. Network providers using this model tend to only have a few partners (in contrast to the operator led model). Under this scenario, network providers benefit from a pre-established customer base and the developer's marketing resources. Examples of this model include: 3/Skype Partnership (UK) Virgin Media and BBC iPlayer == Network operator developer resources == Operator led model o2 Litmus Orange Partner Joint Innovations Lab Aggregator model Ovi Operator Partnership Cellmania Buongiorno Mass wholesale model BT Ribbit Verizon Wireless ODI AT&T Synaptic Hosting Enterprise customer model Vodafone Applications Service Verizon Private Network Sprint Solution Launchpad == Rerencesfe ==

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  • Cristóbal Valenzuela

    Cristóbal Valenzuela

    Cristóbal Valenzuela (born 1989) is a Chilean-born technologist, software developer, and CEO of Runway. In 2018, Valenzuela co-founded the AI research company Runway in New York City with Anastasis Germanidis and Alejandro Matamala. == Education == Valenzuela graduated from Adolfo Ibáñez University (AIU), a research private university in Chile. From there, Valenzuela obtained a bachelor's degree in economics and business management, along with a master's degree in arts in design in 2012. In 2018, he graduated with a media arts degree from ITP NYU's Tisch School of the Arts. == Career and recognition == One of Valenzuela's first jobs was as a teaching and research assistant at the Adolfo Ibáñez University School of Design, and later an adjunct professor in the same department. In 2018, he became a researcher at NYU's Tisch School of the Arts ITP program, where he worked with Daniel Shiffman. He contributes to open-source software projects, including ml5.js, an open-source machine learning software. He co-founded Runway with two colleagues from ITP, Anastasis Germanidis, and Alejandro Matamala. The goal of Runway is to create new tools for human imagination using generative AI. In recent years, Valenzuela's work has been sponsored by Google and the Processing Foundation and his projects have been exhibited throughout Latin America and the US, including the Santiago Museum of Contemporary Art, Lollapalooza, NYC Media Lab, New Latin Wave, Inter-American Development Bank, Stanford University and New York University. In September 2023, Valenzuela was named as one of the TIME 100 Most Influential People in AI (TIME100 AI).

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  • AlphaGo

    AlphaGo

    AlphaGo is a computer program that plays the board game Go. It was developed by the London-based DeepMind Technologies, an acquired subsidiary of Google. Subsequent versions of AlphaGo became increasingly powerful, including a version that competed under the name Master. After retiring from competitive play, AlphaGo Master was succeeded by an even more powerful version known as AlphaGo Zero, which was completely self-taught without learning from human games. AlphaGo Zero was then generalized into a program known as AlphaZero, which played additional games, including chess and shogi. AlphaZero has in turn been succeeded by a program known as MuZero which learns without being taught the rules. AlphaGo and its successors use a Monte Carlo tree search algorithm to find its moves based on knowledge previously acquired by machine learning, specifically by an artificial neural network (a deep learning method) by extensive training, both from human and computer play. A neural network is trained to identify the best moves and the winning percentages of these moves. This neural network improves the strength of the tree search, resulting in stronger move selection in the next iteration. In October 2015, in a match against Fan Hui, the original AlphaGo became the first computer Go program to beat a human professional Go player without handicap on a full-sized 19×19 board. In March 2016, it beat Lee Sedol in a five-game match, the first time a computer Go program has beaten a 9-dan professional without handicap. Although it lost to Lee Sedol in the fourth game, Lee resigned in the final game, giving a final score of 4 games to 1 in favour of AlphaGo. In recognition of the victory, AlphaGo was awarded an honorary 9-dan by the Korea Baduk Association. The lead up and the challenge match with Lee Sedol were documented in a documentary film also titled AlphaGo, directed by Greg Kohs. The win by AlphaGo was chosen by Science as one of the Breakthrough of the Year runners-up on 22 December 2016. At the 2017 Future of Go Summit, the Master version of AlphaGo beat Ke Jie, the number one ranked player in the world at the time, in a three-game match, after which AlphaGo was awarded professional 9-dan by the Chinese Weiqi Association. After the match between AlphaGo and Ke Jie, DeepMind retired AlphaGo, while continuing AI research in other areas. The self-taught AlphaGo Zero achieved a 100–0 victory against the early competitive version of AlphaGo, and its successor AlphaZero was perceived as the world's top player in Go by the end of the 2010s. == History == Go is considered much more difficult for computers to win than other games such as chess, because its strategic and aesthetic nature makes it hard to directly construct an evaluation function, and its much larger branching factor makes it prohibitively difficult to use traditional AI methods such as alpha–beta pruning, tree traversal and heuristic search. Almost two decades after IBM's computer Deep Blue beat world chess champion Garry Kasparov in the 1997 match, the strongest Go programs using artificial intelligence techniques only reached about amateur 5-dan level, and still could not beat a professional Go player without a handicap. In 2012, the software program Zen, running on a four PC cluster, beat Masaki Takemiya (9p) twice at five- and four-stone handicaps. In 2013, Crazy Stone beat Yoshio Ishida (9p) at a four-stone handicap. According to DeepMind's David Silver, the AlphaGo research project was formed around 2014 to test how well a neural network using deep learning can compete at Go. AlphaGo represents a significant improvement over previous Go programs. In 500 games against other available Go programs, including Crazy Stone and Zen, AlphaGo running on a single computer won all but one. In a similar matchup, AlphaGo running on multiple computers won all 500 games played against other Go programs, and 77% of games played against AlphaGo running on a single computer. The distributed version in October 2015 was using 1,202 CPUs and 176 GPUs. === Match against Fan Hui === In October 2015, the distributed version of AlphaGo defeated the European Go champion Fan Hui, a 2-dan (out of 9 dan possible) professional, five to zero. This was the first time a computer Go program had beaten a professional human player on a full-sized board without handicap. The announcement of the news was delayed until 27 January 2016 to coincide with the publication of a paper in the journal Nature describing the algorithms used. === Match against Lee Sedol === AlphaGo played South Korean professional Go player Lee Sedol, ranked 9-dan, one of the best players at Go, with five games taking place at the Four Seasons Hotel in Seoul, South Korea on 9, 10, 12, 13, and 15 March 2016, which were video-streamed live. Out of five games, AlphaGo won four games and Lee won the fourth game which made him recorded as the only human player who beat AlphaGo in all of its 74 official games. AlphaGo ran on Google's cloud computing with its servers located in the United States. The match used Chinese rules with a 7.5-point komi, and each side had two hours of thinking time plus three 60-second byoyomi periods. The version of AlphaGo playing against Lee used a similar amount of computing power as was used in the Fan Hui match. The Economist reported that it used 1,920 CPUs and 280 GPUs. At the time of play, Lee Sedol had the second-highest number of Go international championship victories in the world after South Korean player Lee Chang-ho who kept the world championship title for 16 years. Since there is no single official method of ranking in international Go, the rankings may vary among the sources. While he was ranked top sometimes, some sources ranked Lee Sedol as the fourth-best player in the world at the time. AlphaGo was not specifically trained to face Lee nor was designed to compete with any specific human players. The first three games were won by AlphaGo following resignations by Lee. However, Lee beat AlphaGo in the fourth game, winning by resignation at move 180. AlphaGo then continued to achieve a fourth win, winning the fifth game by resignation. The prize was US$1 million. Since AlphaGo won four out of five and thus the series, the prize will be donated to charities, including UNICEF. Lee Sedol received $150,000 for participating in all five games and an additional $20,000 for his win in Game 4. In June 2016, at a presentation held at a university in the Netherlands, Aja Huang, one of the Deep Mind team, revealed that they had patched the logical weakness that occurred during the 4th game of the match between AlphaGo and Lee, and that after move 78 (which was dubbed the "divine move" by many professionals), it would play as intended and maintain Black's advantage. Before move 78, AlphaGo was leading throughout the game, but Lee's move caused the program's computing powers to be diverted and confused. Huang explained that AlphaGo's policy network of finding the most accurate move order and continuation did not precisely guide AlphaGo to make the correct continuation after move 78, since its value network did not determine Lee's 78th move as being the most likely, and therefore when the move was made AlphaGo could not make the right adjustment to the logical continuation. === Sixty online games === On 29 December 2016, a new account on the Tygem server named "Magister" (shown as 'Magist' at the server's Chinese version) from South Korea began to play games with professional players. It changed its account name to "Master" on 30 December, then moved to the FoxGo server on 1 January 2017. On 4 January, DeepMind confirmed that the "Magister" and the "Master" were both played by an updated version of AlphaGo, called AlphaGo Master. As of 5 January 2017, AlphaGo Master's online record was 60 wins and 0 losses, including three victories over Go's top-ranked player, Ke Jie, who had been quietly briefed in advance that Master was a version of AlphaGo. After losing to Master, Gu Li offered a bounty of 100,000 yuan (US$14,400) to the first human player who could defeat Master. Master played at the pace of 10 games per day. Many quickly suspected it to be an AI player due to little or no resting between games. Its adversaries included many world champions such as Ke Jie, Park Jeong-hwan, Yuta Iyama, Tuo Jiaxi, Mi Yuting, Shi Yue, Chen Yaoye, Li Qincheng, Gu Li, Chang Hao, Tang Weixing, Fan Tingyu, Zhou Ruiyang, Jiang Weijie, Chou Chun-hsun, Kim Ji-seok, Kang Dong-yun, Park Yeong-hun, and Won Seong-jin; national champions or world championship runners-up such as Lian Xiao, Tan Xiao, Meng Tailing, Dang Yifei, Huang Yunsong, Yang Dingxin, Gu Zihao, Shin Jinseo, Cho Han-seung, and An Sungjoon. All 60 games except one were fast-paced games with three 20 or 30 seconds byo-yomi. Master offered to extend the byo-yomi to one minute when playing with Nie Weiping in consideration of his age. After winning its 59th game Master revealed itse

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  • Hubert Dreyfus

    Hubert Dreyfus

    Hubert Lederer Dreyfus ( DRY-fəs; October 15, 1929 – April 22, 2017) was an American philosopher and a professor of philosophy at the University of California, Berkeley. His main interests included phenomenology, existentialism and the philosophy of both psychology and literature, as well as the philosophical implications of artificial intelligence. He was widely known for his exegesis of Martin Heidegger, which critics labeled "Dreydegger". Dreyfus was featured in Tao Ruspoli's film Being in the World (2010), and was among the philosophers interviewed by Bryan Magee for the BBC Television series The Great Philosophers (1987). The Futurama character Professor Hubert Farnsworth is partly named after him, writer Eric Kaplan having been a former student. == Life and career == Dreyfus was born on 15 October 1929, in Terre Haute, Indiana, to Stanley S. and Irene (Lederer) Dreyfus. He attended Harvard University from 1947. With a senior honors thesis on Causality and Quantum Theory (for which W. V. O. Quine was the main examiner) he was awarded a B.A. summa cum laude in 1951 and joined Phi Beta Kappa. He was awarded a M.A. in 1952. He was a Teaching Fellow at Harvard from 1952 to 1953 (as he was again in 1954 and 1956). Then, on a Harvard Sheldon traveling fellowship, Dreyfus studied at the University of Freiburg from 1953 to 1954. During this time he had an interview with Martin Heidegger. Sean D. Kelly records that Dreyfus found the meeting 'disappointing.' A brief mention of it was made by Dreyfus during his 1987 BBC interview with Bryan Magee in remarks that are revealing of both his and Heidegger's opinion of the work of Jean-Paul Sartre. Between 1956 and 1957, Dreyfus undertook research at the Husserl Archives at the University of Louvain on a Fulbright Fellowship. Towards the end of his stay, his first (jointly authored) paper "Curds and Lions in Don Quijote" would appear in print. After acting as an instructor in philosophy at Brandeis University (1957–1959), he attended the Ecole Normale Supérieure, Paris, on a French government grant (1959–1960). From 1960, first as an instructor, then as an assistant and then associate professor, Dreyfus taught philosophy at the Massachusetts Institute of Technology (MIT). In 1964, with his dissertation Husserl's Phenomenology of Perception, he obtained his Ph.D. from Harvard. (Due to his knowledge of Husserl, Dagfinn Føllesdal sat on the thesis committee but he has asserted that Dreyfus "was not really my student.") That same year, his co-translation (with his first wife) of Sense and Non-Sense by Maurice Merleau-Ponty was published. Also in 1964, and whilst still at MIT, he was employed as a consultant by the RAND Corporation to review the work of Allen Newell and Herbert A. Simon in the field of artificial intelligence (AI). This resulted in the publication, in 1965, of the "famously combative" Alchemy and Artificial Intelligence, which proved to be the first of a series of papers and books attacking the AI field's claims and assumptions. The first edition of What Computers Can't Do would follow in 1972, and this critique of AI (which has been translated into at least ten languages) would establish Dreyfus's public reputation. However, as the editors of his Festschrift noted: "the study and interpretation of 'continental' philosophers... came first in the order of his philosophical interests and influences." === Berkeley === In 1968, although he had been granted tenure, Dreyfus left MIT and became an associate professor of philosophy at the University of California, Berkeley, (winning, that same year, the Harbison Prize for Outstanding Teaching). In 1972 he was promoted to full professor. Though Dreyfus retired from his chair in 1994, he continued as professor of philosophy in the Graduate School (and held, from 1999, a joint appointment in the rhetoric department). He continued to teach philosophy at UC Berkeley until his last class in December 2016. Dreyfus was elected a fellow of the American Academy of Arts and Sciences in 2001. He was also awarded an honorary doctorate for "his brilliant and highly influential work in the field of artificial intelligence" and his interpretation of twentieth century continental philosophy by Erasmus University. Dreyfus died on April 22, 2017. His younger brother and sometimes collaborator, Stuart Dreyfus, is a professor emeritus of industrial engineering and operations research at the University of California, Berkeley. == Dreyfus' criticism of AI == Dreyfus' critique of artificial intelligence (AI) concerns what he considers to be the four primary assumptions of AI research. The first two assumptions are what he calls the "biological" and "psychological" assumptions. The biological assumption is that the brain is analogous to computer hardware and the mind is analogous to computer software. The psychological assumption is that the mind works by performing discrete computations (in the form of algorithmic rules) on discrete representations or symbols. Dreyfus claims that the plausibility of the psychological assumption rests on two others: the epistemological and ontological assumptions. The epistemological assumption is that all activity (either by animate or inanimate objects) can be formalized (mathematically) in the form of predictive rules or laws. The ontological assumption is that reality consists entirely of a set of mutually independent, atomic (indivisible) facts. It's because of the epistemological assumption that workers in the field argue that intelligence is the same as formal rule-following, and it's because of the ontological one that they argue that human knowledge consists entirely of internal representations of reality. On the basis of these two assumptions, workers in the field claim that cognition is the manipulation of internal symbols by internal rules, and that, therefore, human behaviour is, to a large extent, context free (see contextualism). Therefore, a truly scientific psychology is possible, which will detail the 'internal' rules of the human mind, in the same way the laws of physics detail the 'external' laws of the physical world. However, it is this key assumption that Dreyfus denies. In other words, he argues that we cannot now (and never will be able to) understand our own behavior in the same way as we understand objects in, for example, physics or chemistry: that is, by considering ourselves as things whose behaviour can be predicted via 'objective', context free scientific laws. According to Dreyfus, a context-free psychology is a contradiction in terms. Dreyfus's arguments against this position are taken from the phenomenological and hermeneutical tradition (especially the work of Martin Heidegger). Heidegger argued that, contrary to the cognitivist views (on which AI has been based), our being is in fact highly context-bound, which is why the two context-free assumptions are false. Dreyfus doesn't deny that we can choose to see human (or any) activity as being 'law-governed', in the same way that we can choose to see reality as consisting of indivisible atomic facts... if we wish. But it is a huge leap from that to state that because we want to or can see things in this way that it is therefore an objective fact that they are the case. In fact, Dreyfus argues that they are not (necessarily) the case, and that, therefore, any research program that assumes they are will quickly run into profound theoretical and practical problems. Therefore, the current efforts of workers in the field are doomed to failure. Dreyfus argues that to get a device or devices with human-like intelligence would require them to have a human-like being-in-the-world and to have bodies more or less like ours, and social acculturation (i.e. a society) more or less like ours. (This view is shared by psychologists in the embodied psychology (Lakoff and Johnson 1999) and distributed cognition traditions. His opinions are similar to those of robotics researchers such as Rodney Brooks as well as researchers in the field of artificial life.) Contrary to a popular misconception, Dreyfus never predicted that computers would never beat humans at chess. In Alchemy and Artificial Intelligence, he only reported (correctly) the state of the art of the time: "Still no chess program can play even amateur chess." Daniel Crevier writes: "time has proven the accuracy and perceptiveness of some of Dreyfus's comments. Had he formulated them less aggressively, constructive actions they suggested might have been taken much earlier." == Webcasting philosophy == When UC Berkeley and Apple began making a selected number of lecture classes freely available to the public as podcasts beginning around 2006, a recording of Dreyfus teaching a course called "Man, God, and Society in Western Literature – From Gods to God and Back" rose to the 58th most popular webcast on iTunes. These webcasts have attracted the attention of many, including non-academics, to Dreyfus and his

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  • Rejoyn

    Rejoyn

    Rejoyn is a prescription-only digital therapeutic smartphone app approved by the US FDA for the treatment of major depressive disorder (MDD) in adults ages 22 and up. It is prescribed in conjunction with standard antidepressant medication and professional guidance and support. Rejoyn was developed by Click Therapeutics and Otsuka America Pharmaceutical Inc., and gained FDA clearance as a "medical device" on March 30th, 2024. The smartphone app helps patients with depression using exercises based on cognitive behavioral therapy (CBT) along with timed notifications to keep the patient engaged and in treatment. Randomized controlled trials showed that the Rejoyn app was more effective at relieving depression symptoms compared to a "sham app", a placebo app that required similar effort but was not intended to be helpful. Dr. John Torous, MD, MBI,[a] a psychiatrist at the Beth Israel Deaconess Medical Center in Boston, said that the app seems to pose minimal risks, and is an important step forward in unlocking the power of smartphones in treating psychiatric disorders. Some experts have signaled that the claims should be taken with caution, since the app was "tested only in a narrow subset of patients." and its benefits are "not statistically significant," according to the study’s primary outcome."

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  • OntoUML

    OntoUML

    OntoUML is a language for ontology-driven conceptual modeling. OntoUML is built as a UML extension based on the Unified Foundational Ontology. The foundations of UFO and OntoUML can be traced back to Giancarlo Guizzardi's Ph.D. thesis "Ontological foundations for structural conceptual models". In his work, he proposed a novel foundational ontology for conceptual modeling (UFO) and employed it to evaluate and re-design a fragment of the UML 2.0 metamodel for the purposes of conceptual modeling and domain ontology engineering. == Supporting tools == In 2006, Guizzardi co-founded the Ontology & Conceptual Modeling Research Group (NEMO) located at the Federal University of Espírito Santo (UFES) in Vitória city, state of Espírito Santo, Brazil. Since then, NEMO has been responsible for most of the developments in OntoUML. Several papers about ontologies and OntoUML have been authored by members of the NEMO group.

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  • Predictive Model Markup Language

    Predictive Model Markup Language

    The Predictive Model Markup Language (PMML) is an XML-based predictive model interchange format conceived by Robert Lee Grossman, then the director of the National Center for Data Mining at the University of Illinois at Chicago. PMML provides a way for analytic applications to describe and exchange predictive models produced by data mining and machine learning algorithms. It supports common models such as logistic regression and other feedforward neural networks. Version 0.9 was published in 1998. Subsequent versions have been developed by the Data Mining Group. Since PMML is an XML-based standard, the specification comes in the form of an XML schema. PMML itself is a mature standard with over 30 organizations having announced products supporting PMML. == PMML components == A PMML file can be described by the following components: Header: contains general information about the PMML document, such as copyright information for the model, its description, and information about the application used to generate the model such as name and version. It also contains an attribute for a timestamp which can be used to specify the date of model creation. Data Dictionary: contains definitions for all the possible fields used by the model. It is here that a field is defined as continuous, categorical, or ordinal (attribute optype). Depending on this definition, the appropriate value ranges are then defined as well as the data type (such as, string or double). Data Transformations: transformations allow for the mapping of user data into a more desirable form to be used by the mining model. PMML defines several kinds of simple data transformations. Normalization: map values to numbers, the input can be continuous or discrete. Discretization: map continuous values to discrete values. Value mapping: map discrete values to discrete values. Functions (custom and built-in): derive a value by applying a function to one or more parameters. Aggregation: used to summarize or collect groups of values. Model: contains the definition of the data mining model. E.g., A multi-layered feedforward neural network is represented in PMML by a "NeuralNetwork" element which contains attributes such as: Model Name (attribute modelName) Function Name (attribute functionName) Algorithm Name (attribute algorithmName) Activation Function (attribute activationFunction) Number of Layers (attribute numberOfLayers) This information is then followed by three kinds of neural layers which specify the architecture of the neural network model being represented in the PMML document. These attributes are NeuralInputs, NeuralLayer, and NeuralOutputs. Besides neural networks, PMML allows for the representation of many other types of models including support vector machines, association rules, Naive Bayes classifier, clustering models, text models, decision trees, and different regression models. Mining Schema: a list of all fields used in the model. This can be a subset of the fields as defined in the data dictionary. It contains specific information about each field, such as: Name (attribute name): must refer to a field in the data dictionary Usage type (attribute usageType): defines the way a field is to be used in the model. Typical values are: active, predicted, and supplementary. Predicted fields are those whose values are predicted by the model. Outlier Treatment (attribute outliers): defines the outlier treatment to be use. In PMML, outliers can be treated as missing values, as extreme values (based on the definition of high and low values for a particular field), or as is. Missing Value Replacement Policy (attribute missingValueReplacement): if this attribute is specified then a missing value is automatically replaced by the given values. Missing Value Treatment (attribute missingValueTreatment): indicates how the missing value replacement was derived (e.g. as value, mean or median). Targets: allows for post-processing of the predicted value in the format of scaling if the output of the model is continuous. Targets can also be used for classification tasks. In this case, the attribute priorProbability specifies a default probability for the corresponding target category. It is used if the prediction logic itself did not produce a result. This can happen, e.g., if an input value is missing and there is no other method for treating missing values. Output: this element can be used to name all the desired output fields expected from the model. These are features of the predicted field and so are typically the predicted value itself, the probability, cluster affinity (for clustering models), standard error, etc. The latest release of PMML, PMML 4.1, extended Output to allow for generic post-processing of model outputs. In PMML 4.1, all the built-in and custom functions that were originally available only for pre-processing became available for post-processing too. == PMML 4.0, 4.1, 4.2 and 4.3 == PMML 4.0 was released on June 16, 2009. Examples of new features included: Improved Pre-Processing Capabilities: Additions to built-in functions include a range of Boolean operations and an If-Then-Else function. Time Series Models: New exponential Smoothing models; also place holders for ARIMA, Seasonal Trend Decomposition, and Spectral density estimation, which are to be supported in the near future. Model Explanation: Saving of evaluation and model performance measures to the PMML file itself. Multiple Models: Capabilities for model composition, ensembles, and segmentation (e.g., combining of regression and decision trees). Extensions of Existing Elements: Addition of multi-class classification for Support Vector Machines, improved representation for Association Rules, and the addition of Cox Regression Models. PMML 4.1 was released on December 31, 2011. New features included: New model elements for representing Scorecards, k-Nearest Neighbors (KNN) and Baseline Models. Simplification of multiple models. In PMML 4.1, the same element is used to represent model segmentation, ensemble, and chaining. Overall definition of field scope and field names. A new attribute that identifies for each model element if the model is ready or not for production deployment. Enhanced post-processing capabilities (via the Output element). PMML 4.2 was released on February 28, 2014. New features include: Transformations: New elements for implementing text mining New built-in functions for implementing regular expressions: matches, concat, and replace Simplified outputs for post-processing Enhancements to Scorecard and Naive Bayes model elements PMML 4.3 was released on August 23, 2016. New features include: New Model Types: Gaussian Process Bayesian Network New built-in functions Usage clarifications Documentation improvements Version 4.4 was released in November 2019. == Release history == == Data Mining Group == The Data Mining Group is a consortium managed by the Center for Computational Science Research, Inc., a nonprofit founded in 2008. The Data Mining Group also developed a standard called Portable Format for Analytics, or PFA, which is complementary to PMML.

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  • GuideGeek

    GuideGeek

    GuideGeek is an AI-powered travel assistant that was launched by travel publisher Matador Network in April 2023 and is accessed by users through Instagram, WhatsApp and Facebook Messenger to plan itineraries or provide travel tips and recommendations. It uses generative artificial intelligence technology from OpenAI. Matador Network is a San Francisco-based digital media company and online travel publication with millions of monthly visitors and social media followers. == Features == Users message GuideGeek questions about travel and receive customized answers and itineraries that are pulled from ChatGPT in addition to over 1,000 additional travel-specific integrations such as live flight, hotel and vacation rental data. Travelers can specify their budget and needs to generate custom itineraries. GuideGeek is not an app and does not require the user to download anything, instead relying on messaging apps such as Instagram to connect users with the AI. GuideGeek is free to use, doesn't include ads, and doesn't sell user data. Matador Network has a team of staff members monitoring conversations to correct them if the AI makes a false statement; for example, one user incorrectly inputted “Crete Freeze” instead of “Crete, Greece”, and the AI made up a fictional soft serve company. Using a technique known as reinforcement learning from human feedback (RLHF), the accuracy of GuideGeek increased to 98%, according to Matador Network CEO, Ross Borden. == Destination partnerships == Matador Network is monetizing GuideGeek via white-label partnerships with tourism bureaus and destination marketing organizations (DMOs). As of March 2024, it had over a dozen such clients. Estes Park, Colorado, was one of the first DMOs to partner with Matador for a custom version of GuideGeek called “Rocky Mountain Roamer.” For Discover Greece, Matador created Pythia, a custom AI named after the high priestess of the Temple of Apollo at Delphi. As Borden explained to Travel + Leisure, “Visitors to the Discover Greece website will find Pythia in the bottom right corner, and they can converse with the AI like a friend who knows everything about Greece.” Other DMOs who have partnerships with GuideGeek include the Aruba Tourism Authority, Visit Reno Tahoe, Illinois Office of Tourism, and Tourism Richmond. == Awards == In recognition of GuideGeek, Fast Company named Matador Network to its 2024 list of Most Innovative Companies. Following growth driven by the launch of GuideGeek, Matador Network was ranked on the 2024 Inc. 5000 list of fastest-growing private companies in America. The 2024 Skift IDEA Awards recognized Matador Network as a finalist in the category of Best Use of AI for GuideGeek's customized AI for the travel industry. == Michael Motamedi experiment == Travel influencer and chef Michael Motamedi traveled the world with his wife Vanessa Salas and their 2-year-old daughter on a six-month trip (which was later extended to a full year) led by GuideGeek. The family started off in Morocco before heading to Spain and continuing east. The experiment became the basis of a web series called “No Fixed Address.” Motamedi used GuideGeek's AI to select countries the family visited, where they ate, and what sites they saw. Motamedi and Salas first tested out the technology in April 2023 while using the chatbot to plan a date night in Mexico City. GuideGeek provided speakeasy and drink recommendations as well as local history facts.

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  • PhotoWorks (ray tracing software)

    PhotoWorks (ray tracing software)

    PhotoWorks is a raytrace rendering program created by Dassault Systèmes SolidWorks Corporation, formerly supplied as a photorealistic rendering add-in for SolidWorks. The program is based on the Mental Ray rendering engine. It has a library of scenes and materials that can be used with user-created SolidWorks files to create still frame images within the SolidWorks GUI. Since the 2011 release of SolidWorks, PhotoWorks has been replaced by the PhotoView 360 rendering utility. A 2010 review comparing PhotoWorks with three other rendering programs for SolidWorks (including PhotoView 360) gave the program high marks for render speed and built-in materials, but low marks for realism and user interface. Appearance File Type: .p2m

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  • Jarosław Królewski

    Jarosław Królewski

    Jarosław Królewski ([jaˈrɔswaf kruˈlɛfskʲi]; born September 26, 1986) is a Polish entrepreneur, programmer, sociologist, investor, and philanthropist from Hańczowa, Poland. He is a researcher and lecturer at the AGH University of Krakow. He was selected as a Young Global Leader by the World Economic Forum in 2025. Królewski is a cofounder and chief executive of the software development company Synerise that develops its namesake business intelligence software based on artificial intelligence and big data. He is also the president and a majority stakeholder of the Polish soccer club Wisła Kraków. == Biography == === Scientific activities === Królewski graduated from the AGH University of Kraków and the University of Banking and Management in Kraków. He completed two fields of study: a master's degree in sociology, and an engineer's degree in computer science. He co-created innovative study programs, including social informatics and electronic business, recognized as the most innovative field of study in Poland in 2012 by the Ministry of Science and Higher Education, which led to the AGH receiving a PLN 1 million award for the development of the program. Królewski is a research and teaching employee at AGH, where since 2010 he has been conducting classes and lectures on the Internet, mobile technologies, and UX/UI. He has been preparing a PhD thesis. He is the brand ambassador of the Academy. He is also a mentor of the Polish Development Fund network. In 2019, on the occasion of the AGH University's 100th anniversary, Królewski was honored the title of "AGH Graduate Junior 2018." Królewski is the co-originator of the "Data Science in Business and Administration" doctoral studies organized by the Faculty of Computer Science and Electronic Economy of the Poznań University of Economics. He is a co-author of a textbook E-marketing. Contemporary trends. Starter package (2013), and an Book on algorithmic governance Algocracy. How and why artificial intelligence changes everything (with Krzysztof Rybiński, 2023). === Business career === Throughout the 2000s, Królewski was responsible for issues of usability and user experience at the advertising agency Eskadra in Kraków. In 2012, along with programmer Miłosz Baluś and graphic designer Krzysztof Kochmański, he founded the software house Humanoit Group. The company created a project management software using machine learning and artificial intelligence. In 2013, HG Intelligence was established to create a platform for analytics and automation of business processes called "Synerise" that combined big data with artificial intelligence mechanisms. Królewski became the president of the company's management board. In 2016, the company rebranded itself after its own platform. It is one of the fastest growing enterprises in Poland – in 2019 it was valued at USD 85 million (PLN 323.5 million), and its value is still growing, in 2022 it announced an investment of USD 23 million. Królewski is a supporter of releasing some software in open-source form, an example of which is the open library Cleora.ai. Królewski has been described "one of the most promising young Polish businessmen in the technology industry." According to Forbes, he is a "visionary computer scientist who in many respects resembles the young Bill Gates." Królewski considers himself a “technological determinist and optimist.” He never wants to be a millionaire or billionaire, he spends 80 percent of his private income on education, sports and charities. === Sports === In his youth (2002–2006) he was a football player of the (then 4th-league) club Glinik Gorlice, and represented it at the then-highest level of junior competitions in Poland. He played there with Rafał Wisłocki, later president of Wisła Kraków and vice-president of Bruk-Bet Termalica Nieciecza. In early 2019, Królewski was the initiator of a rescue operation that saved Wisła Kraków from bankruptcy, as well as the originator of the crowdfunding issue of shares of Wisła Kraków, pioneering in Polish sports, during restructuring and searching for a strategic investor. The offered shares constituted 5.1 percent. all the company's shares, which meant that the club was valued at PLN 74.4 million. 40,000 shares were put up for sale, each worth PLN 100. Within 24 hours, they were purchased by 9,124 investors through an equity crowdfunding platform Beesfund, earning the club PLN 4 million. In March 2019, Królewski became vice-chairman of Wisła's supervisory board, a position he held until 2021. In April 2020, he became Wisła's co-owner, along with the footballer Jakub Błaszczykowski, and Tomasz Jażdżyński, president of Gremi Media (publisher of the news outlets Rzeczpospolita and Parkiet). The three granted a bridging loan to the club of PLN 4 million, each supporting PLN 1.33 million. The funds were used to repay the club's debts to players. In November 2022, the supervisory board of Wisła Kraków appointed Królewski as the president of the club's management board. In December 2022, Królewski took over a majority stake in the club. In January 2024, based on match statistics, he used AI tools to select Wisła's new coach, Albert Rudé. === Social activities === Królewski is the creator and originator of the nationwide educational project "AI Schools & Academy", the first artificial intelligence teaching program in Polish kindergartens, primary and secondary schools in Polish history. Launched in 2018, the project was financed by Synerise business partners: Carrefour, CCC, Ernst & Young, IDC, Media Expert, Microsoft, Orange Foundation, Oriflame, Bank Pekao, Photon, PZU, and Żabka. Physicists, mathematicians, and computer scientists conduct special classes in 1,500 kindergartens, primary and secondary schools. Outstanding students and teachers are awarded scholarships. The project was appreciated by experts. In the years 2018–2020, Królewski was the main sponsor of Glinik Gorlice. He also supported the women's football team Staszkówka Jelna (of Staszkówka). After taking over the shares of Wisła Kraków in 2020, he launched socially conscience initiatives along with other shareholders, including a women's football team, the amp football section, and the blind football section. He has privately sponsored social charities. == Accolades and awards == In 2017, Królewski along with the Synerise co-founders Baluś and Kochmański was included in the “New Europe 100” list of eastern Europe's brightest and best citizens changing the region's societies, politics, or business environments, according to Res Publica, along with the International Visegrad Fund, Google and the Financial Times. Królewski was included on Ernst & Young's list of the 30 most promising technology entrepreneurs in the world. In 2018, he was honored with the Special Jury Award in the Polish edition of the Ernst & Young Entrepreneur of the Year Award competition, for combining scientific activities with entrepreneurship. The same year, Królewski won an award in the competition Digital Shapers, distinguishing outstanding tech personalities by the Digital Poland Foundation. He was also selected to Ernst & Young startup program EY Accelerating Entrepreneurs for businesses that focus on disruptive fields. In 2019, as part of the AI Awards competition, Królewski received the title of AI Person of the Year. == Private life == Królewski comes from a Lemko family from Hańczowa in the Low Beskids. He is married to Aleksandra Królewska.

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  • Six Little Dragons

    Six Little Dragons

    Six Little Dragons (Chinese: 杭州六小龙), or Six Little Dragons of Hangzhou, are an informal grouping of the tech startups Game Science, DeepSeek, Unitree Robotics, DEEP Robotics, BrainCo and Manycore Tech. All six were established in Hangzhou, They are active in artificial intelligence, robotics, gaming, and brain-computer interface technology. Hangzhou is referred to as the China’s “e-commerce capital” (电商之都). The nickname "Six Little Dragons" originated from the Chinese internet. == Background == === Chinese government investments (2002 — 2010s) === From 2002 to 2007, under Xi Jinping's leadership as party secretary of Zhejiang, provincial spending on technology research grew over four times to 28 billion RMB. The province launched "Digital Zhejiang" (数字浙江) to advance modernization and the "Eight Eight Strategy" (八八战略), focusing on eight advantages and actions to boost industrial development, including specialized industries. In 2010, Hangzhou's government started "Project Eagle" (雏鹰计划) to aid science and technology startups. The project works with incubators and accelerators to find promising tech companies and offers public funding and other help, especially for startups by graduates and returning students. Unitree received support in the initial phase, along with government subsidies from Binjiang District. === AI-startups and further investments (2025 — present) === In January 2025, the Chinese government created the "Hangzhou AI Industry Chain High-Quality Development Action Plan" which focuses on computing power, LLM technologies, and AI applications. The plan was made to certify over 2,000 new high-tech enterprises, initiate over 300 major tech projects, and invest more than 300 billion RMB (US$40 billion) annually. The Chinese government also renewed "Project Eagle" and to allocate 15% of industrial policy funds for future industries. Hangzhou aimed to become a center for tech startups, highlighting the "six little dragons of Hangzhou," a nickname popularized in early 2025. This group includes DeepSeek, Game Science, Unitree Robotics, Manycore Tech, BrainCo, and DEEP Robotics, companies in gaming, robotics, and software development. Earlier in 2025, DeepSeek, one of the six dragons, launched an AI system at a much lower cost than those from Silicon Valley. Since then, DeepSeek and Alibaba have produced top-performing open source AI models. Game Science launched the successful video game Black Myth: Wukong in 2024, while Unitree gained attention for their dancing robots in the 2025 annual spring gala broadcast by Chinese state media. The group was acknowledged by Chinese authorities in Hangzhou in a New Years message for local businesses in January 2025. Hangzhou’s universities were given credit for the development of Chinese technological industry. Zhejiang University alumni founded three of the "Six Little Dragons". By September 2024, the university produced 102 executives in Chinese AI start-ups, ranking third among China's top institutions. On February 20, 2025, Alibaba's Eddie Wu stated that the company would focus on artificial generative intelligence and plans significant investment in AI. The company also sought to boost foreign investment to China's "Six Little Dragons" following Alibaba's founder Jack Ma attended General Secretary of the Chinese Communist Party Xi Jinping's business symposium with corporate leaders and entrepreneurs that same month. == Challenges == China's net foreign direct investment (FDI) fell by US$168 billion in 2024, marking the largest capital flight since 1990. Foreign investment peaked at US$344 billion in 2021 but has since declined according to the State Administration of Foreign Exchange. In 2024, foreign investors put in only US$4.5 billion while Chinese firms invested US$173 billion abroad. According to interviews conducted by The New York Times, some start-up company founders believe that Chinese government's support for Hangzhou's technological sector has deterred foreign investors. Tensions with the United States led many international companies to adopt a China Plus One strategy, while Chinese firms build factories overseas to avoid potential Trump tariffs. China also faced US restrictions on its access of advanced chips, forcing Chinese tech companies to stockpile Nvidia chips while Chinese producers like Huawei and Semiconductor Manufacturing International Corporation (SMIC) were competing to produce their own.

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