AI Avatar Generator From Photo

AI Avatar Generator From Photo — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Floyd–Steinberg dithering

    Floyd–Steinberg dithering

    Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and Louis Steinberg. It is commonly used by image manipulation software, for example, when converting an image from a Truecolor 24-bit PNG format into a GIF format, which is restricted to a maximum of 256 colors. == Implementation == The algorithm achieves dithering using error diffusion, meaning it pushes (adds) the residual quantization error of a pixel onto its neighboring pixels, to be quantized after. It spreads the debt out according to the distribution (shown as a map of the neighboring pixels): [ ∗ 7 16 … … 3 16 5 16 1 16 … ] {\displaystyle {\begin{bmatrix}&&&{\frac {\displaystyle 7}{\displaystyle 16}}&\ldots \\\ldots &{\frac {\displaystyle 3}{\displaystyle 16}}&{\frac {\displaystyle 5}{\displaystyle 16}}&{\frac {\displaystyle 1}{\displaystyle 16}}&\ldots \\\end{bmatrix}}} The pixel indicated with a star () indicates the pixel currently being scanned, and the blank pixels are the previously scanned pixels. The specific values (7/16, 3/16, 5/16, 1/16) were originally found by trial-and-error, "guided by the desire to have a region of desired density 0.5 come out as a checkerboard pattern". The algorithm scans the image from left to right, top to bottom, quantizing pixel values one by one. Each time, the quantization error is transferred to the neighboring pixels, while not affecting the pixels that already have been quantized. Hence, if a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards, such that on average, the quantization error is close to zero. The diffusion coefficients have the property that if the original pixel values are exactly halfway in between the nearest available colors, the dithered result is a checkerboard pattern. For example, 50% grey data could be dithered as a black-and-white checkerboard pattern. For optimal dithering, the counting of quantization errors should be in sufficient accuracy to prevent rounding errors from affecting the result. For correct results, all values should be linearized first, rather than operating directly on sRGB values as is common for images stored on computers. In some implementations, the horizontal direction of scan alternates between lines; this is called "serpentine scanning" or boustrophedon transform dithering. The algorithm described above is in the following pseudocode. This works for any approximately linear encoding of pixel values, such as 8-bit integers, 16-bit integers or real numbers in the range [0, 1]. for each y from top to bottom do for each x from left to right do oldpixel := pixels[x][y] newpixel := find_closest_palette_color(oldpixel) pixels[x][y] := newpixel quant_error := oldpixel - newpixel pixels[x + 1][y ] := pixels[x + 1][y ] + quant_error × 7 / 16 pixels[x - 1][y + 1] := pixels[x - 1][y + 1] + quant_error × 3 / 16 pixels[x ][y + 1] := pixels[x ][y + 1] + quant_error × 5 / 16 pixels[x + 1][y + 1] := pixels[x + 1][y + 1] + quant_error × 1 / 16 When converting grayscale pixel values from a high to a low bit depth (e.g. 8-bit grayscale to 1-bit black-and-white), find_closest_palette_color() may perform just a simple rounding, for example: find_closest_palette_color(oldpixel) = round(oldpixel / 255) The pseudocode can result in pixel values exceeding the valid values (such as greater than 255 in 8-bit grayscale images). Such values should ideally be handled by the find_closest_palette_color() function, rather than clipping the intermediate values, since a subsequent error may bring the value back into range. However, if fixed-width integers are used, wrapping of intermediate values would cause inversion of black and white, and so should be avoided. The find_closest_palette_color() implementation is nontrivial for a palette that is not evenly distributed, however small inaccuracies in selecting the correct palette color have minimal visual impact due to error being propagated to future pixels. A nearest neighbor search in 3D is frequently used.

    Read more →
  • Interim Measures for the Management of Anthropomorphic AI Interactive Services

    Interim Measures for the Management of Anthropomorphic AI Interactive Services

    The Interim Measures for the Management of Anthropomorphic AI Interactive Services (Chinese: 人工智能拟人化互动服务管理暂行办法) is a document proposed by the Cyberspace Administration of China to regulate anthropomorphic artificial intelligence systems. The draft was released on December 27, 2026 for public comment period until January 25, 2026. The proposed document would prohibit AI companies and users of AI services from generating certain types of content deemed harmful to national interests or the social order, and impose various regulatory and safety requirements on providers of AI systems. The proposed regulation is motivated by concerns about the psychological and social effects of AI systems that are perceived as personalities by their users, including addiction, encouragement of self-harm, or generation of illegal content. == Description == === Scope === The regulation would apply to AI systems that are offered to the general public within China. They would not apply to company-internal or research use, or to products that are only available outside of China. For the purpose of the regulation, anthropomorphic Ai systems are defined as those that "simulate human personality traits, modes of thinking, and communication styles, and that engage in emotional interaction with humans through text, images, audio, video, or other means". === Requirements === The regulation would require AI providers to monitor users for signs of harmful use and to take various interventions when indications of harmful use are detected. It would also prohibit AI systems from certain types of behaviors and generation of certain types of content. In some circumstances where a user appears to be at risk of self harm, the system would be required to hand over control to a human operator who would manually intervene. The regulation would also require more rigorous practices for managing the provenance of training data used to develop these systems, and would require explicit opt-in consent from users before their interactions with an AI system were used as training data. Data used to train the regulated systems would be required to reflect core socialist values and traditional Chinese culture.

    Read more →
  • OpenCog

    OpenCog

    OpenCog is a project that aims to build an open source artificial intelligence framework. OpenCog Prime is an architecture for robot and virtual embodied cognition that defines a set of interacting components designed to give rise to human-equivalent artificial general intelligence (AGI) as an emergent phenomenon of the whole system. OpenCog Prime's design is primarily the work of Ben Goertzel while the OpenCog framework is intended as a generic framework for broad-based AGI research. Research utilizing OpenCog has been published in journals and presented at conferences and workshops including the annual Conference on Artificial General Intelligence. OpenCog is released under the terms of the GNU Affero General Public License. OpenCog is in use by more than 50 companies, including Huawei and Cisco. == Origin == OpenCog was originally based on the release in 2008 of the source code of the proprietary "Novamente Cognition Engine" (NCE) of Novamente LLC. The original NCE code is discussed in the PLN book (ref below). Ongoing development of OpenCog is supported by Artificial General Intelligence Research Institute (AGIRI), the Google Summer of Code project, Hanson Robotics, SingularityNET and others. == Components == OpenCog consists of: A graph database, dubbed the AtomSpace, that holds "atoms" (that is, terms, atomic formulas, sentences and relationships) together with their "values" (valuations or interpretations, which can be thought of as per-atom key-value databases). An example of a value would be a truth value. Atoms are globally unique, immutable and are indexed (searchable); values are fleeting and changeable. A collection of pre-defined atoms, termed Atomese, used for generic knowledge representation, such as conceptual graphs and semantic networks, as well as to represent and store the rules (in the sense of term rewriting) needed to manipulate such graphs. A collection of pre-defined atoms that encode a type subsystem, including type constructors and function types. These are used to specify the types of variables, terms and expressions, and are used to specify the structure of generic graphs containing variables. A collection of pre-defined atoms that encode both functional and imperative programming styles. These include the lambda abstraction for binding free variables into bound variables, as well as for performing beta reduction. A collection of pre-defined atoms that encode a satisfiability modulo theories solver, built in as a part of a generic graph query engine, for performing graph and hypergraph pattern matching (isomorphic subgraph discovery). This generalizes the idea of a structured query language (SQL) to the domain of generic graphical queries; it is an extended form of a graph query language. A generic rule engine, including a forward chainer and a backward chainer, that is able to chain together rules. The rules are exactly the graph queries of the graph query subsystem, and so the rule engine vaguely resembles a query planner. It is designed so as to allow different kinds of inference engines and reasoning systems to be implemented, such as Bayesian inference or fuzzy logic, or practical tasks, such as constraint solvers or motion planners. An attention allocation subsystem based on economic theory, termed ECAN. This subsystem is used to control the combinatorial explosion of search possibilities that are met during inference and chaining. An implementation of a probabilistic reasoning engine based on probabilistic logic networks. The current implementation uses the rule engine to chain together specific rules of logical inference (such as modus ponens), together with some very specific mathematical formulas assigning a probability and a confidence to each deduction. This subsystem can be thought of as a certain kind of proof assistant that works with a modified form of Bayesian inference. A probabilistic genetic program evolver called Meta-Optimizing Semantic Evolutionary Search, or MOSES. This is used to discover collections of short Atomese programs that accomplish tasks; these can be thought of as performing a kind of decision tree learning, resulting in a kind of decision forest, or rather, a generalization thereof. A natural language input system consisting of Link Grammar, and partly inspired by both Meaning-Text Theory as well as Dick Hudson's Word Grammar, which encodes semantic and syntactic relations in Atomese. A natural language generation system. An implementation of Psi-Theory for handling emotional states, drives and urges, dubbed OpenPsi. Interfaces to Hanson Robotics robots, including emotion modelling via OpenPsi. This includes the Loving AI project, used to demonstrate meditation techniques. == Organization and funding == In 2008, the Machine Intelligence Research Institute (MIRI), formerly called Singularity Institute for Artificial Intelligence (SIAI), sponsored several researchers and engineers. Many contributions from the open source community have been made since OpenCog's involvement in the Google Summer of Code in 2008 and 2009. Currently MIRI no longer supports OpenCog. OpenCog has received funding and support from several sources, including the Hong Kong government, Hong Kong Polytechnic University, the Jeffrey Epstein VI Foundation and Hanson Robotics. In 2013, OpenCog began providing AI solutions to Hanson Robotics, and in 2017, OpenCog became a founding member of SingularityNET. == Applications == Similar to other cognitive architectures, the main purpose is to create virtual humans, which are three dimensional avatar characters. The goal is to mimic behaviors like emotions, gestures and learning. For example, the emotion module in the software was only programmed because humans have emotions. Artificial General Intelligence can be realized if it simulates intelligence of humans. The self-description of the OpenCog project provides additional possible applications which are going into the direction of natural language processing and the simulation of a dog.

    Read more →
  • Leela Chess Zero

    Leela Chess Zero

    Leela Chess Zero (abbreviated as LCZero, lc0) is a free, open-source chess engine and volunteer computing project based on Google's AlphaZero engine. It was spearheaded by Gary Linscott, a developer for the Stockfish chess engine, and adapted from the Leela Zero Go engine. Like Leela Zero and AlphaGo Zero, early iterations of Leela Chess Zero started with no intrinsic chess-specific knowledge other than the basic rules of the game. It learned how to play chess through reinforcement learning from repeated self-play, using a distributed computing network coordinated at the Leela Chess Zero website. However, as of November 2024 most models used by the engine are trained through supervised learning on data generated by previous reinforcement learning runs. As of June 2025, Leela Chess Zero has played over 2.5 billion games against itself, playing around 1 million games every day, and is capable of play at a level that is comparable with Stockfish, the leading conventional chess program. == History == The Leela Chess Zero project was first announced on TalkChess.com on January 9, 2018, as an open-source, self-learning chess engine attempting to recreate the success of AlphaZero. Within the first few months of training, Leela Chess Zero had already reached the Grandmaster level, surpassing the strength of early releases of Rybka, Stockfish, and Komodo, despite evaluating orders of magnitude fewer positions due to the size of the deep neural network it uses as its evaluation function. In December 2018, the AlphaZero team published a paper in Science magazine revealing previously undisclosed details of the architecture and training parameters used for AlphaZero. These changes were soon incorporated into Leela Chess Zero and increased both its strength and training efficiency. Work on Leela Chess Zero has informed the AobaZero project for shogi. The engine has been rewritten and carefully iterated upon since its inception, and since 2019 has run on multiple backends, allowing it to run on both CPU and GPU. The engine can be configured to use different weights, including even different architectures. This same mechanism of substitutable weights can also be used for alternative chess rules, such as for the Fischer Random Chess variant, which was done in 2019. == Neural network == Like AlphaZero, Leela Chess Zero employs neural networks which output both a policy vector, a distribution over subsequent moves used to guide search, and a position evaluation. These neural networks are designed to run on GPU, unlike traditional engines. It originally used residual neural networks, but in 2022 switched to using a transformer-based architecture designed by Daniel Monroe and Philip Chalmers. These models represent a chessboard as a sequence of 64 tokens and apply a trunk consisting of a stack of Post-LN encoder layers, outputting a sequence of 64 encoded tokens which is used to generate a position evaluation and a distribution over subsequent moves. They use a custom domain-specific position encoding called smolgen to improve the self-attention layer. As of November 2024, the models used by the engine are significantly larger and more efficient than the residual network used by AlphaZero, reportedly achieving grandmaster-level strength at one position evaluation per move. These models are able to detect and exploit positional features like trapped pieces and fortresses to outmaneuver traditional engines, giving Leela a unique playstyle. There is also evidence that they are able to perform look-ahead. == Program and use == Like AlphaZero, Leela Chess Zero learns through reinforcement learning, continually training on data generated through self-play. However, unlike AlphaZero, Leela Chess Zero decentralizes its data generation through distributed computing, with volunteers generating self-play data on local hardware which is fed to the reinforcement algorithm. In order to contribute training games, volunteers must download the latest non-release candidate (non-rc) version of the engine and the client. The client connects to the Leela Chess Zero server and iteratively receives the latest neural network version and produces self-play games which are sent back to the server and use to train the network. In order to run the Leela Chess Zero engine, two components are needed: the engine binary used to perform search, and a network used to evaluate positions. The client, which is used to contribute training data to the project, is not needed for this purpose. Older networks can also be downloaded and used by placing those networks in the folder with the Lc0 binary. == Spinoffs == In season 15 of the Top Chess Engine Championship, the engine AllieStein competed alongside Leela. AllieStein is a combination of two different spinoffs from Leela: Allie, which uses the same neural network as Leela, but has a unique search algorithm for exploring different lines of play, and Stein, a network which was trained using supervised learning on existing game data from games between other engines. While neither of these projects were admitted to TCEC separately due to their similarity to Leela, the combination of Allie's search algorithm with the Stein network, called AllieStein, was deemed unique enough to warrant its inclusion in the competition. In early 2021, the LcZero blog announced Ceres, a transliteration of the engine to C# which introduced several algorithmic improvements. The engine has performed competitively in tournaments, achieving third place in the TCEC Swiss 7 and fourth place in the TCEC Cup 14. In 2024, the CeresTrain framework was announced to support training deep neural networks for chess in PyTorch. == Competition results == In April 2018, Leela Chess Zero became the first engine using a deep neural network to enter the Top Chess Engine Championship (TCEC), during Season 12 in the lowest division, Division 4. Out of 28 games, it won one, drew two, and lost the remainder; its sole victory came from a position in which its opponent, Scorpio 2.82, crashed in three moves. However, it improved quickly. In July 2018, Leela placed seventh out of eight competitors at the 2018 World Computer Chess Championship. In August 2018, it won division 4 of TCEC season 13 with a record of 14 wins, 12 draws, and 2 losses. In Division 3, Leela scored 16/28 points, finishing third behind Ethereal, which scored 22.5/28 points, and Arasan on tiebreak. By September 2018, Leela had become competitive with the strongest engines in the world. In the 2018 Chess.com Computer Chess Championship (CCCC), Leela placed fifth out of 24 entrants. The top eight engines advanced to round 2, where Leela placed fourth. Leela then won the 30-game match against Komodo to secure third place in the tournament. Leela participated in the "TCEC Cup", an event in which engines from different TCEC divisions can play matches against one another. Leela defeated higher-division engines Laser, Ethereal and Fire before finally being eliminated by Stockfish in the semi-finals. In December 2018, Leela participated in Season 14 of the Top Chess Engine Championship. Leela dominated divisions 3, 2, and 1, easily finishing first in all of them. In the premier division, Stockfish dominated while Houdini, Komodo and Leela competed for second place. It came down to a final-round game where Leela needed to hold Stockfish to a draw with black to finish second ahead of Komodo. Leela managed this and therefore met Stockfish in the superfinal. In a back and forth match, first Stockfish and then Leela took three game leads before Stockfish won by the narrow margin of 50.5–49.5. In February 2019, Leela scored its first major tournament win when it defeated Houdini in the final of the second TCEC cup. Leela did not lose a game the entire tournament. In April 2019, Leela won the Chess.com Computer Chess Championship 7: Blitz Bonanza, becoming the first neural-network project to take the title. In the season 15 of the Top Chess Engine Championship (May 2019), Leela defended its TCEC Cup title, this time defeating Stockfish with a score of 5.5–4.5 (+2 =7 −1) in the final after Stockfish blundered a seven-man tablebase draw. Leela also won the Superfinal for the first time, scoring 53.5–46.5 (+14 −7 =79) versus Stockfish, including winning as both white and black in the same predetermined opening in games 61 and 62. Season 16 of TCEC saw Leela finish in third place in premier division, missing qualification for the Superfinal to Stockfish and the new deep neural network engine AllieStein. Leela was the only engine not to suffer any losses in the Premier division, and defeated Stockfish in one of the six games they played. However, Leela only managed to score nine wins, while AllieStein and Stockfish both scored 14 wins. This inability to defeat weaker engines led to Leela finishing third, half a point behind AllieStein and a point behind Stockfish. In the fourth TCEC Cup, Leela was seeded first as the defending champion,

    Read more →
  • Attack path management

    Attack path management

    Attack path management is a cybersecurity technique that involves the continuous discovery, mapping, and risk assessment of identity-based attack paths. Attack path management is distinct from other computer security mitigation strategies in that it does not rely on finding individual attack paths through vulnerabilities, exploits, or offensive testing. Rather, attack path management techniques analyze all attack paths present in an environment based on active identity management policies, authentication configurations, and active authenticated "sessions" between objects. == Overview == Attack path management relies on concepts such as mapping and removing attack paths, identifying attack path choke points, and remediation of attack paths. Identity-based attacks are present in most publicly disclosed breaches, whether through social engineering to gain initial access to Active Directories or lateral movement for privilege escalation. Attackers require privileges to attack an environment’s most sensitive segments. Attack path management often involves removing out-of-date privileges and privilege assignments given to overly large groups. In attack path management, attack graphs are used to represent how a network of machines’ security is vulnerable to attack. The nodes in an attack graph represent principals and other objects such as machines, accounts, and security groups. The edges in an attack graph represent the links and relationships between nodes. Some nodes are easy to penetrate due to short paths from regular users to domain admins, resulting in focal points of concentrated network traffic, which are known as attack path choke points. Attack graphs are often analyzed using algorithms and visualization. Attack path management also identifies tier 0 assets, which are considered the most vulnerable because they have direct or indirect control of an Active Directory or Microsoft Entra ID environment.

    Read more →
  • Artificial intelligence in Wikimedia projects

    Artificial intelligence in Wikimedia projects

    Some editors of Wikimedia projects use artificial intelligence (AI) and machine learning programs to edit existing articles or create new ones. Some applications of artificial intelligence, like using large language models (LLMs) to create new articles from scratch, have been more controversial than others for the Wikipedia community. In August 2025, English Wikipedia adopted a policy that allowed editors to nominate suspected LLM-generated articles for speedy deletion. This was followed by a March 2026 decision to prohibit the use of LLMs to generate or rewrite article content, with exceptions for copyediting one's own writing and machine translation from another language's Wikipedia. Wikipedia has also been a significant source of training data for some of the earliest artificial intelligence projects. This has received mixed reactions including concern about companies not citing Wikipedia when relying on it to answer a question as well as Wikipedia's increased costs from data scraping. == AI usage == === Earliest use of automated tools, machine learning and AI === Since 2002, bots have been allowed to run on Wikipedia but must be approved and supervised by a human. A bot created in 2002, rambot, transformed census data into short new articles about towns in the United States; the vast majority of town, city, and county articles were started by it. Fighting vandalism has been a major focus of machine learning and AI bots and tools. The 2007 ClueBot relied on simple heuristics to identify likely vandalism, while its 2010 successor, ClueBot NG, uses machine learning through an artificial neural network. Machine translation software has also been used by Wikimedia contributors for a number of years. Aaron Halfaker's Objective Revision Evaluation Service (ORES) project was launched in late 2015 as an artificial intelligence service for grading the quality of Wikipedia edits. === Generative AI and LLMs === In 2022, the public release of ChatGPT inspired more experimentation with AI and writing Wikipedia articles. A debate was sparked about whether and to what extent such large language models are suitable for such purposes in light of their tendency to generate plausible-sounding misinformation, including fake references; to generate prose that is not encyclopedic in tone; and to reproduce biases. An early experiment on December 6, 2022 by a Wikipedia contributor named Pharos occurred when he created the article "Artwork title" using ChatGPT for the initial draft. Another editor who experimented with this early version of ChatGPT said that ChatGPT's overview of "Weaponized incompetence" was decent, but that the citations were fabricated. Since 2023, work has been done to draft an English Wikipedia policy regarding ChatGPT and similar LLMs, at times recommending that users who are unfamiliar with LLMs should avoid using them due to the aforementioned risks, as well as noting the potential for libel or copyright infringement. In early 2023, the Wiki Education Foundation reported that some experienced editors found AI to be useful in starting drafts or creating new articles. It said that ChatGPT "knows" what Wikipedia articles look like and can easily generate one that is written in the style of Wikipedia, but warned that ChatGPT had a tendency to use promotional language, among other issues. In 2023, a ban on AI was deemed "too harsh" by the community given the productivity benefits it offered editors. In 2023, members of the English Wikipedia community created a WikiProject named AI Cleanup to assist in the removal of poor quality AI content from Wikipedia. Miguel García, a former Wikimedia member from Spain, said in 2024 that when ChatGPT was originally launched, the number of AI-generated articles on the site peaked. He added that the rate of AI articles has now stabilized due to the community's efforts to combat it. He said that majority of the articles that have no sources are deleted instantly or are nominated for deletion. In October 2024, a study by Princeton University found that about 5% of 3,000 newly created articles (created in August 2024) on English Wikipedia were created using AI. The study said that some of the AI articles were on innocuous topics and that AI had likely only been used to assist in writing. For some other articles, AI had been used to promote businesses or political interests. In October 2024, Ilyas Lebleu, founder of WikiProject AI Cleanup, said that they and their fellow editors noticed a pattern of unnatural writing that could be connected to ChatGPT. They added that AI is able to mass-produce content that sounds real while being completely fake, leading to the creation of hoax articles on Wikipedia that they were tasked to delete. In June 2025, the Wikimedia Foundation started testing a "Simple Article Summaries" feature which would provide AI-generated summaries of Wikipedia articles, similar to Google Search's AI Overviews. The decision was met with immediate and harsh criticism from some Wikipedia editors, who called the feature a "ghastly idea" and a "PR hype stunt." They criticized a perceived loss of trust in the site due to AI's tendency to hallucinate and questioned the necessity of the feature. The criticism led the Wikimedia Foundation to halt the rollout of Simple Article Summaries that same month while still expressing interest in integrating generative AI more into Wikipedia. The project hints at tensions within the community and with the Foundation over when to use AI.In August 2025, the English Wikipedia community created a policy that allowed users to nominate suspected AI-generated articles for speedy deletion. Editors might recognize AI-generated articles because they use citations that are not related to the subject of the article or fabricated citations or the wording has particular quirks. If an article uses language that reads like an LLM response to a user, such as "Here is your Wikipedia article on" or "Up to my last training update", the article is typically tagged for speedy deletion. Other signs of AI use include excessive use of em dashes, overuse of the word "moreover", promotional material in articles that describes something as "breathtaking" and formatting issues like using curly quotation marks instead of straight versions. During the discussion on implementing the speedy deletion policy, one user, who is an article reviewer, said that he is "flooded non-stop with horrendous drafts" created using AI. Other users said that AI articles have a large amount of "lies and fake references" and that it takes a significant amount of time to fix the issues. English Wikipedia created a guide on how to spot signs of AI-generated writing in August 2025, titled "Signs of AI writing". In January 2026, the Wiki Education Foundation continued to caution against copying and pasting outputs from generative AI into Wikipedia and to avoid it for creating new articles explaining that the text often failed verification with the sources provided. The foundation created a training module that encourages editors to use AI for identifying gaps in articles, finding access to sources and finding relevant sources. In March 2026, the English Wikipedia community prohibited the use of AI to add content to articles, with exceptions for copy editing and machine translation from another language's Wikipedia. The English Wikipedia community holds the position that LLMs often violate core content policies. == Using Wikipedia for artificial intelligence == A 2017 paper described Wikipedia as the mother lode for human-generated text available for machine learning. In the development of the Google's Perspective API that identifies toxic comments in online forums, a dataset containing hundreds of thousands of Wikipedia talk page comments with human-labelled toxicity levels was used. As of 2023, subsets of the Wikipedia corpus were considered one of the largest well-curated data sets available for AI training, used to train every LLM to-date according to Stephen Harrison. This use of Wikipedia was divisive as of 2023. The Wikimedia Foundation and many of its projects supporters worry that attribution to Wikipedia articles is missing in many large-language models like ChatGPT (as well as AI like Siri and Alexa). While Wikipedia's licensing policy lets anyone use its texts, including in modified forms, it does have the condition that credit is given, implying that using its contents in answers by AI models without clarifying the sourcing may violate its terms of use. The Foundation expressed concern that without attribution, people will not visit the site as much or be as motivated to donate to support the project if they do not know when they are benefiting from it. They also noticed an 8% decrease in visitors to Wikipedia in 2025 which they attributed both to the increased popularity of generative AI and social media. In 2025, the Wikimedia Foundation has cited absorbing increased costs associated with scra

    Read more →
  • MultiNet

    MultiNet

    Multilayered extended semantic networks (MultiNets) are both a knowledge representation paradigm and a language for meaning representation of natural language expressions that has been developed by Prof. Dr. Hermann Helbig on the basis of earlier Semantic Networks. It is used in a question-answering application for German called InSicht. It is also used to create a tutoring application developed by the university of University of Hagen to teach MultiNet to knowledge engineers. MultiNet is claimed to be one of the most comprehensive and thoroughly described knowledge representation systems. It specifies conceptual structures by means of about 140 predefined relations and functions, which are systematically characterized and underpinned by a formal axiomatic apparatus. Apart from their relational connections, the concepts are embedded in a multidimensional space of layered attributes and their values. Another characteristic of MultiNet distinguishing it from simple semantic networks is the possibility to encapsulate whole partial networks and represent the resulting conceptual capsule as a node of higher order, which itself can be an argument of relations and functions. MultiNet has been used in practical NLP applications such as natural language interfaces to the Internet or question answering systems over large semantically annotated corpora with millions of sentences. MultiNet is also a cornerstone of the commercially available search engine SEMPRIA-Search, where it is used for the description of the computational lexicon and the background knowledge, for the syntactic-semantic analysis, for logical answer finding, as well as for the generation of natural language answers. MultiNet is supported by a set of software tools and has been used to build large semantically based computational lexicons. The tools include a semantic interpreter WOCADI, which translates natural language expressions (phrases, sentences, texts) into formal MultiNet expressions, a workbench MWR+ for the knowledge engineer (comprising modules for automatic knowledge acquisition and reasoning), and a workbench LIA+ for the computer lexicographer supporting the creation of large semantically based computational lexica.

    Read more →
  • GOFAI

    GOFAI

    In the philosophy of artificial intelligence, GOFAI (good old-fashioned artificial intelligence) is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea. Haugeland coined the term to address two questions: Can GOFAI produce human-level artificial intelligence in a machine? Is GOFAI the primary method that brains use to display intelligence? AI founder Herbert A. Simon speculated in 1963 that the answers to both these questions was "yes". His evidence was the performance of programs he had co-written, such as Logic Theorist and the General Problem Solver, and his psychological research on human problem solving. AI research in the 1950s and 60s had an enormous influence on intellectual history: it inspired the cognitive revolution, led to the founding of the academic field of cognitive science, and was the essential example in the philosophical theories of computationalism, functionalism and cognitivism in ethics and the psychological theories of cognitivism and cognitive psychology. The specific aspect of AI research that led to this revolution was what Haugeland called "GOFAI". In AI development and technology, GOFAI is used to refer to programs that are built with deliberate, explicit instructions for a single task. This is in contrast to approaches that use machine learning. Examples of GOFAI applications include AlphaGo and Apple's initial Siri design. == Western rationalism == Haugeland places GOFAI within the rationalist tradition in western philosophy, which holds that abstract reason is the "highest" faculty, that it is what separates man from the animals, and that it is the most essential part of our intelligence. This assumption is present in Plato and Aristotle, in Shakespeare, Hobbes, Hume and Locke, it was central to the Enlightenment, to the logical positivists of the 1930s, and to the computationalists and cognitivists of the 1960s. As Shakespeare wrote: What a piece of work is a man, How noble in reason, how infinite in faculty ... In apprehension how like a god, The beauty of the world, The paragon of animals. Symbolic AI in the 1960s was able to successfully simulate the process of high-level reasoning, including logical deduction, algebra, geometry, spatial reasoning and means-ends analysis, all of them in precise English sentences, just like the ones humans used when they reasoned. Many observers, including philosophers, psychologists and the AI researchers themselves became convinced that they had captured the essential features of intelligence. This was not just hubris or speculation -- this was entailed by rationalism. If it was not true, then it brings into question a large part of the entire Western philosophical tradition. Continental philosophy, which included Nietzsche, Husserl, Heidegger and others, rejected rationalism and argued that our high-level reasoning was limited and prone to error, and that most of our abilities come from our intuitions, culture, and instinctive feel for the situation. Philosophers who were familiar with this tradition were the first to criticize GOFAI and the assertion that it was sufficient for intelligence, such as Hubert Dreyfus and Haugeland. == Haugeland's GOFAI == Critics and supporters of Haugeland's position, from philosophy, psychology, or AI research have found it difficult to define "GOFAI" precisely, and thus the literature contains a variety of interpretations. Drew McDermott, for example, finds Haugeland's description of GOFAI "incoherent" and argues that GOFAI is a "myth". Haugeland coined the term GOFAI in order to examine the philosophical implications of “the claims essential to all GOFAI theories”, which he listed as: 1. our ability to deal with things intelligently is due to our capacity to think about them reasonably (including sub-conscious thinking); and 2. our capacity to think about things reasonably amounts to a faculty for internal “automatic” symbol manipulation This is very similar to the sufficient side of the physical symbol systems hypothesis proposed by Herbert A. Simon and Allen Newell in 1963: "A physical symbol system has the necessary and sufficient means for general intelligent action." It is also similar to Hubert Dreyfus' "psychological assumption": "The mind can be viewed as a device operating on bits of information according to formal rules. " Haugeland's description of GOFAI refers to symbol manipulation governed by a set of instructions for manipulating the symbols. The "symbols" he refers to are discrete physical things that are assigned a definite semantics -- like and . They do not refer to signals, or unidentified numbers, or matrixes of unidentified numbers, or the zeros and ones of digital machinery. Thus, Haugeland's GOFAI does not include "good old fashioned" techniques such as cybernetics, perceptrons, dynamic programming or control theory or modern techniques such as neural networks or support vector machines. These questions ask if GOFAI is sufficient for general intelligence -- they ask if there is nothing else required to create fully intelligent machines. Thus GOFAI, for Haugeland, does not include systems that combine symbolic AI with other techniques, such as neuro-symbolic AI, and also does not include narrow symbolic AI systems that are designed only to solve a specific problem and are not expected to exhibit general intelligence. == Replies == === Replies from AI scientists === Russell and Norvig wrote, in reference to Dreyfus and Haugeland:The technology they criticized came to be called Good Old-Fashioned AI (GOFAI). GOFAI corresponds to the simplest logical agent design ... and we saw ... that it is indeed difficult to capture every contingency of appropriate behavior in a set of necessary and sufficient logical rules; we called that the qualification problem. Later symbolic AI work after the 1980's incorporated more robust approaches to open-ended domains such as probabilistic reasoning, non-monotonic reasoning, and machine learning. Currently, most AI researchers believe deep learning, and more likely, a synthesis of neural and symbolic approaches (neuro-symbolic AI), will be required for general intelligence.

    Read more →
  • Face Swap Live

    Face Swap Live

    Face Swap Live is a mobile app created by Laan Labs that enables users to swap faces with another person in real-time using the device's camera. It was released on December 14, 2015. In addition to swapping faces with another person, the app enables users to create videos using a set of bundled live filters. The app is available on iOS and Android devices. Face Swap Live was named Apple's #2 best-selling paid app in 2016.

    Read more →
  • Dendral

    Dendral

    Dendral was a project in artificial intelligence (AI) of the 1960s, and the computer software expert system that it produced. Its primary aim was to study hypothesis formation and discovery in science. For that, a specific task in science was chosen: help organic chemists in identifying unknown organic molecules, by analyzing their mass spectra and using knowledge of chemistry. It was done at Stanford University by Edward Feigenbaum, Bruce G. Buchanan, Joshua Lederberg, and Carl Djerassi, along with a team of highly creative research associates and students. It began in 1964 and spans approximately half the history of AI research. The software program Dendral is considered the first expert system because it automated the decision-making process and problem-solving behavior of organic chemists. The project consisted of research on two main programs Heuristic Dendral and Meta-Dendral, and several sub-programs. It was written in the Lisp programming language, which was considered the language of AI because of its flexibility. Many systems were derived from Dendral, including MYCIN, MOLGEN, PROSPECTOR, XCON, and STEAMER. There are many other programs today for solving the mass spectrometry inverse problem, see List of mass spectrometry software, but they are no longer described as 'artificial intelligence', just as structure searchers. The name Dendral is an acronym of the term "Dendritic Algorithm". == Heuristic Dendral == Heuristic Dendral is a program that uses mass spectra or other experimental data together with a knowledge base of chemistry to produce a set of possible chemical structures that may be responsible for producing the data. A mass spectrum of a compound is produced by a mass spectrometer, and is used to determine its molecular weight, the sum of the masses of its atomic constituents. For example, the compound water (H2O), has a molecular weight of 18 since hydrogen has a mass of 1.01 and oxygen 16.00, and its mass spectrum has a peak at 18 units. Heuristic Dendral would use this input mass and the knowledge of atomic mass numbers and valence rules, to determine the possible combinations of atomic constituents whose mass would add up to 18. As the weight increases and the molecules become more complex, the number of possible compounds increases drastically. Thus, a program that is able to reduce this number of candidate solutions through the process of hypothesis formation is essential. New graph-theoretic algorithms were invented by Lederberg, Harold Brown, and others that generate all graphs with a specified set of nodes and connection-types (chemical atoms and bonds) -- with or without cycles. Moreover, the team was able to prove mathematically that the generator is complete, in that it produces all graphs with the specified nodes and edges, and that it is non-redundant, in that the output contains no equivalent graphs (e.g., mirror images). The CONGEN program, as it became known, was developed largely by computational chemists Ray Carhart, Jim Nourse, and Dennis Smith. It was useful to chemists as a stand-alone program to generate chemical graphs showing a complete list of structures that satisfy the constraints specified by a user. == Meta-Dendral == Meta-Dendral is a machine learning system that receives the set of possible chemical structures and corresponding mass spectra as input, and proposes a set of rules of mass spectrometry that correlate structural features with processes that produce the mass spectrum. These rules would be fed back to Heuristic Dendral (in the planning and testing programs described below) to test their applicability. Thus, "Heuristic Dendral is a performance system and Meta-Dendral is a learning system". The program is based on two important features: the plan-generate-test paradigm and knowledge engineering. === Plan-generate-test paradigm === The plan-generate-test paradigm is the basic organization of the problem-solving method, and is a common paradigm used by both Heuristic Dendral and Meta-Dendral systems. The generator (later named CONGEN) generates potential solutions for a particular problem, which are then expressed as chemical graphs in Dendral. However, this is feasible only when the number of candidate solutions is minimal. When there are large numbers of possible solutions, Dendral has to find a way to put constraints that rules out large sets of candidate solutions. This is the primary aim of Dendral planner, which is a “hypothesis-formation” program that employs “task-specific knowledge to find constraints for the generator”. Last but not least, the tester analyzes each proposed candidate solution and discards those that fail to fulfill certain criteria. This mechanism of plan-generate-test paradigm is what holds Dendral together. === Knowledge Engineering === The primary aim of knowledge engineering is to attain a productive interaction between the available knowledge base and problem solving techniques. This is possible through development of a procedure in which large amounts of task-specific information is encoded into heuristic programs. Thus, the first essential component of knowledge engineering is a large “knowledge base.” Dendral has specific knowledge about the mass spectrometry technique, a large amount of information that forms the basis of chemistry and graph theory, and information that might be helpful in finding the solution of a particular chemical structure elucidation problem. This “knowledge base” is used both to search for possible chemical structures that match the input data, and to learn new “general rules” that help prune searches. The benefit Dendral provides the end user, even a non-expert, is a minimized set of possible solutions to check manually. == Heuristics == A heuristic is a rule of thumb, an algorithm that does not guarantee a solution, but reduces the number of possible solutions by discarding unlikely and irrelevant solutions. The use of heuristics to solve problems is called "heuristics programming", and was used in Dendral to allow it to replicate in machines the process through which human experts induce the solution to problems via rules of thumb and specific information. Heuristics programming was a major approach and a giant step forward in artificial intelligence, as it allowed scientists to finally automate certain traits of human intelligence. It became prominent among scientists in the late 1940s through George Polya’s book, How to Solve It: A New Aspect of Mathematical Method. As Herbert A. Simon said in The Sciences of the Artificial, "if you take a heuristic conclusion as certain, you may be fooled and disappointed; but if you neglect heuristic conclusions altogether you will make no progress at all." == History == During the mid 20th century, the question "can machines think?" became intriguing and popular among scientists, primarily to add humanistic characteristics to machine behavior. John McCarthy, who was one of the prime researchers of this field, termed this concept of machine intelligence as "artificial intelligence" (AI) during the Dartmouth summer in 1956. AI is usually defined as the capacity of a machine to perform operations that are analogous to human cognitive capabilities. Much research to create AI was done during the 20th century. Also around the mid 20th century, science, especially biology, faced a fast-increasing need to develop a "man-computer symbiosis", to aid scientists in solving problems. For example, the structural analysis of myoglobin, hemoglobin, and other proteins relentlessly needed instrumentation development due to its complexity. In the early 1960s, Joshua Lederberg started working with computers and quickly became tremendously interested in creating interactive computers to help him in his exobiology research. Specifically, he was interested in designing computing systems to help him study alien organic compounds. Lederberg had been heading a team designing instruments for the Mars Viking lander to search for precursor molecules of life in samples of the Mars surface, using a mass spectrometer coupled with a minicomputer. As he was not an expert in either chemistry or computer programming, he collaborated with Stanford chemist Carl Djerassi to help him with chemistry, and Edward Feigenbaum with programming, to automate the process of determining chemical structures from raw mass spectrometry data. Feigenbaum was an expert in programming languages and heuristics, and helped Lederberg design a system that replicated the way Djerassi solved structure elucidation problems. They devised a system called Dendritic Algorithm (Dendral) that was able to generate possible chemical structures corresponding to the mass spectrometry data as an output. Dendral then was still very inaccurate in assessing spectra of ketones, alcohols, and isomers of chemical compounds. Thus, Djerassi "taught" general rules to Dendral that could help eliminate most of the "chemically implausible" structures, and p

    Read more →
  • Chainer

    Chainer

    Chainer is an open source deep learning framework written purely in Python on top of NumPy and CuPy Python libraries. The development is led by Japanese venture company Preferred Networks in partnership with IBM, Intel, Microsoft, and Nvidia. Chainer is notable for its early adoption of "define-by-run" scheme, as well as its performance on large scale systems. The first version was released in June 2015 and has gained large popularity in Japan since then. Furthermore, in 2017, it was listed by KDnuggets in top 10 open source machine learning Python projects. In December 2019, Preferred Networks announced the transition of its development effort from Chainer to PyTorch and it will only provide maintenance patches after releasing v7. == Define-by-run == Chainer was the first deep learning framework to introduce the define-by-run approach. The traditional procedure to train a network was in two phases: define the fixed connections between mathematical operations (such as matrix multiplication and nonlinear activations) in the network, and then run the actual training calculation. This is called the define-and-run or static-graph approach. Theano and TensorFlow are among the notable frameworks that took this approach. In contrast, in the define-by-run or dynamic-graph approach, the connection in a network is not determined when the training is started. The network is determined during the training as the actual calculation is performed. One of the advantages of this approach is that it is intuitive and flexible. If the network has complicated control flows such as conditionals and loops, in the define-and-run approach, specially designed operations for such constructs are needed. On the other hand, in the define-by-run approach, programming language's native constructs such as if statements and for loops can be used to describe such flow. This flexibility is especially useful to implement recurrent neural networks. Another advantage is ease of debugging. In the define-and-run approach, if an error (such as numeric error) has occurred in the training calculation, it is often difficult to inspect the fault, because the code written to define the network and the actual place of the error are separated. In the define-by-run approach, you can just suspend the calculation with the language's built-in debugger and inspect the data that flows on your code of the network. Define-by-run has gained popularity since the introduction by Chainer and is now implemented in many other frameworks, including PyTorch and TensorFlow. == Extension libraries == Chainer has four extension libraries, ChainerMN, ChainerRL, ChainerCV and ChainerUI. ChainerMN enables Chainer to be used on multiple GPUs with performance significantly faster than other deep learning frameworks. A supercomputer running Chainer on 1024 GPUs processed 90 epochs of ImageNet dataset on ResNet-50 network in 15 minutes, which is four times faster than the previous record held by Facebook. ChainerRL adds state of art deep reinforcement learning algorithms, and ChainerUI is a management and visualization tool. == Applications == Chainer is used as the framework for PaintsChainer, a service which does automatic colorization of black and white, line only, draft drawings with minimal user input.

    Read more →
  • Qualification problem

    Qualification problem

    In philosophy and AI (especially, knowledge-based systems), the qualification problem is concerned with the impossibility of listing all the preconditions required for a real-world action to have its intended effect. It might be posed as how to deal with the things that prevent me from achieving my intended result. It is strongly connected to, and opposite the ramification side of, the frame problem. John McCarthy gives the following motivating example, in which it is impossible to enumerate all the circumstances that may prevent a robot from performing its ordinary function: [T]he successful use of a boat to cross a river requires, if the boat is a rowboat, that the oars and rowlocks be present and unbroken, and that they fit each other. Many other qualifications can be added, making the rules for using a rowboat almost impossible to apply, and yet anyone will still be able to think of additional requirements not yet stated.

    Read more →
  • Productivity software

    Productivity software

    Productivity software (also called personal productivity software or office productivity software) is application software used for producing information (such as documents, presentations, worksheets, databases, charts, graphs, digital paintings, electronic music and digital video). Its names arose from it increasing productivity, especially of individual office workers, from typists to knowledge workers, although its scope is now wider than that. Office suites, which brought word processing, spreadsheet, and relational database programs to the desktop in the 1980s, are the core example of productivity software. They revolutionized the office with the magnitude of the productivity increase they brought as compared with the pre-1980s office environments of typewriters, paper filing, and handwritten lists and ledgers. In the United States, as of 2015, some 78% of "middle-skill" occupations (those that call for more than a high school diploma but less than a bachelor's degree) required the use of productivity software. == Details == Productivity software traditionally runs directly on a computer. For example, Plus/4 model of computer contains in ROM for applications of productivity software. Productivity software is one of the reasons people use personal computers. == Office suite == An office suite is a bundle of productivity software (a software suite) intended to be used by office workers. The components are generally distributed together, have a consistent user interface and usually can interact with each other, sometimes in ways that the operating system would not normally allow. The earliest office suite for personal computers was MicroPro International's StarBurst in the early 1980s, comprising the WordStar word processor, the CalcStar spreadsheet and the DataStar database software. Other suites arose in the 1980s, and Microsoft Office came to dominate the market in the 1990s, a position it retains as of 2024. During the 1990s, office suite products gained popularity by offering bundles of applications that, when bought as part of a suite, effectively discounted the individual applications, with four or five applications being bundled for the price of two applications bought separately. When faced with such potential savings, customers could be "tempted by the suite, rather than the value of a particular product", and by 1994 more than 60 percent of the sales of Microsoft Word and around 70 percent of the sales of Microsoft Excel were as part of sales of Microsoft Office. Such considerations had an impact on vendors of individual applications, often smaller companies, raising concerns that office suites were "stifling innovation", and even established vendors such as Borland and WordPerfect were having to adapt to the suite phenomenon, Borland ultimately deciding to sell its Quattro Pro spreadsheet to WordPerfect as the latter sought to assemble its own suite product. The dominant suite vendors, Microsoft and Lotus, downplayed competition and innovation concerns, claiming that users were still able to exercise choice and that "user-driven development" was guiding the evolution of office suites. Another view was that component-based software would eventually emerge, focusing development on more specialised components used by productivity software, empowering "a plethora of third-party developers", and that a "mix and match" approach of such components would adapt to the user's way of working. === Office suite components === The base components of office suites are: Word processor Spreadsheet Presentation program Other components include: Database software Graphics suite (raster graphics editor, vector graphics editor, image viewer) Desktop publishing software Formula editor Diagramming software Email client Communication software Personal information manager Notetaking Groupware Project management software Table (information) Web log analysis software

    Read more →
  • Eline Van der Velden

    Eline Van der Velden

    Eline van der Velden is a Dutch comedian, writer, actress and producer based in London, England. She is best known for her work creating Tilly Norwood, an AI-generated "actress". == Early life == Van der Velden was born on the Dutch island of Curaçao, Netherlands Antilles to Dutch businessman Steven van der Velden and physiotherapist Quirine van der Velden. She moved to the United Kingdom at age 14 to study drama and musical theatre at Tring Park School for the Performing Arts. She graduated with an MSc in physics from Imperial College London in 2008. == Career == She was nominated by the International Academy of Digital Arts and Sciences for the Lovie Awards and won Best Online Comedy in 2013 for two of her submitted entries. She has created multiple online shows such as Sketch My Life with London Hughes and Emily Hartridge and Match.com Parody. She became managing director of Makers Channel (makerschannel.co.uk), the first curated video platform in Europe in 2015. Makers Channel has been recently acquired by a Belgian media company De Persgroep, due to its success in the Netherlands. In 2016, she appeared in adverts for the Dutch shampoo brand Andrelon. Miss Holland, a comedy character created by Van der Velden, made headlines in 2016 as she asked the British public to teach her the national anthem. As an actress, she has starred in Dutch TV series De Troon, Beatrix and the Golden Calf-winning series Overspel. In Belgium, she appeared opposite Jamie Dornan in Flying Home. Van der Velden starred in the BBC Three series Putting It Out There, in which she challenges social perceptions of body hair, heels, spit, personal space, and authority figures. In 2018, she starred in the BBC One comedy series Soft Border Patrol and the BBC Three comedy series Miss Holland. In 2025, Particle6 Group, which Van der Velden founded in 2016, introduced Tilly Norwood, an AI-generated "actress" at the Zurich Film Festival. The announcement was met with outrage and a condemnation by the American actors' union SAG-AFTRA. == Awards and recognition == Miss Holland won the Best Online Comedy at the 2013 Lovie Awards, judged by Stephen Fry. The Match.com Parody video won Best Online Comedy People's Lovie Award, the people's vote. Miss Holland and Match.com Parody Date 1 were also featured in the 2013 Google Lovie Letters.

    Read more →
  • Semantic network

    Semantic network

    A semantic network, or frame network is a knowledge base that represents semantic relations between concepts in a network. This is often used as a form of knowledge representation. It is a directed or undirected graph consisting of vertices, which represent concepts, and edges, which represent semantic relations between concepts, mapping or connecting semantic fields. A semantic network may be instantiated as, for example, a graph database or a concept map. Typical standardized semantic networks are expressed as semantic triples. Semantic networks are used in natural language processing applications such as semantic parsing and word-sense disambiguation. Semantic networks can also be used as a method to analyze large texts and identify the main themes and topics (e.g., of social media posts), to reveal biases (e.g., in news coverage), or even to map an entire research field. == History == Examples of the use of semantic networks in logic, directed acyclic graphs as a mnemonic tool, dates back centuries. The earliest documented use being the Greek philosopher Porphyry's commentary on Aristotle's categories in the third century AD. In computing history, "Semantic Nets" for the propositional calculus were first implemented for computers by Richard H. Richens of the Cambridge Language Research Unit in 1956 as an "interlingua" for machine translation of natural languages. Although the importance of this work and the CLRU was only belatedly realized. Semantic networks were also independently implemented by Robert F. Simmons and Sheldon Klein, using the first order predicate calculus as a base, after being inspired by a demonstration of Victor Yngve. The "line of research was originated by the first President of the Association [Association for Computational Linguistics], Victor Yngve, who in 1960 had published descriptions of algorithms for using a phrase structure grammar to generate syntactically well-formed nonsense sentences. Sheldon Klein and I about 1962-1964 were fascinated by the technique and generalized it to a method for controlling the sense of what was generated by respecting the semantic dependencies of words as they occurred in text." Other researchers, most notably M. Ross Quillian and others at System Development Corporation helped contribute to their work in the early 1960s as part of the SYNTHEX project. It's from these publications at SDC that most modern derivatives of the term "semantic network" cite as their background. Later prominent works were done by Allan M. Collins and Quillian (e.g., Collins and Quillian; Collins and Loftus Quillian). Still later in 2006, Hermann Helbig fully described MultiNet. In the late 1980s, two Netherlands universities, Groningen and Twente, jointly began a project called Knowledge Graphs, which are semantic networks but with the added constraint that edges are restricted to be from a limited set of possible relations, to facilitate algebras on the graph. In the subsequent decades, the distinction between semantic networks and knowledge graphs was blurred. In 2012, Google gave their knowledge graph the name Knowledge Graph. The Semantic Link Network was systematically studied as a social semantics networking method. Its basic model consists of semantic nodes, semantic links between nodes, and a semantic space that defines the semantics of nodes and links and reasoning rules on semantic links. The systematic theory and model was published in 2004. This research direction can trace to the definition of inheritance rules for efficient model retrieval in 1998 and the Active Document Framework ADF. Since 2003, research has developed toward social semantic networking. This work is a systematic innovation at the age of the World Wide Web and global social networking rather than an application or simple extension of the Semantic Net (Network). Its purpose and scope are different from that of the Semantic Net (or network). The rules for reasoning and evolution and automatic discovery of implicit links play an important role in the Semantic Link Network. Recently it has been developed to support Cyber-Physical-Social Intelligence. It was used for creating a general summarization method. The self-organised Semantic Link Network was integrated with a multi-dimensional category space to form a semantic space to support advanced applications with multi-dimensional abstractions and self-organised semantic links It has been verified that Semantic Link Network play an important role in understanding and representation through text summarisation applications. Semantic Link Network has been extended from cyberspace to cyber-physical-social space. Competition relation and symbiosis relation as well as their roles in evolving society were studied in the emerging topic: Cyber-Physical-Social Intelligence More specialized forms of semantic networks has been created for specific use. For example, in 2008, Fawsy Bendeck's PhD thesis formalized the Semantic Similarity Network (SSN) that contains specialized relationships and propagation algorithms to simplify the semantic similarity representation and calculations. == Basics of semantic networks == A semantic network is used when one has knowledge that is best understood as a set of concepts that are related to one another. Most semantic networks are cognitively based. They also consist of arcs and nodes which can be organized into a taxonomic hierarchy. Semantic networks contributed ideas of spreading activation, inheritance, and nodes as proto-objects. == Examples == === In Lisp === The following code shows an example of a semantic network in the Lisp programming language using an association list. To extract all the information about the "canary" type, one would use the assoc function with a key of "canary". === WordNet === An example of a semantic network is WordNet, a lexical database of English. It groups English words into sets of synonyms called synsets, provides short, general definitions, and records the various semantic relations between these synonym sets. Some of the most common semantic relations defined are meronymy (A is a meronym of B if A is part of B), holonymy (B is a holonym of A if B contains A), hyponymy (or troponymy) (A is subordinate of B; A is kind of B), hypernymy (A is superordinate of B), synonymy (A denotes the same as B) and antonymy (A denotes the opposite of B). WordNet properties have been studied from a network theory perspective and compared to other semantic networks created from Roget's Thesaurus and word association tasks. From this perspective the three of them are a small world structure. === Other examples === It is also possible to represent logical descriptions using semantic networks such as the existential graphs of Charles Sanders Peirce or the related conceptual graphs of John F. Sowa. These have expressive power equal to or exceeding standard first-order predicate logic. Unlike WordNet or other lexical or browsing networks, semantic networks using these representations can be used for reliable automated logical deduction. Some automated reasoners exploit the graph-theoretic features of the networks during processing. Other examples of semantic networks are Gellish models. Gellish English with its Gellish English dictionary, is a formal language that is defined as a network of relations between concepts and names of concepts. Gellish English is a formal subset of natural English, just as Gellish Dutch is a formal subset of Dutch, whereas multiple languages share the same concepts. Other Gellish networks consist of knowledge models and information models that are expressed in the Gellish language. A Gellish network is a network of (binary) relations between things. Each relation in the network is an expression of a fact that is classified by a relation type. Each relation type itself is a concept that is defined in the Gellish language dictionary. Each related thing is either a concept or an individual thing that is classified by a concept. The definitions of concepts are created in the form of definition models (definition networks) that together form a Gellish Dictionary. A Gellish network can be documented in a Gellish database and is computer interpretable. SciCrunch is a collaboratively edited knowledge base for scientific resources. It provides unambiguous identifiers (Research Resource IDentifiers or RRIDs) for software, lab tools etc. and it also provides options to create links between RRIDs and from communities. Another example of semantic networks, based on category theory, is ologs. Here each type is an object, representing a set of things, and each arrow is a morphism, representing a function. Commutative diagrams also are prescribed to constrain the semantics. In the social sciences people sometimes use the term semantic network to refer to co-occurrence networks. == Software tools == There are also elaborate types of semantic networks connected with corresponding sets of software tools used for

    Read more →