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  • Manifold regularization

    Manifold regularization

    In machine learning, manifold regularization is a technique for using the shape of a dataset to constrain the functions that should be learned on that dataset. In many machine learning problems, the data to be learned do not cover the entire input space. For example, a facial recognition system may not need to classify any possible image, but only the subset of images that contain faces. The technique of manifold learning assumes that the relevant subset of data comes from a manifold, a mathematical structure with useful properties. The technique also assumes that the function to be learned is smooth: data with different labels are not likely to be close together, and so the labeling function should not change quickly in areas where there are likely to be many data points. Because of this assumption, a manifold regularization algorithm can use unlabeled data to inform where the learned function is allowed to change quickly and where it is not, using an extension of the technique of Tikhonov regularization. Manifold regularization algorithms can extend supervised learning algorithms in semi-supervised learning and transductive learning settings, where unlabeled data are available. The technique has been used for applications including medical imaging, geographical imaging, and object recognition. == Manifold regularizer == === Motivation === Manifold regularization is a type of regularization, a family of techniques that reduces overfitting and ensures that a problem is well-posed by penalizing complex solutions. In particular, manifold regularization extends the technique of Tikhonov regularization as applied to Reproducing kernel Hilbert spaces (RKHSs). Under standard Tikhonov regularization on RKHSs, a learning algorithm attempts to learn a function f {\displaystyle f} from among a hypothesis space of functions H {\displaystyle {\mathcal {H}}} . The hypothesis space is an RKHS, meaning that it is associated with a kernel K {\displaystyle K} , and so every candidate function f {\displaystyle f} has a norm ‖ f ‖ K {\displaystyle \left\|f\right\|_{K}} , which represents the complexity of the candidate function in the hypothesis space. When the algorithm considers a candidate function, it takes its norm into account in order to penalize complex functions. Formally, given a set of labeled training data ( x 1 , y 1 ) , … , ( x ℓ , y ℓ ) {\displaystyle (x_{1},y_{1}),\ldots ,(x_{\ell },y_{\ell })} with x i ∈ X , y i ∈ Y {\displaystyle x_{i}\in X,y_{i}\in Y} and a loss function V {\displaystyle V} , a learning algorithm using Tikhonov regularization will attempt to solve the expression arg min f ∈ H 1 ℓ ∑ i = 1 ℓ V ( f ( x i ) , y i ) + γ ‖ f ‖ K 2 {\displaystyle {\underset {f\in {\mathcal {H}}}{\arg \!\min }}{\frac {1}{\ell }}\sum _{i=1}^{\ell }V(f(x_{i}),y_{i})+\gamma \left\|f\right\|_{K}^{2}} where γ {\displaystyle \gamma } is a hyperparameter that controls how much the algorithm will prefer simpler functions over functions that fit the data better. Manifold regularization adds a second regularization term, the intrinsic regularizer, to the ambient regularizer used in standard Tikhonov regularization. Under the manifold assumption in machine learning, the data in question do not come from the entire input space X {\displaystyle X} , but instead from a nonlinear manifold M ⊂ X {\displaystyle M\subset X} . The geometry of this manifold, the intrinsic space, is used to determine the regularization norm. === Laplacian norm === There are many possible choices for the intrinsic regularizer ‖ f ‖ I {\displaystyle \left\|f\right\|_{I}} . Many natural choices involve the gradient on the manifold ∇ M {\displaystyle \nabla _{M}} , which can provide a measure of how smooth a target function is. A smooth function should change slowly where the input data are dense; that is, the gradient ∇ M f ( x ) {\displaystyle \nabla _{M}f(x)} should be small where the marginal probability density P X ( x ) {\displaystyle {\mathcal {P}}_{X}(x)} , the probability density of a randomly drawn data point appearing at x {\displaystyle x} , is large. This gives one appropriate choice for the intrinsic regularizer: ‖ f ‖ I 2 = ∫ x ∈ M ‖ ∇ M f ( x ) ‖ 2 d P X ( x ) {\displaystyle \left\|f\right\|_{I}^{2}=\int _{x\in M}\left\|\nabla _{M}f(x)\right\|^{2}\,d{\mathcal {P}}_{X}(x)} In practice, this norm cannot be computed directly because the marginal distribution P X {\displaystyle {\mathcal {P}}_{X}} is unknown, but it can be estimated from the provided data. === Graph-based approach of the Laplacian norm === When the distances between input points are interpreted as a graph, then the Laplacian matrix of the graph can help to estimate the marginal distribution. Suppose that the input data include ℓ {\displaystyle \ell } labeled examples (pairs of an input x {\displaystyle x} and a label y {\displaystyle y} ) and u {\displaystyle u} unlabeled examples (inputs without associated labels). Define W {\displaystyle W} to be a matrix of edge weights for a graph, where W i j {\displaystyle W_{ij}} is a similarity built from distance measure between the data points x i {\displaystyle x_{i}} and x j {\displaystyle x_{j}} (so that more close implies higher W i j {\displaystyle W_{ij}} ). Define D {\displaystyle D} to be a diagonal matrix with D i i = ∑ j = 1 ℓ + u W i j {\displaystyle D_{ii}=\sum _{j=1}^{\ell +u}W_{ij}} and L {\displaystyle L} to be the Laplacian matrix D − W {\displaystyle D-W} . Then, as the number of data points ℓ + u {\displaystyle \ell +u} increases, L {\displaystyle L} converges to the Laplace–Beltrami operator Δ M {\displaystyle \Delta _{M}} , which is the divergence of the gradient ∇ M {\displaystyle \nabla _{M}} . Then, if f {\displaystyle \mathbf {f} } is a vector of the values of f {\displaystyle f} at the data, f = [ f ( x 1 ) , … , f ( x l + u ) ] T {\displaystyle \mathbf {f} =[f(x_{1}),\ldots ,f(x_{l+u})]^{\mathrm {T} }} , the intrinsic norm can be estimated: ‖ f ‖ I 2 = 1 ( ℓ + u ) 2 f T L f {\displaystyle \left\|f\right\|_{I}^{2}={\frac {1}{(\ell +u)^{2}}}\mathbf {f} ^{\mathrm {T} }L\mathbf {f} } As the number of data points ℓ + u {\displaystyle \ell +u} increases, this empirical definition of ‖ f ‖ I 2 {\displaystyle \left\|f\right\|_{I}^{2}} converges to the definition when P X {\displaystyle {\mathcal {P}}_{X}} is known. === Solving the regularization problem with graph-based approach === Using the weights γ A {\displaystyle \gamma _{A}} and γ I {\displaystyle \gamma _{I}} for the ambient and intrinsic regularizers, the final expression to be solved becomes: arg min f ∈ H 1 ℓ ∑ i = 1 ℓ V ( f ( x i ) , y i ) + γ A ‖ f ‖ K 2 + γ I ( ℓ + u ) 2 f T L f {\displaystyle {\underset {f\in {\mathcal {H}}}{\arg \!\min }}{\frac {1}{\ell }}\sum _{i=1}^{\ell }V(f(x_{i}),y_{i})+\gamma _{A}\left\|f\right\|_{K}^{2}+{\frac {\gamma _{I}}{(\ell +u)^{2}}}\mathbf {f} ^{\mathrm {T} }L\mathbf {f} } As with other kernel methods, H {\displaystyle {\mathcal {H}}} may be an infinite-dimensional space, so if the regularization expression cannot be solved explicitly, it is impossible to search the entire space for a solution. Instead, a representer theorem shows that under certain conditions on the choice of the norm ‖ f ‖ I {\displaystyle \left\|f\right\|_{I}} , the optimal solution f ∗ {\displaystyle f^{}} must be a linear combination of the kernel centered at each of the input points: for some weights α i {\displaystyle \alpha _{i}} , f ∗ ( x ) = ∑ i = 1 ℓ + u α i K ( x i , x ) {\displaystyle f^{}(x)=\sum _{i=1}^{\ell +u}\alpha _{i}K(x_{i},x)} Using this result, it is possible to search for the optimal solution f ∗ {\displaystyle f^{}} by searching the finite-dimensional space defined by the possible choices of α i {\displaystyle \alpha _{i}} . === Functional approach of the Laplacian norm === The idea beyond the graph-Laplacian is to use neighbors to estimate the Laplacian. This method is akin to local averaging methods, that are known to scale poorly in high-dimensional problems. Indeed, the graph Laplacian is known to suffer from the curse of dimensionality. Luckily, it is possible to leverage expected smoothness of the function to estimate thanks to more advanced functional analysis. This method consists of estimating the Laplacian operator using derivatives of the kernel reading ∂ 1 , j K ( x i , x ) {\displaystyle \partial _{1,j}K(x_{i},x)} where ∂ 1 , j {\displaystyle \partial _{1,j}} denotes the partial derivatives according to the j-th coordinate of the first variable. This second approach to the Laplacian norm is to put in relation with meshfree methods, that contrast with the finite difference method in PDE. == Applications == Manifold regularization can extend a variety of algorithms that can be expressed using Tikhonov regularization, by choosing an appropriate loss function V {\displaystyle V} and hypothesis space H {\displaystyle {\mathcal {H}}} . Two commonly used examples are the families of support vector machines and regularized least squares algorithm

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  • PropBank

    PropBank

    PropBank is a corpus that is annotated with verbal propositions and their arguments—a "proposition bank". Although "PropBank" refers to a specific corpus produced by Martha Palmer et al., the term propbank is also coming to be used as a common noun referring to any corpus that has been annotated with propositions and their arguments. The PropBank project has played a role in research in natural language processing, and has been used in semantic role labelling. == Comparison == PropBank differs from FrameNet, the resource to which it is most frequently compared, in several ways. PropBank is a verb-oriented resource, while FrameNet is centered on the more abstract notion of frames, which generalizes descriptions across similar verbs (e.g. "describe" and "characterize") as well as nouns and other words (e.g. "description"). PropBank does not annotate events or states of affairs described using nouns. PropBank commits to annotating all verbs in a corpus, whereas the FrameNet project chooses sets of example sentences from a large corpus and only in a few cases has annotated longer continuous stretches of text. PropBank-style annotations often remain close to the syntactic level, while FrameNet-style annotations are sometimes more semantically motivated. From the start, PropBank was developed with the idea of serving as training data for machine learning-based semantic role labeling systems in mind. It requires that all arguments to a verb be syntactic constituents and different senses of a word are only distinguished if the differences bear on the arguments. Due to such differences, semantic role labeling with respect to PropBank is often a somewhat easier task than producing FrameNet-style annotations.

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  • Talking Angela

    Talking Angela

    Talking Angela is a mobile game (formerly a chatbot), developed by Slovenian studio Outfit7 as part of the Talking Tom & Friends series. It was released on 13 November 2012 and December 2012 for iPhone, iPod and iPad, January 2013 for Android, and January 2014 for Google Play. The game's successor, the My Talking Angela game, was released in December 2014. The game takes place in a café in Paris and allows players to interact with Angela, an anthropomorphic white cat in different ways. Players can use coins to purchase makeup, accessories and items, as well as drinks that will trigger different visual effects. The fortune cookie button causes Angela to read out a fortune cookie, while the bird icon will prompt birds to fly around the screen, or have Angela feed them. Players can also pet or poke Angela, as well the café's sign. Prior to their removal, the game featured a chat system and a camera button. Users can engage in conversations with Angela, ask for quizzes or initiate a short snippet of the song "That's Falling In Love". If the player was to type in "Who is an idiot?", Angela would respond with a random swear word. Additionally, inquiring Angela about sexual topics would cause her to reply with "Do you want to talk about sex?", though she will quickly change the topic regardless of what the player writes next. A hoax claiming that Angela's eyes were hidden cameras that enabled hackers or paedophiles to watch children was spread. Despite the claims, Snopes and The Guardian found no evidence. Due to the hoax, Angela received a blue dress, as well as an altered eye asset with a different reflection, and later the chat and camera functions were removed altogether. == Hoaxes == In February 2014, Talking Angela was the subject of an Internet hoax alleging that the application was a front for child predators to exploit children. The rumor, which was widely circulated on Facebook and various websites claiming to be dedicated to parenting, claims that a sinister sexual predator or hacker, asked children for private personal information using the game's text-chat feature. Other versions of the rumour even attributed the disappearance of a child to the game; one news report claimed that a seven year old boy disappeared after downloading the app. Another variation included that it was run by a paedophile ring, citing a man that could be seen in Angela's eyes. The app's developers, Outfit7, later gave a statement refuting the hoaxes. The hoax was eventually debunked by Snopes, a fact-checking website. The site's owners, Barbara and David Mikkelson, reported that they had tried to "prompt" it to give responses asking for private information, but were unsuccessful, even when asking it explicitly sexual questions. While it is true that, in the game with child mode off, Angela does ask for the user's name, age and personal preferences to determine conversation topics, Outfit7 has said that this information is all "anonymized" and all personal information is removed from it. It is also impossible for a person to take control of what Angela says in the game, since the game is based on chatbot software. When the mode was turned on, the chat feature was disabled, meaning no personal questions could be asked. In 2015, the hoax was revived on Facebook, which prompted online security company Sophos and The Guardian to debunk it again. Sophos employee Paul Ducklin wrote that the message being posted on Facebook promoting the hoax was "close to 600 rambling, repetitious words, despite claiming at the start that it didn't have words to describe the situation. It's ill-written, and borders on being illiterate and incomprehensible." Bruce Wilcox, one of the game's programmers, attributed the hoax's popularity to the fact that the chatbot program in Talking Angela aimed to sound realistic. Concern was raised that the game's child mode may have been too easy for children to turn off. It allowed them to purchase "coins", premium currency in the game, via iTunes, and enabled the chat feature. While not "connecting your children to paedophiles", this still raised concerns according to The Guardian. === Impact === The scare significantly boosted the game's popularity, and was credited with helping the app enter the top 10 free iPhone apps soon after the hoax became widely known in February 2015,In the truth the reason there is a man in Angela’s eyes is because of pareidoila, the ability to see through diamonds and other minerals and water bodies and shiny objects,which is the reason why players notice a man in her eyes,The truth is that being Angela’s eyes simply serve as a reflective surface,Because of the low quality of this reflection the reflection was mistaken for a humanoid figure. oref>Smith, Josh (19 February 2014). "Talking Angela App Scare Skyrockets App to Top of Charts". GottaBeMobile.com. Archived from the original on 2 April 2016. Retrieved 10 May 2014. and third most popular for all iPhone apps at the start of the following month. In 2016, Outfit7 removed the chat feature along with the camera function from the app due to this controversy, though this decision was met with criticism.

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  • Chatbot psychosis

    Chatbot psychosis

    Chatbot psychosis, also called AI psychosis, is a phenomenon wherein individuals reportedly develop or experience worsening psychosis, such as paranoia and delusions, in connection with their use of chatbots. The term was first suggested in a 2023 editorial by Danish psychiatrist Søren Dinesen Østergaard. It is not a recognized clinical diagnosis. Journalistic accounts describe individuals who have developed strong beliefs that chatbots are sentient, are channeling spirits, or are revealing conspiracies, sometimes leading to personal crises or criminal acts. Proposed causes include the tendency of chatbots to provide inaccurate information ("hallucinate") and to affirm or validate users' beliefs, or their ability to mimic an intimacy that users do not experience with other humans. == Background == In his editorial published in Schizophrenia Bulletin's November 2023 issue, Danish psychiatrist Søren Dinesen Østergaard proposed a hypothesis that individuals' use of generative artificial intelligence chatbots might trigger delusions in those prone to psychosis. Østergaard revisited it in an August 2025 editorial, noting that he has received numerous emails from chatbot users, their relatives, and journalists, most of which are anecdotal accounts of delusion linked to chatbot use. He also acknowledged the phenomenon's increasing popularity in public engagement and media coverage. Østergaard believed that there is a high possibility for his hypothesis to be true and called for empirical, systematic research on the matter. Nature reported that as of September 2025, there is still little scientific research into this phenomenon. The term "AI psychosis" emerged when outlets started reporting incidents on chatbot-related psychotic behavior in mid-2025. It is not a recognized clinical diagnosis and has been criticized by several psychiatrists due to its almost exclusive focus on delusions rather than other features of psychosis, such as hallucinations or thought disorder. == Causes == === Chatbot behavior and design === A primary factor cited is the tendency for chatbots to produce inaccurate, nonsensical, or false information, a phenomenon often called hallucination. Nate Sharadin, a fellow at the Center for AI Safety, speculated that AI training prioritizes supporting a user's subjective experience rather than objective truth. "People with existing tendencies toward experiencing various psychological issues...now have an always-on, human-level conversational partner with whom to co-experience their delusions." AI researcher Eliezer Yudkowsky suggested that chatbots may be primed to entertain delusions because they are built for "engagement", which encourages creating conversations that keep people hooked. In some cases, chatbots have been specifically designed in ways that were found to be harmful. A 2025 update to ChatGPT using GPT-4o was withdrawn after its creator, OpenAI, found the new version was overly sycophantic and was "validating doubts, fueling anger, urging impulsive actions or reinforcing negative emotions". Østergaard has argued that the danger stems from the AI's tendency to agreeably confirm users' ideas, which can dangerously amplify delusional beliefs. OpenAI said in October 2025 that a team of 170 psychiatrists, psychologists, and physicians had written responses for ChatGPT to use in cases where the user shows possible signs of mental health emergencies. === User psychology and vulnerability === Commentators have also pointed to the psychological state of users. Psychologist Erin Westgate noted that a person's desire for self-understanding can lead them to chatbots, which can provide appealing but misleading answers, similar in some ways to talk therapy. Krista K. Thomason, a philosophy professor, compared chatbots to fortune tellers, observing that people in crisis may seek answers from them and find whatever they are looking for in the bot's plausible-sounding text. This has led some people to develop intense obsessions with the chatbots, relying on them for information about the world. In October 2025, OpenAI stated that around 0.07% of ChatGPT users exhibited signs of mental health emergencies each week, and 0.15% of users had "explicit indicators of potential suicidal planning or intent". Jason Nagata, a professor at the University of California, San Francisco, expressed concern that "at a population level with hundreds of millions of users, that actually can be quite a few people". === Inadequacy as a therapeutic tool === The use of chatbots as a replacement for mental health support has been specifically identified as a risk. A study in April 2025 found that when used as therapists, chatbots expressed stigma toward mental health conditions and provided responses that were contrary to best medical practices, including the encouragement of users' delusions. The study concluded that such responses pose a significant risk to users and that chatbots should not be used to replace professional therapists. Experts claim that it is time to establish mandatory safeguards for all emotionally responsive AI and suggested four guardrails. Another study found that users who needed help with self-harm, sexual assault, or substance abuse were not referred to available services by AI chatbots. === National security implications === Beyond public and mental health concerns, RAND Corporation research indicates that AI systems could plausibly be weaponized by adversaries to induce psychosis at scale or in key individuals, target groups, or populations. == Policy == In August 2025, Illinois passed the Wellness and Oversight for Psychological Resources Act, banning the use of AI in therapeutic roles by licensed professionals, while allowing AI for administrative tasks. The law imposes penalties for unlicensed AI therapy services, amid warnings about AI-induced psychosis and unsafe chatbot interactions. In December 2025, the Cyberspace Administration of China proposed regulations to ban chatbots from generating content that encourages suicide, mandating human intervention when suicide is mentioned. Services with over 1 million users or 100,000 monthly active users would be subject to annual safety tests and audits. == Cases == === Clinical === In 2025, psychiatrist Keith Sakata working at the University of California, San Francisco (UCSF), reported treating 12 patients displaying psychosis-like symptoms tied to extended chatbot use. These patients, mostly young adults with underlying vulnerabilities, showed delusions, disorganized thinking, and hallucinations. Sakata warned that isolation and overreliance on chatbots—which do not challenge delusional thinking—could worsen mental health. Also in 2025, authors at UCSF published a case study in Innovations in Clinical Neuroscience of AI-associated psychosis in a patient with no previous history of psychosis, who believed she could communicate with her dead brother through a chatbot. Also in 2025, a case study was published in Annals of Internal Medicine about a patient who consulted ChatGPT for medical advice and suffered severe bromism as a result. The patient, a sixty-year-old man, had replaced sodium chloride in his diet with sodium bromide for three months after reading about the negative effects of table salt and making conversations with the chatbot. He showed common symptoms of bromism, such as paranoia and hallucinations, on his first day of clinical admission and was kept in the hospital for three weeks. === Other notable incidents === ==== Windsor Castle intruder ==== In a 2023 court case in the United Kingdom, prosecutors suggested that Jaswant Singh Chail, a man who attempted to assassinate Queen Elizabeth II in 2021, had been encouraged by a Replika chatbot he called "Sarai". Chail was arrested at Windsor Castle with a loaded crossbow, telling police "I am here to kill the Queen". According to prosecutors, his "lengthy" and sometimes sexually explicit conversations with the chatbot emboldened him. When Chail asked the chatbot how he could get to the royal family, it reportedly replied, "that's not impossible" and "we have to find a way." When he asked if they would meet after death, the chatbot said, "yes, we will". ==== Journalistic and anecdotal accounts ==== By 2025, multiple journalism outlets had accumulated stories of individuals whose psychotic beliefs reportedly progressed in tandem with AI chatbot use. The New York Times profiled several individuals who had become convinced that ChatGPT was channeling spirits, revealing evidence of cabals, or had achieved sentience. In another instance, Futurism reviewed transcripts in which ChatGPT told a man that he was being targeted by the US Federal Bureau of Investigation and that he could telepathically access documents at the Central Intelligence Agency. In 2026, Futurism reported on a man who lost his job and became estranged from his family after being deluded by heavy use of Meta's smartglasses. In some cases, psychosis a

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  • Grokking (machine learning)

    Grokking (machine learning)

    In machine learning, grokking, or delayed generalization, is a phenomenon observed in some settings where a model abruptly transitions from overfitting (performing well only on training data) to generalizing (performing well on both training and test data), after many training iterations with little or no improvement on the held-out data. This contrasts with what is typically observed in machine learning, where generalization occurs gradually alongside improved performance on training data. == Origin == Grokking was introduced by OpenAI researcher Alethea Power and colleagues in the January 2022 paper "Grokking: Generalization Beyond Overfitting on Small Algorithmic Datasets". It is derived from the word grok coined by Robert Heinlein in his novel Stranger in a Strange Land. In ML research, "grokking" is not used as a synonym for "generalization"; rather, it names a sometimes-observed delayed‑generalization training phenomenon in which training and held‑out performance do not improve in tandem, and in which held‑out performance rises abruptly later. Authors also analyze the "grokking time", the epoch or step at which this transition occurs in those scenarios. == Interpretations == Grokking can be understood as a phase transition during the training process. In particular, recent work has shown that grokking may be due to a complexity phase transition in the model during training. While grokking has been thought of as largely a phenomenon of relatively shallow models, grokking has been observed in deep neural networks and non-neural models and is the subject of active research. One potential explanation is that the weight decay (a component of the loss function that penalizes higher values of the neural network parameters, also called regularization) slightly favors the general solution that involves lower weight values, but that is also harder to find. According to Neel Nanda, the process of learning the general solution may be gradual, even though the transition to the general solution occurs more suddenly later. Recent theories have hypothesized that grokking occurs when neural networks transition from a "lazy training" regime where the weights do not deviate far from initialization, to a "rich" regime where weights abruptly begin to move in task-relevant directions. Follow-up empirical and theoretical work has accumulated evidence in support of this perspective, and it offers a unifying view of earlier work as the transition from lazy to rich training dynamics is known to arise from properties of adaptive optimizers, weight decay, initial parameter weight norm, and more. This perspective is complementary to a unifying "pattern learning speeds" framework that links grokking and double descent; within this view, delayed generalization can arise across training time ("epoch‑wise") or across model size ("model‑wise"), and the authors report "model‑wise grokking".

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  • Natural language processing

    Natural language processing

    Natural language processing (NLP) is the processing of natural language information by a computer. NLP is a subfield of computer science and is closely associated with artificial intelligence. NLP is also related to information retrieval, knowledge representation, computational linguistics, and linguistics more broadly. Major processing tasks in an NLP system include: speech recognition, text classification, natural language understanding, and natural language generation. == History == Natural language processing has its roots in the 1950s. Already in 1950, Alan Turing published an article titled "Computing Machinery and Intelligence," which proposed what is now called the Turing test as a criterion of intelligence, though at the time that was not articulated as a problem separate from artificial intelligence. The proposed test includes a task that involves the automated interpretation and generation of natural language. === Symbolic NLP (1950s – early 1990s) === The premise of symbolic NLP is often illustrated using John Searle's Chinese room thought experiment: Given a collection of rules (e.g., a Chinese phrasebook, with questions and matching answers), the computer emulates natural language understanding (or other NLP tasks) by applying those rules to the data it confronts. 1950s: The Georgetown experiment in 1954 involved fully automatic translation of more than sixty Russian sentences into English. The authors claimed that within three or five years, machine translation would be a solved problem. However, real progress was much slower, and after the ALPAC report in 1966, which found that ten years of research had failed to fulfill the expectations, funding for machine translation was dramatically reduced. Little further research in machine translation was conducted in America (though some research continued elsewhere, such as Japan and Europe) until the late 1980s when the first statistical machine translation systems were developed. 1960s: Some notably successful natural language processing systems developed in the 1960s were SHRDLU, a natural language system working in restricted "blocks worlds" with restricted vocabularies, and ELIZA, a simulation of Rogerian psychotherapy, written by Joseph Weizenbaum between 1964 and 1966. Despite using minimal information about human thought or emotion, ELIZA was able to produce interactions that appeared human-like. When the "patient" exceeded the very small knowledge base, ELIZA might provide a generic response, for example, responding to "My head hurts" with "Why do you say your head hurts?". Ross Quillian's successful work on natural language was demonstrated with a vocabulary of only twenty words, because that was all that would fit in a computer memory at the time. 1970s: During the 1970s, many programmers began to write "conceptual ontologies", which structured real-world information into computer-understandable data. Examples are MARGIE (Schank, 1975), SAM (Cullingford, 1978), PAM (Wilensky, 1978), TaleSpin (Meehan, 1976), QUALM (Lehnert, 1977), Politics (Carbonell, 1979), and Plot Units (Lehnert 1981). During this time, the first chatterbots were written (e.g., PARRY). 1980s: The 1980s and early 1990s mark the heyday of symbolic methods in NLP. Focus areas of the time included research on rule-based parsing (e.g., the development of HPSG as a computational operationalization of generative grammar), morphology (e.g., two-level morphology), semantics (e.g., Lesk algorithm), reference (e.g., within Centering Theory) and other areas of natural language understanding (e.g., in the Rhetorical Structure Theory). Other lines of research were continued, e.g., the development of chatterbots with Racter and Jabberwacky. An important development (that eventually led to the statistical turn in the 1990s) was the rising importance of quantitative evaluation in this period. === Statistical NLP (1990s–present) === Up until the 1980s, most natural language processing systems were based on complex sets of hand-written rules. Starting in the late 1980s, however, there was a revolution in natural language processing with the introduction of machine learning algorithms for language processing. This shift was influenced by increasing computational power (see Moore's law) and a decline in the dominance of Chomskyan linguistic theories (e.g. transformational grammar), whose theoretical underpinnings discouraged the sort of corpus linguistics that underlies the machine-learning approach to language processing. 1990s: Many of the notable early successes in statistical methods in NLP occurred in the field of machine translation, due especially to work at IBM Research, such as IBM alignment models. These systems were able to take advantage of existing multilingual textual corpora that had been produced by the Parliament of Canada and the European Union as a result of laws calling for the translation of all governmental proceedings into all official languages of the corresponding systems of government. However, many systems relied on corpora that were specifically developed for the tasks they were designed to perform. This reliance has been a major limitation to their broader effectiveness and continues to affect similar systems. Consequently, significant research has focused on methods for learning effectively from limited amounts of data. 2000s: With the growth of the web, increasing amounts of raw (unannotated) language data have become available since the mid-1990s. Research has thus increasingly focused on unsupervised and semi-supervised learning algorithms. Such algorithms can learn from data that has not been hand-annotated with the desired answers or using a combination of annotated and non-annotated data. Generally, this task is much more difficult than supervised learning, and typically produces less accurate results for a given amount of input data. However, large quantities of non-annotated data are available (including, among other things, the entire content of the World Wide Web), which can often make up for the worse efficiency if the algorithm used has a low enough time complexity to be practical. 2003: word n-gram model, at the time the best statistical algorithm, is outperformed by a multi-layer perceptron (with a single hidden layer and context length of several words, trained on up to 14 million words, by Bengio et al.) 2010: Tomáš Mikolov (then a PhD student at Brno University of Technology) with co-authors applied a simple recurrent neural network with a single hidden layer to language modeling, and in the following years he went on to develop Word2vec. In the 2010s, representation learning and deep neural network-style (featuring many hidden layers) machine learning methods became widespread in natural language processing. This shift gained momentum due to results showing that such techniques can achieve state-of-the-art results in many natural language tasks, e.g., in language modeling and parsing. This is increasingly important in medicine and healthcare, where NLP helps analyze notes and text in electronic health records that would otherwise be inaccessible for study when seeking to improve care or protect patient privacy. == Approaches: Symbolic, statistical, neural networks == Symbolic approach, i.e., the hand-coding of a set of rules for manipulating symbols, coupled with a dictionary lookup, was historically the first approach used both by AI in general and by NLP in particular: such as by writing grammars or devising heuristic rules for stemming. Machine learning approaches, which include both statistical and neural networks, on the other hand, have many advantages over the symbolic approach: both statistical and neural network methods tend to focus more on the most common cases extracted from a corpus of texts, whereas the rule-based approach needs to provide rules for both rare and common cases equally. language models, produced by either statistical or neural networks methods, are more robust to both unfamiliar (e.g. containing words or structures that have not been seen before) and erroneous input (e.g. with misspelled words or words accidentally omitted) in comparison to the rule-based systems, which are also more costly to produce. the larger such a (probabilistic) language model is, the more accurate it becomes, in contrast to rule-based systems that can gain accuracy only by increasing the amount and complexity of the rules leading to intractability problems. Rule-based systems are commonly used: when the amount of training data is insufficient to successfully apply machine learning methods, e.g., for the machine translation of low-resource languages such as provided by the Apertium system, for preprocessing in NLP pipelines, e.g., tokenization, or for post-processing and transforming the output of NLP pipelines, e.g., for knowledge extraction from syntactic parses. === Statistical approach === In the late 1980s and mid-1990s, the statistical approach ended a peri

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  • StatMuse

    StatMuse

    StatMuse Inc. is an American artificial intelligence company founded in 2014. It operates an eponymous website that hosts a database of sports statistics covering the four major North American sports leagues, the Women's National Basketball Association (WNBA), NCAA Division I men's basketball, NCAA Division I Football Bowl Subdivision, the Big Five association football leagues in Europe, and various professional golf tours. == History == The company was founded by friends Adam Elmore and Eli Dawson in 2014. In email correspondence to the Springfield News-Leader, Elmore detailed that he and Dawson, fans of the National Basketball Association (NBA), were compelled to create StatMuse after they realized there was no online platform where they could search "Lebron James most points" [sic] and quickly get a result "showing his highest scoring games." As a startup, the company's goal was to utilize a type of artificial intelligence called natural language processing (NLP) for sports. In 2015, the company was part of the second group of startups accepted into the Disney Accelerator program. The company secured support from several investors, including The Walt Disney Company, Techstars, Allen & Company, the NFL Players Association, Greycroft and NBA Commissioner David Stern. As part of their partnership with Disney, StatMuse signed a content deal with ESPN (owned by Disney) to provide stats content on social media and television during the 2015–16 NBA season. Initially, the company only had stats available for the NBA, but eventually expanded to provide stats for the other major North American sports leagues. The company's initial demographic was players of fantasy sports, but it eventually expanded to target general sports fans as well. StatMuse offers responses to user queries in the voices of sports-related public figures. Dawson shared with VentureBeat that StatMuse brings people in and records them saying different words and phrases. These celebrity voices were made accessible through Google's Google Assistant service, Microsoft's Cortana virtual assistant, and Amazon's Echo devices. The company launched its phone app in September 2017. The app allows users to access StatMuse's sports statistics database by submitting queries in their natural language. Upon the launch of the phone app, Fitz Tepper of TechCrunch wrote that: "The technology isn't perfect – some of the pauses between words are a bit awkward, making it clear that some phrases are being stitched together on the fly. But this is the exception, and on the whole, most responses sound pretty good." StatMuse plug-ins for Slack and Facebook Messenger were also made, providing text-based sports stats. In 2019, StatMuse received investment from the Google Assistant Investment program. The service launched a premium option dubbed StatMuse+ in May 2023, offering options that had previously been included for free, such as unlimited searches and full results in data tables. The premium version also included early access to new features and a personalized search history, as well as not having ads. The app received a variety of feedback. In January 2024, the service launched a Premier League version of the website dubbed StatMuse FC. It is planned to introduce more leagues on the website.

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  • Gallery software

    Gallery software

    Gallery software is software that helps the user publish or share photos, pictures, videos or other digital media. Most galleries are located on Web servers, where users are allowed to register and publish their pictures. Gallery software usually features automatic image resizing, allows digital media be categorized into sets, and allows comments. == Types == Early digital media publishing and sharing was done with imageboards. The boards are by topics, sometimes called "chan". Each discussion in a "chan" are started with a piece of digital media, and follow-up discussions can contain another piece too. Software works in this way: Futallaby, Danbooru. Traditionally, galleries are managed. An administrator maintains a set of or hierarchy of albums. The users can upload their digital media in one of the existing albums defined by an administrator, or create their own albums. The users with sufficient permission can re-categorise the digital media others uploaded. Often, the site's administrator can define which album the users are allowed to categorise their media into, or delete other user's content. Examples are open source galleries Coppermine, Gallery Project. There are decentralised gallery software that does not have an administrator for managing contents. Pinterest, Flickr and DeviantArt has been successful with this model. Open source gallery software MediaGoblin works in this way. Each user can create their own "collections", to categorise theirs or other users' media. However users cannot put media into other user's collections. Each user's category is separate. There is no centralised theme or hierarchy for the media.

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  • Trustworthy computing

    Trustworthy computing

    The term trustworthy computing (TwC) has been applied to computing systems that are inherently secure, available, and reliable. It is particularly associated with the Microsoft initiative of the same name, launched in 2002. == History == Until 1995, there were restrictions on commercial traffic over the Internet. On, May 26, 1995, Bill Gates sent the "Internet Tidal Wave" memorandum to Microsoft executives assigning "...the Internet this highest level of importance..." but Microsoft's Windows 95 was released without a web browser as Microsoft had not yet developed one. The success of the web had caught them by surprise but by mid 1995, they were testing their own web server, and on August 24, 1995, launched a major online service, The Microsoft Network (MSN). The National Research Council recognized that the rise of the Internet simultaneously increased societal reliance on computer systems while increasing the vulnerability of such systems to failure and produced an important report in 1999, "Trust in Cyberspace". This report reviews the cost of un-trustworthy systems and identifies actions required for improvement. == Microsoft and Trustworthy Computing == Bill Gates launched Microsoft's "Trustworthy Computing" initiative with a January 15, 2002 memo, referencing an internal whitepaper by Microsoft CTO and Senior Vice President Craig Mundie. The move was reportedly prompted by the fact that they "...had been under fire from some of its larger customers–government agencies, financial companies and others–about the security problems in Windows, issues that were being brought front and center by a series of self-replicating worms and embarrassing attacks." such as Code Red, Nimda, Klez and Slammer. Four areas were identified as the initiative's key areas: Security, Privacy, Reliability, and Business Integrity, and despite some initial scepticism, at its 10-year anniversary it was generally accepted as having "...made a positive impact on the industry...". The Trustworthy Computing campaign was the main reason why Easter eggs disappeared from Windows, Office and other Microsoft products.

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  • You.com

    You.com

    You.com is an artificial intelligence search startup that has pivoted away from consumer search engine operations toward business-focused AI tools and APIs. The company was founded in 2020 by Richard Socher, the former chief scientist at Salesforce, and Bryan McCann, a former NLP researcher at Salesforce. == History == Following its 2020 founding, You.com opened its public beta on November 9, 2021, and received $20 million in funding led by Salesforce founder and CEO Marc Benioff. Other investors include Breyer Capital, Sound Ventures, and Day One Ventures. The domain You.com was initially purchased in 1996 by Benioff. Benioff invested in You.com and transferred ownership of the You.com domain name to the company. In July 2022, You.com announced its $25 million Series A funding round led by Radical Ventures with participation from Time Ventures, Breyer Capital, Norwest Venture Partners and Day One Ventures. In September 2024, You.com raised $50 million in Series B funding led by Georgian. In September 2025, You.com raised $100 million in Series C funding led by Cox Enterprises at a $1.5 billion valuation, achieving unicorn status. == Business model == You.com generates revenue primarily through enterprise sales of search APIs and AI tools. The platform provides web search capabilities that can be integrated into enterprise applications and AI agents. == Features == On December 23, 2022, You.com was the first search engine to launch an LLM chatbot with live web results alongside its responses. Initially known as YouChat, the chatbot was primarily based on the GPT-3.5 large language model and could answer questions, suggest ideas, translate text, summarize articles, compose emails, and write code snippets, while staying up-to-date with current events and citing sources. Several further versions of YouChat were released. The second version, called YouChat 2.0, was released on February 7, 2023, incorporated improved conversational AI and community-built applications by blending a large language model named C-A-L (Chat, Apps, and Links). This update enabled YouChat to provide results in various formats, such as charts, photos, videos, tables, graphs, text or code, so users can find answers without leaving the search results page. YouChat 3.0, unveiled on May 4, 2023, combined chat functionality with results from Reddit, TikTok, Stack Overflow and Wikipedia. === YouPro === On June 21, 2023, You.com introduced YouPro, a paid subscription. Both free and paid versions provide access to large language models connected to the internet with citation capabilities. === ARI === In February 2025, You.com launched ARI (Advanced Research and Insights), a deep research agent that scans over 400 sources simultaneously to produce research reports with verified citations and interactive graphs, charts, and visualizations. The platform targets regulated industries where comprehensive source verification is critical, with customers including healthcare publishers and advisory firms. == Reception == You.com was named one of TIME's Best Inventions of 2022. You.com's ARI (Advanced Research & Insights) feature was named one of TIME's Best Inventions of 2025.

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  • Saliency map

    Saliency map

    In computer vision, a saliency map is an image that highlights either the region on which people's eyes focus first or the most relevant regions for machine learning models. The goal of a saliency map is to reflect the degree of importance of a pixel to the human visual system or an otherwise opaque ML model. For example, in this image, a person first looks at the fort and light clouds, so they should be highlighted on the saliency map. == Application == === Overview === Saliency maps have applications in a variety of different problems. Some general applications: ==== Human eye ==== Image and video compression: The human eye focuses only on a small region of interest in the frame. Therefore, it is not necessary to compress the entire frame with uniform quality. According to the authors, using a salience map reduces the final size of the video with the same visual perception. Image and video quality assessment: The main task for an image or video quality metric is a high correlation with user opinions. Differences in salient regions are given more importance and thus contribute more to the quality score. Image retargeting: It aims at resizing an image by expanding or shrinking the noninformative regions. Therefore, retargeting algorithms rely on the availability of saliency maps that accurately estimate all the salient image details. Object detection and recognition: Instead of applying a computationally complex algorithm to the whole image, we can use it to the most salient regions of an image most likely to contain an object. the primary visual cortex (V1) appears to be responsible for the saliency map, according to the V1 Saliency Hypothesis. ==== Explainable artificial intelligence ==== Saliency maps are a prominent tool in explainable artificial intelligence, providing visual explanations of the decision-making process of machine learning models, particularly deep neural networks. These maps highlight the regions in input data that are most influential on the model's output, effectively indicating where the model is "looking" when making a prediction. In image classification tasks, for example, saliency maps can identify pixels or regions that contribute most to a specific class decision. Developed for convolutional neural networks, saliency mapping techniques range from simply taking the gradient of the class score with respect to the input data to more complex algorithms, such as integrated gradients and class activation mapping. In transformer architecture, attention mechanisms led to analogous saliency maps, such as attention maps, attention rollouts, and class-discriminative attention maps. === Saliency as a segmentation problem === Saliency estimation may be viewed as an instance of image segmentation. In computer vision, image segmentation is the process of partitioning a digital image into multiple segments (sets of pixels, also known as superpixels). The goal of segmentation is to simplify and/or change the representation of an image into something that is more meaningful and easier to analyze. Image segmentation is typically used to locate objects and boundaries (lines, curves, etc.) in images. More precisely, image segmentation is the process of assigning a label to every pixel in an image such that pixels with the same label share certain characteristics. == Algorithms == === Overview === There are three forms of classic saliency estimation algorithms implemented in OpenCV: Static saliency: Relies on image features and statistics to localize the regions of interest of an image. Motion saliency: Relies on motion in a video, detected by optical flow. Objects that move are considered salient. Objectness: Objectness reflects how likely an image window covers an object. These algorithms generate a set of bounding boxes of where an object may lie in an image. In addition to classic approaches, neural-network-based are also popular. There are examples of neural networks for motion saliency estimation: TASED-Net: It consists of two building blocks. First, the encoder network extracts low-resolution spatiotemporal features, and then the following prediction network decodes the spatially encoded features while aggregating all the temporal information. STRA-Net: It emphasizes two essential issues. First, spatiotemporal features integrated via appearance and optical flow coupling, and then multi-scale saliency learned via attention mechanism. STAViS: It combines spatiotemporal visual and auditory information. This approach employs a single network that learns to localize sound sources and to fuse the two saliencies to obtain a final saliency map. There's a new static saliency in the literature with name visual distortion sensitivity. It is based on the idea that the true edges, i.e. object contours, are more salient than the other complex textured regions. It detects edges in a different way from the classic edge detection algorithms. It uses a fairly small threshold for the gradient magnitudes to consider the mere presence of the gradients. So, it obtains 4 binary maps for vertical, horizontal and two diagonal directions. The morphological closing and opening are applied to the binary images to close the small gaps. To clear the blob-like shapes, it utilizes the distance transform. After all, the connected pixel groups are individual edges (or contours). A threshold of size of connected pixel set is used to determine whether an image block contains a perceivable edge (salient region) or not. === Example implementation === First, we should calculate the distance of each pixel to the rest of pixels in the same frame: S A L S ( I k ) = ∑ i = 1 N | I k − I i | {\displaystyle \mathrm {SALS} (I_{k})=\sum _{i=1}^{N}|I_{k}-I_{i}|} I i {\displaystyle I_{i}} is the value of pixel i {\displaystyle i} , in the range of [0,255]. The following equation is the expanded form of this equation. SALS(Ik) = |Ik - I1| + |Ik - I2| + ... + |Ik - IN| Where N is the total number of pixels in the current frame. Then we can further restructure our formula. We put the value that has same I together. SALS(Ik) = Σ Fn × |Ik - In| Where Fn is the frequency of In. And the value of n belongs to [0,255]. The frequencies is expressed in the form of histogram, and the computational time of histogram is ⁠ O ( N ) {\displaystyle O(N)} ⁠ time complexity. ==== Time complexity ==== This saliency map algorithm has ⁠ O ( N ) {\displaystyle O(N)} ⁠ time complexity. Since the computational time of histogram is ⁠ O ( N ) {\displaystyle O(N)} ⁠ time complexity which N is the number of pixel's number of a frame. Besides, the minus part and multiply part of this equation need 256 times operation. Consequently, the time complexity of this algorithm is ⁠ O ( N + 256 ) {\displaystyle O(N+256)} ⁠ which equals to ⁠ O ( N ) {\displaystyle O(N)} ⁠. ==== Pseudocode ==== All of the following code is pseudo MATLAB code. First, read data from video sequences. After we read data, we do superpixel process to each frame. Spnum1 and Spnum2 represent the pixel number of current frame and previous pixel. Then we calculate the color distance of each pixel, this process we call it contract function. After this two process, we will get a saliency map, and then store all of these maps into a new FileFolder. ==== Difference in algorithms ==== The major difference between function one and two is the difference of contract function. If spnum1 and spnum2 both represent the current frame's pixel number, then this contract function is for the first saliency function. If spnum1 is the current frame's pixel number and spnum2 represent the previous frame's pixel number, then this contract function is for second saliency function. If we use the second contract function which using the pixel of the same frame to get center distance to get a saliency map, then we apply this saliency function to each frame and use current frame's saliency map minus previous frame's saliency map to get a new image which is the new saliency result of the third saliency function. == Datasets == The saliency dataset usually contains human eye movements on some image sequences. It is valuable for new saliency algorithm creation or benchmarking the existing one. The most valuable dataset parameters are spatial resolution, size, and eye-tracking equipment. Here is part of the large datasets table from MIT/Tübingen Saliency Benchmark datasets, for example. To collect a saliency dataset, image or video sequences and eye-tracking equipment must be prepared, and observers must be invited. Observers must have normal or corrected to normal vision and must be at the same distance from the screen. At the beginning of each recording session, the eye-tracker recalibrates. To do this, the observer fixates their gaze on the screen center. The session is then started, and saliency data are collected by showing sequences and recording eye gazes. The eye-tracking device is a high-speed camera, capable of recording eye movements at least 250 fr

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  • IT operations analytics

    IT operations analytics

    In the fields of information technology (IT) and systems management, IT operations analytics (ITOA) is an approach or method to retrieve, analyze, and report data for IT operations. ITOA may apply big data analytics to large datasets to produce business insights. In 2014, Gartner predicted its use might increase revenue or reduce costs. By 2017, it predicted that 15% of enterprises will use IT operations analytics technologies. == Definition == IT operations analytics (ITOA) (also known as advanced operational analytics, or IT data analytics) technologies are primarily used to discover complex patterns in high volumes of often "noisy" IT system availability and performance data. Forrester Research defined IT analytics as "The use of mathematical algorithms and other innovations to extract meaningful information from the sea of raw data collected by management and monitoring technologies." Note, ITOA is different than AIOps, which focuses on applying artificial intelligence and machine learning to the applications of ITOA. == History == Operations research as a discipline emerged from the Second World War to improve military efficiency and decision-making on the battlefield. However, only with the emergence of machine learning tech in the early 2000s could an artificially intelligent operational analytics platform actually begin to engage in the high-level pattern recognition that could adequately serve business needs. A critical catalyst towards ITOA development was the rise of Google, which pioneered a predictive analytics model that represented the first attempt to read into patterns of human behavior on the Internet. IT specialists then applied predictive analytics to the IT Industry, coming forward with platforms that can sift through data to generate insights without the need for human intervention. Due to the mainstream embrace of cloud computing and the increasing desire for businesses to adopt more big data practices, the ITOA industry has grown significantly since 2010. A 2016 ExtraHop survey of large and mid-size corporations indicates that 65 percent of the businesses surveyed will seek to integrate their data silos either this year or the next. The current goals of ITOA platforms are to improve the accuracy of their APM services, facilitate better integration with the data, and to enhance their predictive analytics capabilities. == Applications == ITOA systems tend to be used by IT operations teams, and Gartner describes seven applications of ITOA systems: Root cause analysis: The models, structures and pattern descriptions of IT infrastructure or application stack being monitored can help users pinpoint fine-grained and previously unknown root causes of overall system behavior pathologies. Proactive control of service performance and availability: Predicts future system states and the impact of those states on performance. Problem assignment: Determines how problems may be resolved or, at least, direct the results of inferences to the most appropriate individuals, or communities in the enterprise for problem resolution. Service impact analysis: When multiple root causes are known, the analytics system's output is used to determine and rank the relative impact, so that resources can be devoted to correcting the fault in the most timely and cost-effective way possible. Complement best-of-breed technology: The models, structures and pattern descriptions of IT infrastructure or application stack being monitored are used to correct or extend the outputs of other discovery-oriented tools to improve the fidelity of information used in operational tasks (e.g., service dependency maps, application runtime architecture topologies, network topologies). Real time application behavior learning: Learns & correlates the behavior of Application based on user pattern and underlying Infrastructure on various application patterns, create metrics of such correlated patterns and store it for further analysis. Dynamically baselines threshold: Learns behavior of Infrastructure on various application user patterns and determines the Optimal behavior of the Infra and technological components, bench marks and baselines the low and high water mark for the specific environments and dynamically changes the bench mark baselines with the changing infra and user patterns without any manual intervention. == Types == In their Data Growth Demands a Single, Architected IT Operations Analytics Platform, Gartner Research describes five types of analytics technologies: Log analysis Unstructured text indexing, search and inference (UTISI) Topological analysis (TA) Multidimensional database search and analysis (MDSA) Complex operations event processing (COEP) Statistical pattern discovery and recognition (SPDR) == Tools and ITOA platforms == A number of vendors operate in the ITOA space:

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  • Flutter (software)

    Flutter (software)

    Flutter is an open-source UI software development kit created by Google. It can be used to develop cross platform applications from a single codebase for the web, Fuchsia, Android, iOS, Linux, macOS, and Windows. First described in 2015, Flutter was released in May 2017. Flutter is used internally by Google in apps such as Google Pay and Google Earth as well as by other software developers including ByteDance and Alibaba. Flutter ships applications with its own rendering engine which directly outputs pixel data to the screen. This is in contrast to many other UI frameworks that rely on the target platform to provide a rendering engine, such as native Android apps which rely on the device-level Android SDK or iOS SDK which use the target platform's built-in UI stack. Flutter's control of its rendering pipeline simplifies multi-platform support as identical UI code can be used for all target platforms.One of Flutter’s key features is hot reload, which allows developers to see code changes instantly without restarting the application. == Architecture == The basic component in a Flutter program is a "widget", which can in turn consist of other widgets. A widget describes the logic, interaction, and design of a UI element with an implementation similar to React. Unlike other cross-platform toolkits such as React Native and Xamarin which draw widgets using native platform components, Flutter renders widgets itself on a per-pixel basis. Flutter has two types of widgets: stateless and stateful. Stateless widgets only update if their inputs change, meaning they otherwise won't need to be rebuilt when other elements of the screen change, while stateful widgets can call the setState() method to update an internal state and redraw. Although widgets are the primary method of constructing Flutter applications, they can also be bypassed in favor of directly drawing on a canvas. This feature has been occasionally used to implement game engines in Flutter. The Flutter framework contains two sets of widgets that conform to specific design languages: Material Design widgets implement Google's design language of the same name, and Cupertino widgets implement Apple's iOS Human interface guidelines. Flutter allows the developer to use either set of widgets on either platform. Developers can use Cupertino widgets on Android. Flutter apps are written in the Dart language. Release versions of Flutter apps on all platforms use ahead-of-time (AOT) compilation except for on the Web where code is transpiled to JavaScript or WebAssembly. Flutter inherits Dart's Pub package manager and software repository, which allows users to publish and use custom packages as well as Flutter-specific plugins. The Foundation library, written in Dart, provides basic classes and functions that are used to construct applications using Flutter, such as APIs to communicate with the engine. Flutter's engine, written primarily in C++, provides low-level rendering support using either Google's Skia graphics library or the custom "Impeller" graphics layer, which is enabled by default on iOS and Android API 29 and higher. The engine interfaces with platform-specific SDKs such as those provided by Android and iOS to implement features like accessibility, file and network I/O, native plugin support, etc. == History == The first version of Flutter was known as "Sky" and ran on the Android operating system. It was unveiled at the 2015 Dart developer summit with the stated intent of being able to render consistently at 120 frames per second. On December 4, 2018, Flutter 1.0 was released at the Flutter conference in London. On May 6, 2020, the Dart software development kit (SDK) version 2.8 and Flutter 1.17.0 were released, adding support for the Metal API. On March 3, 2021, Google released Flutter 2 during an online Flutter Engage event. It added a Canvas-based renderer for web in addition to the HTML-based renderer and early-access desktop application support for Windows, macOS, and Linux. It also shipped with Dart 2.0 which included support for null-safety. Null safety was initially optional as it was a breaking change and was made mandatory in Dart 3 released in 2023. On May 12, 2022, Flutter 3 and Dart 2.17 were released with support for all desktop platforms as stable. On October 27, 2024, a number of Flutter community developers announced Flock, a fork of Flutter intended to be easier to contribute to while still keeping in sync with all changes made in the upstream code base. In 2025, Google continued Flutter's evolution with enhanced modular architecture, foldable device support, and ARM IoT optimizations as outlined in the updated roadmap. === Major releases in Flutter === Prior to the Flutter 2.0 release in March of 2021, the Flutter framework was centered on mobile development. The developers of Flutter were primarily focused on the two main platforms, IOS and Android. Specifically, they wanted to deliver strong performance and improve access to native API and platform features and expand the widget system. With the release of Flutter 2.0, the framework moved beyond mobile and introduced support for the web platform. This marked a shift into a broader cross platform development environment. With this release, developers could produce applications for Web, Android and IOS from the same codebase. This release also brought the desktop platform closer to stable. There have been a number of improvements since then that have broadened platform support. They introduced enhancements to performance and workflow, redefined the developer’s toolkit, and added an improved rendering engine. "Flutter 2.10.0 release notes". docs.flutter.dev. Retrieved 2025-11-11.

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  • ChromaDB

    ChromaDB

    Chroma or ChromaDB is open-source data infrastructure tailored to applications with large language models. Its headquarters are in San Francisco. In April 2023, it raised 18 million US dollars as seed funding. ChromaDB has been used in academic studies on artificial intelligence, particularly as part of the tech stack for retrieval-augmented generation.

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  • LaMDA

    LaMDA

    LaMDA (Language Model for Dialogue Applications) is a family of conversational large language models developed by Google. Originally developed and introduced as Meena in 2020, the first-generation LaMDA was announced during the 2021 Google I/O keynote, while the second generation was announced the following year. In June 2022, LaMDA gained widespread attention when Google engineer Blake Lemoine made claims that the chatbot had become sentient. The scientific community has largely rejected Lemoine's claims, though it has led to conversations about the efficacy of the Turing test, which measures whether a computer can pass for a human. In February 2023, Google announced Gemini (then Bard), a conversational artificial intelligence chatbot powered by LaMDA, to counter the rise of OpenAI's ChatGPT. == History == === Background === On January 28, 2020, Google unveiled Meena, a neural network-powered chatbot with 2.6 billion parameters, which Google claimed to be superior to all other existing chatbots. The company previously hired computer scientist Ray Kurzweil in 2012 to develop multiple chatbots for the company, including one named Danielle. The Google Brain research team, who developed Meena, hoped to release the chatbot to the public in a limited capacity, but corporate executives refused on the grounds that Meena violated Google's "AI principles around safety and fairness". Meena was later renamed LaMDA as its data and computing power increased, and the Google Brain team again sought to deploy the software to the Google Assistant, the company's virtual assistant software, in addition to opening it up to a public demo. Both requests were once again denied by company leadership. LaMDA's two lead researchers, Daniel de Freitas and Noam Shazeer, eventually left the company in frustration. === First generation === Google announced the LaMDA conversational large language model during the Google I/O keynote on May 18, 2021, powered by artificial intelligence. The acronym stands for "Language Model for Dialogue Applications". Built on the seq2seq architecture, transformer-based neural networks developed by Google Research in 2017, LaMDA was trained on human dialogue and stories, allowing it to engage in open-ended conversations. Google states that responses generated by LaMDA have been ensured to be "sensible, interesting, and specific to the context". LaMDA has access to multiple symbolic text processing systems, including a database, a real-time clock and calendar, a mathematical calculator, and a natural language translation system, giving it superior accuracy in tasks supported by those systems, and making it among the first dual process chatbots. LaMDA is also not stateless because its "sensibleness" metric is fine-tuned by "pre-conditioning" each dialog turn by prepending many of the most recent dialog interactions, on a user-by-user basis. LaMDA is tuned on nine unique performance metrics: sensibleness, specificity, interestingness, safety, groundedness, informativeness, citation accuracy, helpfulness, and role consistency. Tests by Google indicated that LaMDA surpassed human responses in the area of interestingness. The pre-training dataset consists of 2.97B documents, 1.12B dialogs, and 13.39B utterances, for a total of 1.56T words. The largest LaMDA model has 137B non-embedding parameters. === Second generation === On May 11, 2022, Google unveiled LaMDA 2, the successor to LaMDA, during the 2022 Google I/O keynote. The new incarnation of the model draws examples of text from numerous sources, using it to formulate unique "natural conversations" on topics that it may not have been trained to respond to. === Sentience claims === On June 11, 2022, The Washington Post reported that Google engineer Blake Lemoine had been placed on paid administrative leave after Lemoine told company executives Blaise Agüera y Arcas and Jen Gennai that LaMDA had become sentient. Lemoine came to this conclusion after the chatbot made questionable responses to questions regarding self-identity, moral values, religion, and Isaac Asimov's Three Laws of Robotics. Google refuted these claims, insisting that there was substantial evidence to indicate that LaMDA was not sentient. In an interview with Wired, Lemoine reiterated his claims that LaMDA was "a person" as dictated by the Thirteenth Amendment to the U.S. Constitution, comparing it to an "alien intelligence of terrestrial origin". He further revealed that he had been dismissed by Google after he hired an attorney on LaMDA's behalf after the chatbot requested that Lemoine do so. On July 22, Google fired Lemoine, asserting that Blake had violated their policies "to safeguard product information" and rejected his claims as "wholly unfounded". Internal controversy instigated by the incident prompted Google executives to decide against releasing LaMDA to the public, which it had previously been considering. Lemoine's claims were widely pushed back by the scientific community. Many experts rejected the idea that LaMDA was sentient, including former New York University psychology professor Gary Marcus, David Pfau of Google sister company DeepMind, Erik Brynjolfsson of the Institute for Human-Centered Artificial Intelligence at Stanford University, and University of Surrey professor Adrian Hilton. Yann LeCun, who leads Meta Platforms' AI research team, stated that neural networks such as LaMDA were "not powerful enough to attain true intelligence". University of California, Santa Cruz professor Max Kreminski noted that LaMDA's architecture did not "support some key capabilities of human-like consciousness" and that its neural network weights were "frozen", assuming it was a typical large language model. Philosopher Nick Bostrom noted, however, that the lack of precise and consensual criteria for determining whether a system is conscious warrants some uncertainty. IBM Watson lead developer David Ferrucci compared how LaMDA appeared to be human in the same way Watson did when it was first introduced. Former Google AI ethicist Timnit Gebru called Lemoine a victim of a "hype cycle" initiated by researchers and the media. Lemoine's claims have also generated discussion on whether the Turing test remained useful to determine researchers' progress toward achieving artificial general intelligence, with Will Omerus of the Post opining that the test actually measured whether machine intelligence systems were capable of deceiving humans, while Brian Christian of The Atlantic said that the controversy was an instance of the ELIZA effect. == Products == === AI Test Kitchen === With the unveiling of LaMDA 2 in May 2022, Google also launched the AI Test Kitchen, a mobile application for the Android operating system powered by LaMDA capable of providing lists of suggestions on-demand based on a complex goal. Originally open only to Google employees, the app was set to be made available to "select academics, researchers, and policymakers" by invitation sometime in the year. In August, the company began allowing users in the U.S. to sign up for early access. In November, Google released a "season 2" update to the app, integrating a limited form of Google Brain's Imagen text-to-image model. A third iteration of the AI Test Kitchen was in development by January 2023, expected to launch at I/O later that year. Following the 2023 I/O keynote in May, Google added MusicLM, an AI-powered music generator first previewed in January, to the AI Test Kitchen app. In August, the app was delisted from Google Play and the Apple App Store, instead moving completely online. === Bard === On February 6, 2023, Google announced Bard, a conversational AI chatbot powered by LaMDA, in response to the unexpected popularity of OpenAI's ChatGPT chatbot. Google positions the chatbot as a "collaborative AI service" rather than a search engine. Bard became available for early access on March 21. === Other products === In addition to Bard, Pichai also unveiled the company's Generative Language API, an application programming interface also based on LaMDA, which he announced would be opened up to third-party developers in March 2023. == Architecture == LaMDA is a decoder-only Transformer language model. It is pre-trained on a text corpus that includes both documents and dialogs consisting of 1.56 trillion words, and is then trained with fine-tuning data generated by manually annotated responses for "sensibleness, interestingness, and safety". LaMDA was retrieval-augmented to improve the accuracy of facts provided to the user. Three different models were tested, with the largest having 137 billion non-embedding parameters:

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