AI Assistant Roblox Studio

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  • Kernel (image processing)

    Kernel (image processing)

    In image processing, a kernel, convolution matrix, or mask is a small matrix used for blurring, sharpening, embossing, edge detection, and more. This is accomplished by doing a convolution between the kernel and an image. Or more simply, when each pixel in the output image is a function of the nearby pixels (including itself) in the input image, the kernel is that function. == Details == The general expression of a convolution is g x , y = ω ∗ f x , y = ∑ i = − a a ∑ j = − b b ω i , j f x − i , y − j , {\displaystyle g_{x,y}=\omega f_{x,y}=\sum _{i=-a}^{a}{\sum _{j=-b}^{b}{\omega _{i,j}f_{x-i,y-j}}},} where g ( x , y ) {\displaystyle g(x,y)} is the filtered image, f ( x , y ) {\displaystyle f(x,y)} is the original image, ω {\displaystyle \omega } is the filter kernel. Every element of the filter kernel is considered by − a ≤ i ≤ a {\displaystyle -a\leq i\leq a} and − b ≤ j ≤ b {\displaystyle -b\leq j\leq b} . Depending on the element values, a kernel can cause a wide range of effects: The above are just a few examples of effects achievable by convolving kernels and images. === Origin === The origin is the position of the kernel which is above (conceptually) the current output pixel. This could be outside of the actual kernel, though usually it corresponds to one of the kernel elements. For a symmetric kernel, the origin is usually the center element. == Convolution == Convolution is the process of adding each element of the image to its local neighbors, weighted by the kernel. This is related to a form of mathematical convolution. The matrix operation being performed—convolution—is not traditional matrix multiplication, despite being similarly denoted by . For example, if we have two three-by-three matrices, the first a kernel, and the second an image piece, convolution is the process of flipping both the rows and columns of the kernel and multiplying locally similar entries and summing. The element at coordinates [2, 2] (that is, the central element) of the resulting image would be a weighted combination of all the entries of the image matrix, with weights given by the kernel: ( [ a b c d e f g h i ] ∗ [ 1 2 3 4 5 6 7 8 9 ] ) [ 2 , 2 ] = {\displaystyle \left({\begin{bmatrix}a&b&c\\d&e&f\\g&h&i\end{bmatrix}}{\begin{bmatrix}1&2&3\\4&5&6\\7&8&9\end{bmatrix}}\right)[2,2]=} ( i ⋅ 1 ) + ( h ⋅ 2 ) + ( g ⋅ 3 ) + ( f ⋅ 4 ) + ( e ⋅ 5 ) + ( d ⋅ 6 ) + ( c ⋅ 7 ) + ( b ⋅ 8 ) + ( a ⋅ 9 ) . {\displaystyle (i\cdot 1)+(h\cdot 2)+(g\cdot 3)+(f\cdot 4)+(e\cdot 5)+(d\cdot 6)+(c\cdot 7)+(b\cdot 8)+(a\cdot 9).} The other entries would be similarly weighted, where we position the center of the kernel on each of the boundary points of the image, and compute a weighted sum. The values of a given pixel in the output image are calculated by multiplying each kernel value by the corresponding input image pixel values. This can be described algorithmically with the following pseudo-code: for each image row in input image: for each pixel in image row: set accumulator to zero for each kernel row in kernel: for each element in kernel row: if element position corresponding to pixel position then multiply element value corresponding to pixel value add result to accumulator endif set output image pixel to accumulator corresponding input image pixels are found relative to the kernel's origin. If the kernel is symmetric then place the center (origin) of the kernel on the current pixel. The kernel will overlap the neighboring pixels around the origin. Each kernel element should be multiplied with the pixel value it overlaps with and all of the obtained values should be summed. This resultant sum will be the new value for the current pixel currently overlapped with the center of the kernel. If the kernel is not symmetric, it has to be flipped both around its horizontal and vertical axis before calculating the convolution as above. The general form for matrix convolution is [ x 11 x 12 ⋯ x 1 n x 21 x 22 ⋯ x 2 n ⋮ ⋮ ⋱ ⋮ x m 1 x m 2 ⋯ x m n ] ∗ [ y 11 y 12 ⋯ y 1 n y 21 y 22 ⋯ y 2 n ⋮ ⋮ ⋱ ⋮ y m 1 y m 2 ⋯ y m n ] = ∑ i = 0 m − 1 ∑ j = 0 n − 1 x ( m − i ) ( n − j ) y ( 1 + i ) ( 1 + j ) {\displaystyle {\begin{bmatrix}x_{11}&x_{12}&\cdots &x_{1n}\\x_{21}&x_{22}&\cdots &x_{2n}\\\vdots &\vdots &\ddots &\vdots \\x_{m1}&x_{m2}&\cdots &x_{mn}\\\end{bmatrix}}{\begin{bmatrix}y_{11}&y_{12}&\cdots &y_{1n}\\y_{21}&y_{22}&\cdots &y_{2n}\\\vdots &\vdots &\ddots &\vdots \\y_{m1}&y_{m2}&\cdots &y_{mn}\\\end{bmatrix}}=\sum _{i=0}^{m-1}\sum _{j=0}^{n-1}x_{(m-i)(n-j)}y_{(1+i)(1+j)}} === Edge handling === Kernel convolution usually requires values from pixels outside of the image boundaries. There are a variety of methods for handling image edges. Extend The nearest border pixels are conceptually extended as far as necessary to provide values for the convolution. Corner pixels are extended in 90° wedges. Other edge pixels are extended in lines. Wrap The image is conceptually wrapped (or tiled) and values are taken from the opposite edge or corner. Mirror The image is conceptually mirrored at the edges. For example, attempting to read a pixel 3 units outside an edge reads one 3 units inside the edge instead. Crop / Avoid overlap Any pixel in the output image which would require values from beyond the edge is skipped. This method can result in the output image being slightly smaller, with the edges having been cropped. Move kernel so that values from outside of image is never required. Machine learning mainly uses this approach. Example: Kernel size 10x10, image size 32x32, result image is 23x23. Kernel Crop Any pixel in the kernel that extends past the input image isn't used and the normalizing is adjusted to compensate. Constant Use constant value for pixels outside of image. Usually black or sometimes gray is used. Generally this depends on application. === Normalization === Normalization is defined as the division of each element in the kernel by the sum of all kernel elements, so that the sum of the elements of a normalized kernel is unity. This will ensure the average pixel in the modified image is as bright as the average pixel in the original image. === Optimization === Fast convolution algorithms include: separable convolution ==== Separable convolution ==== 2D convolution with an M × N kernel requires M × N multiplications for each sample (pixel). If the kernel is separable, then the computation can be reduced to M + N multiplications. Using separable convolutions can significantly decrease the computation by doing 1D convolution twice instead of one 2D convolution. === Implementation === Here a concrete convolution implementation done with the GLSL shading language :

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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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  • Federal Virtual World Challenge

    Federal Virtual World Challenge

    The Federal Virtual Challenge, formerly The Federal Virtual Worlds Challenge is a competition led by the Simulation and Training Technology Center (United States Army Research, Development and Engineering Command). The event is conducted in order to reach a global development community that will create innovative and interactive training and analysis services in virtual worlds. The inaugural event began in 2009 with the awards being conducted during March 2010 GameTech conference in Orlando, Florida. == Description == The focus of the challenge is training or analysis capability conducted wholly in a virtual environment. The training and analysis audience includes all United States Federal Agencies including, Department of Defense, Department of Homeland Security, Department of Transportation, and Department of Health and Human Services, NASA, DOT, and many more.

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  • India AI Impact Summit 2026

    India AI Impact Summit 2026

    The India AI Impact Summit 2026 (also abbreviated as the AI Impact Summit) was an international summit on artificial intelligence held at Bharat Mandapam, New Delhi, India, from 16 to 21 February 2026. It is the fourth in a series of global AI summits following the Bletchley Park AI Safety Summit in 2023, the AI Seoul Summit in 2024, and the AI Action Summit in Paris in 2025. Organised under the IndiaAI Mission by the Ministry of Electronics and Information Technology, it is the first summit in the series to be hosted by a Global South nation. This series of AI summits will continue with the AI Summit in Geneva to be hosted by Switzerland in 2027. The summit was inaugurated by Prime Minister Narendra Modi on 19 February 2026. The opening ceremony was also addressed by French President Emmanuel Macron and United Nations Secretary-General António Guterres. The summit was attended by over 20 heads of state and a delegation of global technology leaders including Sundar Pichai (Google), Sam Altman (OpenAI), and Demis Hassabis (DeepMind). The event faced criticism for organisational issues, misrepresentation of non-Indian products as Indian, and a perceived focus on trade fair activities over substantive governance. == Background == The AI Impact Summit was an international summit on artificial intelligence (AI) held in New Delhi from 16 to 20 February 2026. It followed the AI Action Summit in Paris in February 2025, the AI Seoul Summit in 2024 and the Bletchley Park AI Safety Summit in 2023. According to Crowell & Moring, the changing summit titles seemed to reflect a broader shift in focus away from AI safety and governance toward practical impact, implementation, and measurable outcomes. Ahead of the summit, an international panel of experts published the second International AI Safety Report. The summit was structured around three foundational pillars, termed "Sutras": People, Planet, and Progress. Seven thematic working groups were established to deliver outcomes across these pillars, covering AI for economic growth and social good; democratising AI resources; inclusion for social empowerment; safe and trusted AI; human capital; science; and resilience, innovation, and efficiency. == Programme == The summit ran over five days, later extended to six following overwhelming public response. Originally scheduled to conclude on 20 February, the event was extended to 21 February with expanded evening hours for the exhibition. === India AI Impact Expo === The India AI Impact Expo, inaugurated by Prime Minister Modi on 16 February, featured over 300 exhibitors from 30 countries across more than 10 thematic pavilions. Pavilions were organised across thematic zones aligned with the summit's three pillars, showcasing AI applications in healthcare, agriculture, education, and sustainable industry. === Leaders' Plenary and CEO Roundtable === The Leaders' Plenary on 19 February brought together heads of state, ministers, and representatives from multilateral institutions to outline national and global priorities on AI governance, infrastructure, and international cooperation. A CEO Roundtable, held the same evening, convened senior executives from global technology and industry firms with government leaders to discuss investment, research collaboration, and deployment of AI systems. === Research Symposium === A Research Symposium on AI and its Impact was held on 18 February, with the IIIT Hyderabad as knowledge partner. Discussions covered sovereign AI infrastructure, global adoption challenges, research breakthroughs, and policy priorities. == Participants == The summit drew delegations from over 100 countries, including more than 20 heads of state and 60 ministers. Notable attendees from the technology industry included Sundar Pichai (Google), Sam Altman (OpenAI), Dario Amodei (Anthropic), Demis Hassabis (Google DeepMind), and Mukesh Ambani (Reliance Industries). Representatives from multilateral institutions included Sangbu Kim of the World Bank. == Announcements and outcomes == === Indian AI models === Several Indian AI models and products were unveiled during the summit. Sarvam AI, an Indian AI laboratory, launched a new generation of large language models, including 30-billion and 105-billion parameter models using a mixture of experts architecture, as well as text-to-speech, speech-to-text, and vision models. Sarvam also introduced the Kaze smartglasses, described as the company's first hardware product, which Prime Minister Modi tested at the expo. The government-backed BharatGen Param2 model, a 17-billion parameter model supporting 22 Indian languages with multimodal capabilities, was also launched at the summit. === Infrastructure commitments === Union Minister Ashwini Vaishnaw outlined India's "whole-of-nation" AI strategy, describing plans to build a "frugal, sovereign and scalable" AI ecosystem. The government announced plans to add more than 20,000 GPUs to India's existing base of 38,000 under the IndiaAI Compute Portal. Microsoft announced at the summit that it was on track to invest US$50 billion by the end of the decade to bring AI to lower-income countries. Goa reaffirmed its commitment to artificial intelligence at the India AI Impact Summit 2026. === Guinness World Record === During the summit, India set a Guinness World Record for the most pledges received for an AI responsibility campaign in 24 hours, with 250,946 valid pledges collected between 16 and 17 February 2026. The campaign, conducted in partnership with Intel India as part of the IndiaAI Mission, exceeded its initial target of 5,000 pledges. == Controversies and criticisms == === Galgotias University incident === On 18 February, Galgotias University faced widespread criticism after a representative presented a robot dog at the university's exhibition pavilion as an indigenous development. Social media users identified the robot as the Unitree Go2, a commercially available product manufactured by Chinese company Unitree Robotics. IT Secretary S. Krishnan stated that the government did not want exhibitors to showcase items that were not their own, and the university was directed to vacate its stall. Galgotias University issued an apology, stating that the representative had been "ill-informed" and was not authorised to speak to the press. The incident drew political reactions, with the Indian National Congress using it to criticise the government. The controversy was amplified after Union IT Minister Ashwini Vaishnaw had earlier shared a video clip of the robot on social media, which was subsequently deleted. === Organisational issues === On day 1 of the Summit, Dhananjay Yadav, a Bengaluru-based entrepreneur had alleged that his product was stolen in the Summit. He called it as a pain for the people in an X post. He further wrote, "Think about this: We paid for flights, accommodation, logistics and even the booth. Only to see our wearables disappear inside a high-security zone". Later, the stolen devices were recovered by The Delhi Police. Bloomberg reported that delegates were left stranded without food or water during a security lockdown ahead of the Prime Minister's visit on 19 February. The summit venue was closed to the public on 19 February for the Prime Minister's visit, leading to criticism from attendees who had registered for that day. === Protests by the Indian Youth Congress (IYC) === On 20 February, some members of the Indian Youth Congress (IYC) carried out protests inside the venue with slogans such as "PM is compromised" and the criticism of the recent trade deal between India and the US. 4 of these members were sent to police custody by the court on 22 February. While Bharatiya Janta Party condemned these protests, with its spokesperson Shehzad Poonawalla saying, "From being anti-BJP, you have gone to being anti-national? If you have a problem with the BJP, then protest at the BJP office, Jantar Mantar, or outside the PM's office. But the people of the country and their alliance partners condemn them for their attempt to defame India in front of the entire world at the AI Summit." Congress leader Harish Rawat defended the protests, saying "it's also a fact that AI might become a tool in the hands of a few individuals… It's the opposition's job to warn against that… It's not the first time such international events have been opposed. I know how the BJP protested during the Commonwealth Games… To say that such opposition has happened for the first time is not correct. The BJP has been doing this while in the opposition." These protestors were granted bail by the Delhi high court on 2 March. == Reception and analysis == Bloomberg News reported that Prime Minister Modi used the summit to assert India's global AI ambitions following a challenging year in foreign policy. TechPolicy.Press published several critical analyses of the summit. One article argued that the summit's structure granted "multinational corporations parity with sovereign governments

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  • Operation Serenata de Amor

    Operation Serenata de Amor

    Operation Serenata de Amor is an artificial intelligence project designed to analyze public spending in Brazil. The project has been funded by a recurrent financing campaign since September 7, 2016, and came in the wake of major scandals of misappropriation of public funds in Brazil, such as the Mensalão scandal and what was revealed in the Operation Car Wash investigations. The analysis began with data from the National Congress then expanded to other types of budget and instances of government, such as the Federal Senate. The project is built through collaboration on GitHub and using a public group with more than 600 participants on Telegram. The name "Serenata de Amor," which means "serenade of love," was taken from a popular cashew cream bonbon produced by Chocolates Garoto in Brazil. == Modules == Throughout development of the project, new modules have been newly introduced in addition to the main repository: The main repository, serenata-de-amor, serves as the starting point for investigative work. Rosie is the robot programmed to identify public funds expenses with discrepancies, starting with CEAP (Quota for Exercise of Parliamentary Activity); it analyzes each of the reimbursements requested by the deputies and senators, indicating the reasons that lead it to believe they are suspicious. From Rosie was born whistleblower, which tweets under the name of @RosieDaSerenata, distributing the results found on social media. Jarbas (Github repository) is a data visualization tool which shows a complete list of reimbursements made available by the Chamber of Deputies and mined by Rosie. Toolbox is a Python installable package that supports the development of Serenata de Amor and Rosie. == History == Operation Serenata de Amor is an Artificial intelligence project for analysis of public expenditures. It was conceived in March 2016 by data scientist Irio Musskopf, sociologist Eduardo Cuducos and entrepreneur Felipe Cabral. The project was financed collectively in the Catarse platform, where it reached 131% of the collection goal paying 3 months of project development. Ana Schwendler, also a data scientist, Pedro Vilanova "Tonny", data journalist, Bruno Pazzim, software engineer, Filipe Linhares, a frontend engineer, Leandro Devegili, an entrepreneur and André Pinho took the first steps towards constructing the platform, such as collecting and structuring the first datasets. Jessica Temporal, data scientist and Yasodara Córdova "Yaso", researcher, Tatiana Balachova "Russa", UX designer, joined the project after the financing took place. The members created a recurring financing campaign, expanding the analysis of public spending to the Federal Senate. Donors make monthly payments ranging from 5 BRL to 200 BRL to maintain group activities. The monthly amount collected is around 10,000 BRL. == Results == In January 2017, concluding the period financed by the initial campaign, the group carried out an investigation into the suspicious activities found by the data analysis system. 629 complaints were made to the Ombudsman's Office of the Chamber of Deputies, questioning expenses of 216 federal deputies. In addition, the Facebook project page has more than 25,000 followers, and users frequently cite the operation as a benchmark in transparency in the Brazilian government. One of the examples of results obtained by the operation is the case of the Deputy who had to return about 700 BRL to the House after his expenses were analyzed by the platform. The platform was able to analyze more than 3 million notes, raising about 8,000 suspected cases in public spending. The community that supports the work of the team benefits from open source repositories, with licenses open for the collaboration. So much so that the two main data scientists of the project presented it at the CivicTechFest in Taipei, obtaining several mentions even in the international press. The technical leader presented the project in Poland during DevConf2017 in Kraków. It was also presented in the Google News Lab in 2017. It was presented by Yaso, when she was the Director of the initiative, at the MIT Media Lab/Berkman Klein Center Initiative for Artificial Intelligence ethics, and at the Artificial Intelligence and Inclusion Symposium, an initiative of the Global Network of Internet & Society Centers (NoC). It was also presented both by Irio and Yaso at the Digital Harvard Kennedy School, over a lunch seminar, where the transparency of the platform and the main solutions found were discussed, so that the code and data are always available to verify its suitability. This infographic provides information about the first results of Operation Serenata de Amor, a project that analyzes open data on public spending to find discrepancies. The project was presented by Yaso to the House Audit and Control Committee of the Chamber of Deputies in August 2017, and raised the interest of House officials who work with open data. The operation has been a source of inspiration for other civic projects that aim to work with similar goals, demonstrating the broader impact of artificial intelligence also in industry in Brazil. Participation of several team members in events throughout Brazil and abroad can be found on the Internet, such as presentation at OpenDataDay, held at Calango Hackerspace in the Federal District, Campus Party Bahia, Campus Party Brasilia, Friends of Tomorrow, XIII National Meeting of Internal Control, in the event USP Talks Hackfest against corruption in João Pessoa, the latter being also highlighted in the National Press.

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  • Removal of Sam Altman from OpenAI

    Removal of Sam Altman from OpenAI

    On November 17, 2023, OpenAI's board of directors ousted co-founder and chief executive Sam Altman. In an official post on the company's website, it was stated that "the board no longer has confidence in his ability to continue leading OpenAI". The removal was predicated by employee concerns about his handling of artificial intelligence safety, and allegations of abusive behavior. Altman was reinstated on November 22 after pressure from employees and investors. The removal and subsequent reinstatement caused widespread reactions, including impacts felt in the financial markets and technology sector. Microsoft, a partner of OpenAI, received little notice of the removal and experienced a drop in the share price of its stock. The removal also promoted interest in investigations from regulatory agencies. == Background == === OpenAI === OpenAI is an artificial intelligence firm founded in December 2015 as a non-profit entity. The for-profit division of the organization released ChatGPT in November 2022, contributing to a resurgence in generative artificial intelligence funding. The board of directors of the controlling non-profit formerly comprised chief scientist Ilya Sutskever, as well as Adam D'Angelo, chief executive of Quora, entrepreneur Tasha McCauley, and Helen Toner, strategy director for the Center for Security and Emerging Technology. As of October 2023, the company is valued at US$80 billion and was set to bring in US$1 billion in revenue. Altman has described OpenAI's relationship with Microsoft as the "best bromance in tech". OpenAI is uniquely structured, an intentional decision to avoid investor control. A board of directors controls the non-profit OpenAI, Inc. The non-profit owns and controls a for-profit company itself controlling a capped-profit company, OpenAI Global, LLC and a holding company owned by employees and other investors. The holding company is the majority owner of OpenAI Global, LLC.; Microsoft owns a minority stake in the capped-profit company. OpenAI's bylaws, enacted in January 2016, allow a majority of its board of directors to remove any director without prior warning or a formal meeting with written consent. === Sam Altman === Sam Altman is a co-founder of OpenAI and its former chief executive; Altman took over the company following co-chair Elon Musk's resignation in 2018. Under Altman, OpenAI has shifted to becoming a for-profit entity. Altman is credited with convincing Microsoft chief executive Satya Nadella with investing US$10 billion in cash and computing credits into OpenAI and leading several tender offer transactions that tripled the company's valuation. Altman testified before the United States Congress speaking critically of artificial intelligence and appeared at the 2023 AI Safety Summit. In the days leading up to his removal, Altman made several public appearances, announcing the GPT-4 Turbo platform at OpenAI's DevDay conference, attending APEC United States 2023, and speaking at an event related to Burning Man. == Events leading up to the removal == The resignation of LinkedIn co-founder Reid Hoffman, venture capitalist Shivon Zilis, and former Republican representative Will Hurd from the board allowed the remaining members to remove Altman. According to Kara Swisher and The Wall Street Journal, Sutskever was instrumental in Altman's removal. Disagreements over the safety of artificial intelligence divided employees prior to Altman's removal. The release of ChatGPT created divisions with OpenAI as a for-profit company without considerations for the safety of artificial intelligence and a non-profit cautious of artificial intelligence's capabilities; in a staff email sent in 2019 and obtained by The Atlantic, Altman referred to these divisions as "tribes". Prior to his removal, Altman was seeking billions from Middle Eastern sovereign wealth funds to develop an artificial intelligence chip to compete with Nvidia and courted SoftBank chairman Masayoshi Son to develop artificial intelligence hardware with former Apple designer Jony Ive. Sutskever and his allies opposed these efforts, viewing them as unjustly using the OpenAI name. Altman reduced Sutskever's role in October 2023, furthering divisions; Sutskever successfully appealed to several members of the board. Swisher and The Verge reporter Alex Heath stated that opposition to Altman's profit-driven strategy culminated in the DevDay conference in which Altman announced custom ChatGPT instances. According to Axios, the removal was driven by growing discontent and distrust with Altman. On November 22, 2023, reports emerged suggesting that Sam Altman's dismissal from OpenAI might be linked to his alleged mishandling of a significant breakthrough in the organization's secretive project codenamed Q. According to sources within OpenAI, Q is aimed at developing AI capabilities in logical and mathematical reasoning, and reportedly involves performing math on the level of grade-school students. Concerns about Altman's response to this development, specifically regarding the potential safety implications of the discovery, were reportedly raised to the company's board shortly before his firing. A report from The Washington Post in December stated that OpenAI's board of directors were concerned over Altman's allegedly abusive behavior; the complaints were purportedly a major factor in his removal. The Post previously reported that Altman's alleged pattern of deception and subversiveness that ostensibly resulted in his removal from Y Combinator ultimately resulted in the board's decision to remove him. In April 2026, an investigative report from The New Yorker found that Sutskever and others, in response to the board's request, had compiled an approximately 70-page-long annotated dossier consisting of internal communications, documents, and photos. The dossier claimed that Altman "exhibits a consistent pattern of [...] Lying", and that Altman misrepresented information to the company's senior management and board, particularly regarding safety issues. == Removal == On November 17, 2023, at approximately noon PST, OpenAI's board of directors ousted Altman effective immediately following a "deliberative review process". The board concluded that Altman was not "consistently candid in his communications". Altman was informed of his removal five to ten minutes before it occurred on a Google Meet while watching the Las Vegas Grand Prix. Within thirty minutes, Sutskever invited OpenAI chairman and president Greg Brockman to a Google Meet to inform him of Altman's removal. According to an internal memo obtained by Axios, the removal was not due to "malfeasance", and OpenAI chief executive Emmett Shear denied accusations that the removal was due to disagreements. The board publicly announced Altman's removal thirty minutes later. Chief Technology Officer Mira Murati was immediately appointed to interim chief executive officer. Hours after Altman's removal, Brockman resigned as chairman, joined by director of research Jakub Pachocki and researchers Aleksander Mądry and Szymon Sidor. During an all-hands meeting, Sutskever defended the ouster and denied accusations of a hostile takeover. An OpenAI representative requested former board member Will Hurd's presence. == Reinstatement == According to The New Yorker, Altman retreated to his San Francisco home and enlisted the help of communications consultant Chris Lehane and Airbnb chief executive Brian Chesky, as well as former staff and a legal team, to plan his reinstatement. Lehane encouraged Altman to engage on social media, while Chesky sent a journalist negative information about the board. Altman told interim CEO Murati that his team was conducting opposition research on her and the individuals responsible for his removal; Altman later stated he did not remember saying this. Altman insisted multiple times that all board members who supported his removal should resign. Tiger Global Management and Sequoia Capital had attempted to reinstate Altman, according to The Information; Bloomberg News reported that Microsoft and Thrive Capital were seeking Altman's reinstatement. On November 18, The Verge reported that OpenAI's board of directors discussed reinstating Altman. The board agreed in principle to resign and to allow Altman to return, but missed the deadline. According to The Verge, Altman was ambivalent about returning and would seek significant changes to the company, including replacing the board. A list of directors had been prepared by investors in the event that the board steps down, and purportedly included former Salesforce executive Bret Taylor. According to chief strategy officer Jason Kwon, OpenAI was optimistic it could return Altman, Brockman, and other employees. On November 19, Altman and Brockman appeared at OpenAI's headquarters to negotiate, mediated by Nadella. According to Bloomberg News, Murati, Kwon, and chief operating officer Brad Lightcap were pushing for a new board of direc

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  • Maschinen Krieger ZbV 3000

    Maschinen Krieger ZbV 3000

    Maschinen Krieger (Ma.K ZBV3000), often abbreviated as Ma.K., is a science fiction intellectual property created by Japanese artist and sculptor Kow Yokoyama in the 1980s. It consists of an illustrated series, a line of merchandise comprising display and action figures of mecha characters and a 1985 short film. == History == The franchise originally began as the science fiction series SF3D which ran as monthly installments in the Japanese hobby magazine Hobby Japan from 1982 to 1985. To develop the storyline, Kow Yokoyama collaborated with Hiroshi Ichimura as story editor and Kunitaka Imai as graphic designer. The three creators drew visual inspiration from their combined interest in World War I and World War II armor and aircraft, the American space program and films such as Star Wars, Blade Runner and The Road Warrior. Inspired by the ILM model builders who worked on Star Wars, Yokoyama built the original models from numerous kits including armor, aircraft, and automobiles. He mostly concentrated on powered armor suits, but later included bipedal walking tanks and aircraft with anti-gravity systems. In 1986, there was a dispute with Hobby Japan over the copyright of the series. The magazine dropped SF3D from its line-up of articles and Nitto ceased production of various kits of the series. The matter was tied up in the courts for years until Yokoyama was awarded the full copyright to the series in the 1990s. Yokoyama and Hobby Japan eventually reconciled and restarted their working relationship, ditching the old SF3D name in favor of Maschinen Krieger ZbV3000, otherwise known as Ma.K. == Story == A nuclear World War IV in 2807 kills most of Earth's population and renders the planet uninhabitable. Fifty-two years after the war, a research team from an interstellar union called the Galactic Federation is sent to Earth and discovers that the planet's natural environment has restored itself. The Federation decides to repopulate the planet and sends over colonists to the surface. Cities and towns are eventually reformed over the next 20 years, but this growth attracts the attention of criminals, military deserters, and other lawless elements who wanted to hide on Earth—away from the authorities. A few militias protect the colonists, but the new interlopers often defeat them. Fearing civil unrest and the colonists forming their own government, the Federation gives the Strahl Democratic Republic (SDR) the right to govern the planet in the late 2870s. The SDR sends three police battalions and three Foreign Legion corps to Earth and uses heavy-handed tactics such as travel restrictions and hard labor camps to restore order, which creates resentment amongst the colonists. In response, the colonists create the Earth Independent Provisional Government and declare independence from the SDR. The SDR immediately establishes a puppet government and attempts to quell the uprising. The wealthy colonists hire mercenaries who are descendants of WWIV veterans to form the Independent Mercenary Army (IMA), which is bolstered by the presence of SDR Foreign Legion defectors. They attack the SDR forces and the battle to control Earth begins in 2882. Over the next four years, the SDR and IMA fight each other at several locations worldwide while developing new technology along the way. The war turns up a notch in June 2883 when the IMA deploys a new weapon - the Armored Fighting Suit powered armor - to devastating effect. The SDR eventually builds their own AFS units. In the last SF3D installment published in the December 1986 issue of Hobby Japan, the IMA successfully defeats the new SDR Königs Kröte unmanned command-and-control mecha using a computer virus that also creates a new artificial intelligence system on the moon. == Merchandise == === Model kits === Fan interest from the installments in Hobby Japan resulted in a small Japanese model company, Nitto, securing the license and quickly released 21 injection molded kits from the series during its entire run in the magazine. Most of the Nitto model kits are in 1:20 scale, while others were made in 1:76 and 1:6 scale. Production of the kits stopped with the end of the Hobby Japan features in 1986, but Nitto reissued many of the original kits under the Maschinen Krieger name, albeit with new decals and box art. Some of the original Nitto kits such as the Krachenvogel are highly sought after by collectors. The Nitto models were also the basis for similar offerings from Japanese model companies Wave and ModelKasten. Wave, in particular, is currently producing original-tooled kits of various subjects in the franchise, such as the Armored Fighting Suits powered armor. Smaller companies such as Brick Works and Love Love Garden have made limited resin pilot figures to go with these model kits. At the 2008 Nuremberg Toy Fair in Germany, the Hasegawa company - known mostly for its line of military and civilian vehicles — announced plans to carry the Ma.K license, having successfully branched into pop culture franchises such as Macross. Hasegawa's venture into the franchise came with the release of the Pkf 85 Falke attack craft in March 2009. The company's Ma.K line has since expanded to at least ten kits either 1:35 or 1:20 scale, including a 1:35 Scale Nutrocker tank and the Mk44 humanoid mecha suit from Robot Battle V, a sidestory to the franchise. Wave corporation also has a line of 1/20 models. While Hasegawa largely maintained the yellow-box aesthetic from the older nitto kits, Wave has a more colorful box design. Certain garage kit manufacturers such as Rainbow-Egg are allowed to produce their own line of resin kits and accessories, upon securing special authorization from Yokoyama himself. === Toys === The franchise also contains a line of action and display figures. The Japanese hobby shop and toy company Yellow Submarine and garage kit maker Max Factory released several pre-finished figures in 1:35 and 1:16 scale. MediCom Toys included Chibi Ma.K. figures in their Kubrick line, plus two 1:6 SAFS figures with working lights and fully poseable pilot figures. === Books === Numerous sourcebooks and modeling guides that further flesh out the information in the series have been released. Hobby Japan published a compilation of the first 15 SF3D installments in 1983 and reprinted them in March 2010. Eventually, the magazine re-released all 43 installments in a slipcase compilation called "SF3D Chronicles" in August 2010, which organized the installments into two separate books: "Heaven" featuring articles on aerial models, and "Earth" for ground-based models. Model Graphix followed suit with their own line of sourcebooks, which provide tutorials from Yokoyama on how he makes his figures. Some sourcebooks also have custom decal sets. === Miniature wargaming === In 2019, Slave 2 Gaming gained the license to produce and sell 1:100 scale (15mm) metal and resin war gaming miniatures. This new range of Maschinen Krieger figures was given the name Ma.K in 15mm, so as to not complicate sales with customers, and rebrand the Ma.k name for the miniature wargaming world. The figures are designed and cast in Australia. They are sold exclusively through Slave 2 Gaming at this time due to the license agreement with Sensei Yokoyama. With the production of the miniatures, a set of gaming rules in the works, with the plan is to release all the current Maschinen Krieger models. == Short film == Yokoyama collaborated with Tsuburaya Productions to create a live-action SF3D film using miniatures in 1985. Directed by Shinichi Ohoka from a script penned by co-producer Hisao Ichikura, the 25-minute SF3D Original Video opens with wreckage left from a battle in the Wiltshire wastelands on Christmas Day 2884 before focusing on a badly damaged IMA SAFS unit. The pilot, Cpl Robert Bush (Tristan Hickey), who is still alive, seeks to get his armored suit back and running and leave the battle area, which is under heavy jamming. Seeing two of the SDR's new Nutrocker (Nutcracker) robot hovertanks arrive nearby, Bush tries to hide, but bodily functions give him away. One Nutcracker gives chase and the SAFS AI points out to Bush how to defeat it. He eventually clambers on to the tank, which passes through the rubble of a town and randomly shoots at high places to bring down objects that could snag him. With the SAFS' right arm sheared off by the Nutcracker's laser blasts and snow settling in, Bush is knocked unconscious all night long from the fall while the tank breaks down under the cold. The next day, the SAFS AI wakes up Bush because the Nutcracker is active again and is preparing to kill him. Bush gets up and faces the tank as it charges towards him. However, the Nutcracker gets too close to a cliff that buckles under its weight and Bush fires his laser into the tank's underbelly. The tank plunges into a ravine and explodes. Bush walks away and reestablishes radio contact with his base. It is revealed that the battle was a field test of th

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  • Stanhope Demonstrator

    Stanhope Demonstrator

    The Stanhope Demonstrator was the first machine to solve problems in logic. It was designed by Charles Stanhope, 3rd Earl Stanhope to demonstrate consequences in logic symbolically. The first model was constructed in 1775. It consisted of two slides coloured red and gray mounted in a square brass frame. This could be used to demonstrate the solution to a syllogistic type of problem in which objects might have two different properties and the question was how many would have both properties. Scales marked zero to ten were used to set the numbers or proportions of objects with the two properties. This form of inference anticipated the numerically definite syllogism which Augustus De Morgan laid out in his book, Formal Logic, in 1847. == Construction == The device was a brass plate about four inches square which was mounted on a piece of mahogany which was three-quarters of an inch thick. There was an opening with a depression in the wood about one and a half inches square and half an inch deep. This opening was called the holon, meaning "whole", and represented the full set of objects under consideration. A slide of red translucent glass could be inserted from the right across the holon. A slide of gray wood could be slid under the red slide. When the device was used for the "Rule for the Logic of Certainty", the gray slider was inserted from the left. When it was used for the "Rule for the Logic of Probability", the gray slider was inserted from above. The red and the gray sliders represented the two affirmative propositions which were being combined. Stanhope called these ho and los. At least four of the devices with this square style were built. In 1879, Robert Harley wrote that he had one which he had been given by Stanhope's great-grandson, Arthur, who had kept one. The other two were owned by Henry Prevost Babbage – the son of Charles Babbage, who continued his work on the Analytical Engine. One of the devices was donated to the Science Museum, London by the last Earl in 1953. Other styles, such as circular models, were constructed, but these were less convenient.

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  • Layers (digital image editing)

    Layers (digital image editing)

    Layers are used in digital image editing to separate different elements of an image. A layer can be compared to a transparency on which imaging effects or images are applied and placed over or under an image. Today they are an integral feature of image editors. In the early days of computing, memory was at a premium and the idea of using multi-layered images was considered infeasible in personal computer applications as the tradeoffs were image size and color depth. As the price of memory fell it became feasible to apply the concept of layering to raster images. The first software known to apply the concept of layers was LALF, which was released in 1989 for the NEC PC-9801. LALF's terminology for layers is "cells", after the concept of drawing animation frames over-top of a stencil. Layers were introduced in Western markets by Fauve Matisse (later Macromedia xRes), and then available in Adobe Photoshop 3.0, in 1994, which lead to widespread adoption. In vector image editors that support animation, layers are used to further enable manipulation along a common timeline for the animation; in SVG images, the equivalent to layers are "groups". == Layer types == There are different kinds of layers, and not all of them exist in all programs. They represent a part of a picture, either as pixels or as modification instructions. They are stacked on top of each other, and depending on the order, determine the appearance of the final picture. In graphics software, layers are the different levels at which one can place an object or image file. In the program, layers can be stacked, merged, or defined when creating a digital image. Layers can be partially obscured allowing portions of images within a layer to be hidden or shown in a translucent manner within another image. Layers can also be used to combine two or more images into a single digital image. For the purpose of editing, working with layers allows for applying changes to just one specific layer. == Layer (basic) == The standard layer available to most programs consists of a rectangular, semitransparent picture which may be superimposed over other layers. Some programs require that layers cover the same area as the final canvas, but others offer layers of multiple sizes. Each layer may bear individual settings, such as opacity, blending modes, dynamic filters, and potentially hundreds of other properties. == Layer mask == A layer mask is linked to a layer and hides part of the layer from the picture. What is painted black on the layer mask will not be visible in the final picture. What is grey will be more or less transparent depending on the shade of grey. As the layer mask can be both edited and moved around independently of both the background layer and the layer it applies to, it gives the user the ability to test a lot of different combinations of overlay. == Adjustment layer == An adjustment layer typically applies a common effect like brightness or saturation to other layers. However, as the effect is stored in a separate layer, it is easy to try it out and switch between different alternatives, without changing the original layer. In addition, an adjustment layer can easily be edited, just like a layer mask, so an effect can be applied to just part of the image.

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  • Artificial intelligence in customer experience

    Artificial intelligence in customer experience

    Artificial intelligence in customer experience is the use and development of artificial intelligence (AI) to aid and improve customer experience (sometimes abbreviated to CX AI). Chatbots are often seen as the first step in the development of AI within the industry, but more tailored offerings are slowly becoming available. The use of artificial intelligence in the space has since become more diverse than simply chatbots, with AI underpinning entire CX cloud platforms now used at major corporations. Contact center as a service (CCaaS) has become a core solution of the CX (customer experience) industry, with the CCaaS market size expected to reach $17.19 Billion by 2030 in the United States alone. == History == As with many AI applications, CX AI early implementation case studies have demonstrated that AI can increase the quality of customer interactions and therefore the overall experience that organizations can provide. This in turn has suggested a higher return on investment and/or revenue as a result. The beginning of the revolution of customer experience and the use of machine learning was with chatbots. The use of this type of AI can be traced back to Alan Turing in 1950, when the Church–Turing thesis suggested that computers could use "formal reasoning" to reach conclusions. In 2017, Meta produced one of the first breakthroughs for everyday use of AI for customer experience when it allowed Facebook users to create their own messaging bots for free on its Facebook messenger platform. The main focus of this was to both automate and improve customer experience and interaction. In 2023, CCaaS vendors began announcing the integration of ChatGPT’s generative AI into their CX solutions. Generative AI adds a layer of semantics into AI outputs. This was a major breakthrough for conversational AI. Using natural language processing and conversational AI, chatbots could enhance the level of service they could provide, speaking to customers in an easy-to-understand and conversational tone. == Applications == Currently the main location for the application of CX AI in the sector is in contact centers. Historically, contact centers were simply known as call centers, but in recent years differentiation developed between the two terms. Call centers provide phone support, while contact centers also provide support via digital channels in addition to analogue phone systems. Contact centers are therefore seen as a complete customer service solution, where as call centers simply cover one aspect of customer interactions. As a part of improving CX, AI is also improving the employee experience. AI is able to automate tasks to free up time for contact center agents to focus on higher priority tasks. For example, AI can be used for auto summarization. This means that instead of human agents having to summarize customer interactions now AI can do it, saving organizations time and money.

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  • 2023 Bilderberg Conference

    2023 Bilderberg Conference

    The 2023 Bilderberg Conference or Bilderberg Club was held between May 18–21, 2023 at the Pestana Palace hotel in Lisbon, Portugal. The 2023 meeting was the 69th edition of the event. A Bilderberg Group press release stated that there were approximately 130 participants from 23 countries. Established in 1954 by Prince Bernhard of the Netherlands, Bilderberg conferences (or meetings) are an annual private gathering of the European and North American political and business elite. Events are attended by between 120 and 150 people each year invited by the Bilderberg Group's steering committee; including prominent politicians, CEOs, national security experts, academics and journalists. The 2023 conference received some media attention due to the participation of several major players in the artificial intelligence space, such as OpenAI CEO Sam Altman, Microsoft CEO Satya Nadella, Google DeepMind chief Demis Hassabis and former Google CEO Eric Schmidt. Bilderberg conferences operate under Chatham House Rule, meaning that participants are cannot disclose the identity or affiliation of any particular speaker. There were no press conferences during or after the event, as is customary. According to The Guardian, the paper's journalists were able to approach one high-ranking attendee, economist Victor Halberstadt, in a Lisbon pharmacy, but he denied his identity before jumping into a car and heading back to his hotel. == Agenda == The key topics for discussion at the 2023 Bilderberg Conference were announced on the Bilderberg website shortly before the meeting. These topics included: == Participants == A list of 128 participants was published on the Bilderberg website. This list may not be complete, as a source connected to the Bilderberg group told The Daily Telegraph in 2013 that some attendees do not have their names publicized. Oscar Stenström, Sweden’s chief negotiator for NATO membership, was reported to have been seen at the venue despite his name not being on the list.

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  • Evolutionary computation

    Evolutionary computation

    Evolutionary computation (EC) from computer science is a family of algorithms for global optimization inspired by biological evolution, and a subfield of computational intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes as well as, depending on the method, mixing parental information. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection), mutation and possibly recombination. These biological functions serve as role models for the genetic operators - mutation, crossover, and selection - used in the EC procedures. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them popular in computer science. Many variants and extensions exist, suited to more specific families of problems and data structures. Evolutionary computation is also sometimes used in evolutionary biology as an in silico experimental procedure to study common aspects of general evolutionary processes. == History == The concept of mimicking evolutionary processes to solve problems originates before the advent of computers, such as when Alan Turing proposed a method of genetic search in 1948 . Turing's B-type u-machines resemble primitive neural networks, and connections between neurons were learnt via a sort of genetic algorithm. His P-type u-machines resemble a method for reinforcement learning, where pleasure and pain signals direct the machine to learn certain behaviors. However, Turing's paper went unpublished until 1968, and he died in 1954, so this early work had little to no effect on the field of evolutionary computation that was to develop. Evolutionary computing as a field began in earnest in the 1950s and 1960s. There were several independent attempts to use the process of evolution in computing at this time, which developed separately for roughly 15 years. Three branches emerged in different places to attain this goal: evolution strategies, evolutionary programming, and genetic algorithms. A fourth branch, genetic programming, eventually emerged in the early 1990s. These approaches differ in the method of selection, the permitted mutations, and the representation of genetic data. By the 1990s, the distinctions between the historic branches had begun to blur, and the term 'evolutionary computing' was coined in 1991 to denote a field that exists over all four paradigms. In 1962, Lawrence J. Fogel initiated the research of Evolutionary Programming in the United States, which was considered an artificial intelligence endeavor. In this system, finite state machines are used to solve a prediction problem: these machines would be mutated (adding or deleting states, or changing the state transition rules), and the best of these mutated machines would be evolved further in future generations. The final finite state machine may be used to generate predictions when needed. The evolutionary programming method was successfully applied to prediction problems, system identification, and automatic control. It was eventually extended to handle time series data and to model the evolution of gaming strategies. In 1964, Ingo Rechenberg and Hans-Paul Schwefel introduce the paradigm of evolution strategies in Germany. Since traditional gradient descent techniques produce results that may get stuck in local minima, Rechenberg and Schwefel proposed that random mutations (applied to all parameters of some solution vector) may be used to escape these minima. Child solutions were generated from parent solutions, and the more successful of the two was kept for future generations. This technique was first used by the two to successfully solve optimization problems in fluid dynamics. Initially, this optimization technique was performed without computers, instead relying on dice to determine random mutations. By 1965, the calculations were performed wholly by machine. John Henry Holland introduced genetic algorithms in the 1960s, and it was further developed at the University of Michigan in the 1970s. While the other approaches were focused on solving problems, Holland primarily aimed to use genetic algorithms to study adaptation and determine how it may be simulated. Populations of chromosomes, represented as bit strings, were transformed by an artificial selection process, selecting for specific 'allele' bits in the bit string. Among other mutation methods, interactions between chromosomes were used to simulate the recombination of DNA between different organisms. While previous methods only tracked a single optimal organism at a time (having children compete with parents), Holland's genetic algorithms tracked large populations (having many organisms compete each generation). By the 1990s, a new approach to evolutionary computation that came to be called genetic programming emerged, advocated for by John Koza among others. In this class of algorithms, the subject of evolution was itself a program written in a high-level programming language (there had been some previous attempts as early as 1958 to use machine code, but they met with little success). For Koza, the programs were Lisp S-expressions, which can be thought of as trees of sub-expressions. This representation permits programs to swap subtrees, representing a sort of genetic mixing. Programs are scored based on how well they complete a certain task, and the score is used for artificial selection. Sequence induction, pattern recognition, and planning were all successful applications of the genetic programming paradigm. Many other figures played a role in the history of evolutionary computing, although their work did not always fit into one of the major historical branches of the field. The earliest computational simulations of evolution using evolutionary algorithms and artificial life techniques were performed by Nils Aall Barricelli in 1953, with first results published in 1954. Another pioneer in the 1950s was Alex Fraser, who published a series of papers on simulation of artificial selection. As academic interest grew, dramatic increases in the power of computers allowed practical applications, including the automatic evolution of computer programs. Evolutionary algorithms are now used to solve multi-dimensional problems more efficiently than software produced by human designers, and also to optimize the design of systems. == Techniques == Evolutionary computing techniques mostly involve metaheuristic optimization algorithms. Broadly speaking, the field includes: Agent-based modeling Ant colony optimization Particle swarm optimization Swarm intelligence Artificial immune systems Artificial life Digital organism Cultural algorithms Differential evolution Dual-phase evolution Estimation of distribution algorithm Evolutionary algorithm Genetic algorithm Evolutionary programming Genetic programming Gene expression programming Grammatical evolution Evolution strategy Learnable evolution model Learning classifier system Memetic algorithms Neuroevolution Self-organization such as self-organizing maps, competitive learning Over recent years many dubious algorithms have been proposed, that are often just copies of existing algorithms (frequently Particle Swarm Optimization), where only the metaphor changed, but the algorithm itself is not new at all. A thorough catalogue with many of these dubious algorithms has been published in the Evolutionary Computation Bestiary. It is also important to note that many of these dubiously 'novel' algorithms have poor experimental validation. == Evolutionary algorithms == Evolutionary algorithms form a subset of evolutionary computation in that they generally only involve techniques implementing mechanisms inspired by biological evolution such as reproduction, mutation, recombination and natural selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the cost function determines the environment within which the solutions "live" (see also fitness function). Evolution of the population then takes place after the repeated application of the above operators. In this process, there are two main forces that form the basis of evolutionary systems: Recombination (e.g. crossover) and mutation create the necessary diversity and thereby facilitate novelty, while selection acts as a force increasing quality. Many aspects of such an evolutionary process are stochastic. Changed pieces of information due to recombination and mutati

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  • Identi.ca

    Identi.ca

    identi.ca is a free and open-source social networking and blogging service based on the pump.io software, using the Activity Streams protocol. Identi.ca stopped accepting new registrations in 2013, but continues to operate alongside several other pump.io-based hosts provided by E14N which continue to accept new registrations. == Features == Identi.ca is similar to social networking sites like Facebook and Google+, allowing unlimited length status updates, rich text, and images. The Activity Streams protocol supports many kinds of activities such as games. OpenFarmGame is a prototype application for an Activity Streams-based game. Previous features from its StatusNet version such as hashtags, groups, and global search are not supported. == History == === StatusNet === The service received more than 8,000 registrations and 19,000 updates within the first 24 hours of publicly launching on July 2, 2008, and reached its 1,000,000th notice on November 4, 2008. In January 2009, identi.ca received investment funds from venture capital group Montreal Start Up. On March 30, 2009, Control Yourself (since renamed StatusNet Inc) announced that Identi.ca was to become part of a hosted microblogging service called status.net to be launched in May 2009. Status.net offers individual microblogs under a subdomain to be chosen by the customer. Identi.ca will remain a free service. All notices will be published under the Creative Commons Attribution 3.0 license by default, but paying customers will be free to choose a different license. Formerly based on StatusNet, a micro-blogging software package built on the OStatus specification (and earlier based on the OpenMicroBlogging specification), Identi.ca allowed users to send text updates (known as "notices") up to 140 characters long. While similar to Twitter in both concept and operation, Identi.ca/StatusNet provided many features not currently implemented by Twitter, including XMPP support and personal tag clouds. In addition, Identi.ca/StatusNet allowed free export and exchange of personal and "friend" data based on the FOAF standard; therefore, notices could be fed into a Twitter account or other service, and also ported in to a private system similar to Yammer. === pump.io === Developer Evan Prodromou chose to change the site to the pump.io software platform in development, because pump.io offers more features making it technically more advanced. Registration on Identi.ca was closed in December 2012 in preparation for the switch to pump.io software (the popularity of Identi.ca and "official" Status.net hosting were considered a hindrance to the creation of a federated social network). The conversion was completed on 12 July 2013. The 140 character per post limit was removed (in StatusNet, it was a setting, not an inherent limitation); now the blog posts can contain formatting and images. Groups, hashtags, and a page listing popular posts are not yet implemented in pump.io.

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  • Multi Autonomous Ground-robotic International Challenge

    Multi Autonomous Ground-robotic International Challenge

    The Multi Autonomous Ground-robotic International Challenge (MAGIC) is a 1.6 million dollar prize competition for autonomous mobile robots funded by TARDEC and the DSTO, the primary research organizations for Tank and Defense research in the United States and Australia respectively. The goal of the competition is to create multi-vehicle robotic teams that can execute an intelligence, surveillance and reconnaissance mission in a dynamic urban environment. The challenge required competitors to map a 500 m x 500 m challenge area in under 3.5 hours and to correctly locate, classify and recognise all simulated threats. The challenge event was conducted in Adelaide, Australia, during November 2010. == Competitors == Initially 12 teams were selected for the competition in November 2009, of which 10 teams received funding. These included: MAGICian – Adelaide/Perth, Australia (UWA, ECU, Flinders, Thales) Strategic Engineering – Adelaide, Australia (U. Adelaide) Northern Hunters – Canada (Royal Military College of Canada) Chiba Team – Japan (Chiba University) Cappadocia – Ankara, Turkey (ASELSAN, Ohio State University) RASR – Gaithersburg, Md. (Robotics Research, LLC; QinetiQ; Embry-Riddle Aeronautical University) Team Cornell – US (Cornell University) Team Michigan – Ann Arbor, Mich. (University of Michigan) Virginia Tech – US (Virginia Tech) University of Pennsylvania – Philadelphia (University of Pennsylvania) Numinence – Brisbane, Australia (Numinence Pty Ltd, La Trobe University) UNSW – Sydney, Australia (UNSW) The first downselection trial required teams to map an indoor area and outdoor area, and to demonstrate distributing and handing over tasks between robots. During the first downselection trial, the top six teams were selected: Cappadocia – Ankara, Turkey MAGICian – Adelaide/Perth, Australia RASR – Gaithersburg, Md. Team Michigan – Ann Arbor, Mich. University of Pennsylvania – Philadelphia Chiba Team – Japan Before the finals were held, Chiba Team withdrew from the competition, leaving five competitors. == Event == Ultimately the overall goal of fully autonomous operations without human intervention was not achieved, however, the Secretary for Defence stated "The competing vehicles demonstrated new advances in robotics technology, which are very promising for their potential deployment in combat zones where they can replace our troops in carrying out life-threatening tasks" and considered the competition a success. == Results == The official results of the competition were: First – Team Michigan ($750,000 prize) Second – University of Pennsylvania ($250,000 prize) Third – RASR ($100,000 prize) Fourth – MAGICian & Cappadocia The "Old Ram Shed Challenge" was a single-day competition held after the completion of MAGIC. It was smaller in scale, allowing all of the teams to demonstrate their systems during a single day. The University of Pennsylvania won this challenge, having found a greater number of the target objects than the other teams. == Technology == Key technology used by all teams was computer vision, sensor fusion, human-robot interaction, and simultaneous localization and mapping (SLAM). Team Michigan, a collaboration between the University of Michigan's APRIL Lab and Soar Technology, Inc., had the largest fleet of 14 robots, developed their own Inertial Measurement Unit, and created their skid steer robot chassis out of Baltic birch plywood. Additionally, they had minimal reliance on GPS and used bandwidth limited 900 MHz radios for all telemetry, imaging, and status communications between all robots and the ground station. The code was written primarily in Java and each robot was equipped with an actuated 2D LIDAR, along with a unique 2D barcode for inter-robot recognition. The University of Pennsylvania team consisted of only four members. All code was written using Matlab. The robots were equipped with omnidirectional vision. RASR used the Foster-Miller TALON vehicle. MAGICian used the WAMbot robots developed by The University of Western Australia, Edith Cowan University and Thales Australia. Code was written in C++ and Java. The robots were equipped with SICK laser scanners. See the September/October 2012 special issue of the Journal of Field Robotics for contest highlights, technical approaches taken by several of the teams, and an explanation of the evaluation metrics used by organizers.

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  • Argument technology

    Argument technology

    Argument technology is a sub-field of collective intelligence and artificial intelligence that focuses on applying computational techniques to the creation, identification, analysis, navigation, evaluation and visualisation of arguments and debates. In the 1980s and 1990s, philosophical theories of arguments in general, and argumentation theory in particular, were leveraged to handle key computational challenges, such as modeling non-monotonic and defeasible reasoning and designing robust coordination protocols for multi-agent systems. At the same time, mechanisms for computing semantics of Argumentation frameworks were introduced as a way of providing a calculus of opposition for computing what it is reasonable to believe in the context of conflicting arguments. With these foundations in place, the area was kick-started by a workshop held in the Scottish Highlands in 2000, the result of which was a book coauthored by philosophers of argument, rhetoricians, legal scholars and AI researchers. Since then, the area has been supported by various dedicated events such as the International Workshop on Computational Models of Natural Argument (CMNA) which has run annually since 2001; the International Workshop on Argument in Multi Agent Systems (ArgMAS) annually since 2004; the Workshop on Argument Mining, annually since 2014, and the Conference on Computational Models of Argument (COMMA), biennially since 2006. Since 2010, the field has also had its own journal, Argument & Computation, which was published by Taylor & Francis until 2016 and since then by IOS Press. One of the challenges that argument technology faced was a lack of standardisation in the representation and underlying conception of argument in machine readable terms. Many different software tools for manual argument analysis, in particular, developed idiosyncratic and ad hoc ways of representing arguments which reflected differing underlying ways of conceiving of argumentative structure. This lack of standardisation also meant that there was no interchange between tools or between research projects, and little re-use of data resources that were often expensive to create. To tackle this problem, the Argument Interchange Format set out to establish a common standard that captured the minimal common features of argumentation which could then be extended in different settings. Since about 2018, argument technology has been growing rapidly, with, for example, IBM's Grand Challenge, Project Debater, results for which were published in Nature in March 2021; German research funder, DFG's nationwide research programme on Robust Argumentation Machines, RATIO, begun in 2019; and UK nationwide deployment of The Evidence Toolkit by the BBC in 2019. A 2021 video narrated by Stephen Fry provides a summary of the societal motivations for work in argument technology. Argument technology has applications in a variety of domains, including education, healthcare, policy making, political science, intelligence analysis and risk management and has a variety of sub-fields, methodologies and technologies. == Technologies == === Argument assistant === An argument assistant is a software tool which support users when writing arguments. Argument assistants can help users compose content, review content from one other, including in dialogical contexts. In addition to Web services, such functionalities can be provided through the plugin architectures of word processor software or those of Web browsers. Internet forums, for instance, can be greatly enhanced by such software tools and services. === Argument blogging === ArguBlogging is software which allows its users to select portions of hypertext on webpages in their Web browsers and to agree or disagree with the selected content, posting their arguments to their blogs with linked argument data. It is implemented as a bookmarklet, adding functionality to Web browsers and interoperating with blogging platforms such as Blogger and Tumblr. === Argument mapping === Argument maps are visual, diagrammatic representations of arguments. Such visual diagrams facilitate diagrammatic reasoning and promote one's ability to grasp and to make sense of information rapidly and readily. Argument maps can provide structured, semi-formal frameworks for representing arguments using interactive visual language. One avenue of research and development is the design of online platforms to leverage collective intelligence to populate such maps and to integrate data, optimize and assess arguments. === Argument mining === Argument mining, or argumentation mining, is a research area within the natural language processing field. The goal of argument mining is the automatic extraction and identification of argumentative structures from natural language text with the aid of computer programs. === Argument search === An argument search engine is a search engine that is given a topic as a user query and returns a list of arguments for and against the topic or about that topic. Such engines could be used to support informed decision-making or to help debaters prepare for debates. === Automated argumentative essay scoring === The goal of automated argumentative essay scoring systems is to assist students in improving their writing skills by measuring the quality of their argumentative content. === Debate technology === Debate technology focuses on human-machine interaction and in particular providing systems that support, monitor and engage in debate. One of the most high-profile examples of debating technology is IBM's Project Debater which combines scripted communication with very large-scale processing of news articles to identify and construct arguments on the fly in a competitive debating setting. Debating technology also encompasses tools aimed at providing insight into debates, typically using techniques from data science. These analytics have been developed in both academic and commercial settings. === Decision support system === Argument technology can reduce both individual and group biases and facilitate more accurate decisions. Argument-based decision support systems do so by helping users to distinguish between claims and the evidence supporting them, and express their confidence in and evaluate the strength of evidence of competing claims. They have been used to improve predictions of housing market trends, risk analysis, ethical and legal decision making. ==== Ethical decision support system ==== An ethical decision support system is a decision support system which supports users in moral reasoning and decision-making. ==== Legal decision support system ==== A legal decision support system is a decision support system which supports users in legal reasoning and decision-making. === Explainable artificial intelligence === An explainable or transparent artificial intelligence system is an artificial intelligence system whose actions can be easily understood by humans. === Intelligent tutoring system === An intelligent tutoring system is a computer system that aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher. The intersection of argument technology and intelligent tutoring systems includes computer systems which aim to provide instruction in: critical thinking, argumentation, ethics, law, mathematics, and philosophy. === Legal expert system === A legal expert system is a domain-specific expert system that uses artificial intelligence to emulate the decision-making abilities of a human expert in the field of law. === Machine ethics === Machine ethics is a part of the ethics of artificial intelligence concerned with the moral behavior of artificially intelligent beings. As humans argue with respect to morality and moral behavior, argument can be envisioned as a component of machine ethics systems and moral reasoning components. === Proof assistant === In computer science and mathematical logic, a proof assistant or interactive theorem prover is a software tool to assist with the development of formal proofs by human-machine collaboration. This involves some sort of interactive proof editor, or other interface, with which a human can guide the search for proofs, the details of which are stored in, and some steps provided by, a computer. === Ethical considerations === Ethical considerations of argument technology include privacy, transparency, societal concerns, and diversity in representation. These factors cut across different levels such as technology, user interface design, user, service context, and society. There is concern about unethical misuse for "generating arguments on controversial topics with specific stances and deploying them on social platforms". Another issue may concern the design of conclusion-making algorithms, such as e.g. enabling such to conclude that certain key data is needed instead of only making lists of best-fit conclusions or enabling the generation of multi

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