AI Chatbot Zendesk

AI Chatbot Zendesk — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Dynamic epistemic logic

    Dynamic epistemic logic

    Dynamic epistemic logic (DEL) is a logical framework dealing with knowledge and information change. Typically, DEL focuses on situations involving multiple agents and studies how their knowledge changes when events occur. These events can change factual properties of the actual world (they are called ontic events): for example a red card is painted in blue. They can also bring about changes of knowledge without changing factual properties of the world (they are called epistemic events): for example, a card is revealed publicly (or privately) to be red. Originally, DEL focused on epistemic events. Only some of the basic ideas are present in this entry of the original DEL framework; more details about DEL in general can be found in the references. Due to the nature of its object of study and its abstract approach, DEL is related and has applications to numerous research areas, such as computer science (artificial intelligence), philosophy (formal epistemology), economics (game theory) and cognitive science. In computer science, DEL is for example very much related to multi-agent systems, which are systems where multiple intelligent agents interact and exchange information. As a combination of dynamic logic and epistemic logic, dynamic epistemic logic is a young field of research. It really started in 1989 with Plaza's logic of public announcement. Independently, Gerbrandy and Groeneveld proposed a system dealing moreover with private announcement and that was inspired by the work of Veltman. Another system was proposed by van Ditmarsch whose main inspiration was the Cluedo game. But the most influential and original system was the system proposed by Baltag, Moss and Solecki. This system can deal with all the types of situations studied in the works above and its underlying methodology is conceptually grounded. This entry will present some of its basic ideas. Formally, DEL extends ordinary epistemic logic by the inclusion of event models to describe actions, and a product update operator that defines how epistemic models are updated as the consequence of executing actions described through event models. Epistemic logic will first be recalled. Then, actions and events will enter into the picture and we will introduce the DEL framework. == Epistemic logic == Epistemic logic is a modal logic dealing with the notions of knowledge and belief. As a logic, it is concerned with understanding the process of reasoning about knowledge and belief: which principles relating the notions of knowledge and belief are intuitively plausible? Like epistemology, it stems from the Greek word ϵ π ι σ τ η μ η {\displaystyle \epsilon \pi \iota \sigma \tau \eta \mu \eta } or ‘episteme’ meaning knowledge. Epistemology is nevertheless more concerned with analyzing the very nature and scope of knowledge, addressing questions such as “What is the definition of knowledge?” or “How is knowledge acquired?”. In fact, epistemic logic grew out of epistemology in the Middle Ages thanks to the efforts of Burley and Ockham. The formal work, based on modal logic, that inaugurated contemporary research into epistemic logic dates back only to 1962 and is due to Hintikka. It then sparked in the 1960s discussions about the principles of knowledge and belief and many axioms for these notions were proposed and discussed. For example, the interaction axioms K p → B p {\displaystyle Kp\rightarrow Bp} and B p → K B p {\displaystyle Bp\rightarrow KBp} are often considered to be intuitive principles: if an agent Knows p {\displaystyle p} then (s)he also Believes p {\displaystyle p} , or if an agent Believes p {\displaystyle p} , then (s)he Knows that (s)he Believes p {\displaystyle p} . More recently, these kinds of philosophical theories were taken up by researchers in economics, artificial intelligence and theoretical computer science where reasoning about knowledge is a central topic. Due to the new setting in which epistemic logic was used, new perspectives and new features such as computability issues were then added to the research agenda of epistemic logic. === Syntax === In the sequel, A G T S = { 1 , … , n } {\displaystyle AGTS=\{1,\ldots ,n\}} is a finite set whose elements are called agents and P R O P {\displaystyle PROP} is a set of propositional letters. The epistemic language is an extension of the basic multi-modal language of modal logic with a common knowledge operator C A {\displaystyle C_{A}} and a distributed knowledge operator D A {\displaystyle D_{A}} . Formally, the epistemic language L EL C {\displaystyle {\mathcal {L}}_{\textsf {EL}}^{C}} is defined inductively by the following grammar in BNF: L EL C : ϕ ::= p ∣ ¬ ϕ ∣ ( ϕ ∧ ϕ ) ∣ K j ϕ ∣ C A ϕ ∣ D A ϕ {\displaystyle {\mathcal {L}}_{\textsf {EL}}^{C}:\phi ~~::=~~p~\mid ~\neg \phi ~\mid ~(\phi \land \phi )~\mid ~K_{j}\phi ~\mid ~C_{A}\phi ~\mid ~D_{A}\phi } where p ∈ P R O P {\displaystyle p\in PROP} , j ∈ A G T S {\displaystyle j\in {AGTS}} and A ⊆ A G T S {\displaystyle A\subseteq {AGTS}} . The basic epistemic language L E L {\displaystyle {\mathcal {L}}_{EL}} is the language L E L C {\displaystyle {\mathcal {L}}_{EL}^{C}} without the common knowledge and distributed knowledge operators. The formula ⊥ {\displaystyle \bot } is an abbreviation for ¬ p ∧ p {\displaystyle \neg p\land p} (for a given p ∈ P R O P {\displaystyle p\in PROP} ), ⟨ K j ⟩ ϕ {\displaystyle \langle K_{j}\rangle \phi } is an abbreviation for ¬ K j ¬ ϕ {\displaystyle \neg K_{j}\neg \phi } , E A ϕ {\displaystyle E_{A}\phi } is an abbreviation for ⋀ j ∈ A K j ϕ {\displaystyle \bigwedge \limits _{j\in A}K_{j}\phi } and C ϕ {\displaystyle C\phi } an abbreviation for C A G T S ϕ {\displaystyle C_{AGTS}\phi } . Group notions: general, common and distributed knowledge. In a multi-agent setting there are three important epistemic concepts: general knowledge, distributed knowledge and common knowledge. The notion of common knowledge was first studied by Lewis in the context of conventions. It was then applied to distributed systems and to game theory, where it allows to express that the rationality of the players, the rules of the game and the set of players are commonly known. General knowledge. General knowledge of ϕ {\displaystyle \phi } means that everybody in the group of agents A G T S {\displaystyle {AGTS}} knows that ϕ {\displaystyle \phi } . Formally, this corresponds to the following formula: E ϕ := ⋀ j ∈ A G T S K j ϕ . {\displaystyle E\phi :={\underset {j\in {AGTS}}{\bigwedge }}K_{j}\phi .} Common knowledge. Common knowledge of ϕ {\displaystyle \phi } means that everybody knows ϕ {\displaystyle \phi } but also that everybody knows that everybody knows ϕ {\displaystyle \phi } , that everybody knows that everybody knows that everybody knows ϕ {\displaystyle \phi } , and so on ad infinitum. Formally, this corresponds to the following formula C ϕ := E ϕ ∧ E E ϕ ∧ E E E ϕ ∧ … {\displaystyle C\phi :=E\phi \land EE\phi \land EEE\phi \land \ldots } As we do not allow infinite conjunction the notion of common knowledge will have to be introduced as a primitive in our language. Before defining the language with this new operator, we are going to give an example introduced by Lewis that illustrates the difference between the notions of general knowledge and common knowledge. Lewis wanted to know what kind of knowledge is needed so that the statement p {\displaystyle p} : “every driver must drive on the right” be a convention among a group of agents. In other words, he wanted to know what kind of knowledge is needed so that everybody feels safe to drive on the right. Suppose there are only two agents i {\displaystyle i} and j {\displaystyle j} . Then everybody knowing p {\displaystyle p} (formally E p {\displaystyle Ep} ) is not enough. Indeed, it might still be possible that the agent i {\displaystyle i} considers possible that the agent j {\displaystyle j} does not know p {\displaystyle p} (formally ¬ K i K j p {\displaystyle \neg K_{i}K_{j}p} ). In that case the agent i {\displaystyle i} will not feel safe to drive on the right because he might consider that the agent j {\displaystyle j} , not knowing p {\displaystyle p} , could drive on the left. To avoid this problem, we could then assume that everybody knows that everybody knows that p {\displaystyle p} (formally E E p {\displaystyle EEp} ). This is again not enough to ensure that everybody feels safe to drive on the right. Indeed, it might still be possible that agent i {\displaystyle i} considers possible that agent j {\displaystyle j} considers possible that agent i {\displaystyle i} does not know p {\displaystyle p} (formally ¬ K i K j K i p {\displaystyle \neg K_{i}K_{j}K_{i}p} ). In that case and from i {\displaystyle i} ’s point of view, j {\displaystyle j} considers possible that i {\displaystyle i} , not knowing p {\displaystyle p} , will drive on the left. So from i {\displaystyle i} ’s point of view, j {\displaystyle j} might drive on the left as well (by the same argument as abov

    Read more →
  • Miss AI

    Miss AI

    Miss AI is an annual international artificial intelligence beauty pageant run by the British company Fanvue. It is the first beauty pageant for AI-generated personas. == History == Miss AI's inaugural contest was organized by Fanvue as a part of the World AI Creator Awards (WAICAs) in 2024. The winner is selected by a panel of judges which consists of both humans and AI-generated individuals. The Moroccan virtual influencer Kenza Layli was crowned with the inaugural title while Lalina Valina and Olivia C remained the first and second runners-up respectively. == Competition == The creators are eligible to take part in this competition as long as the models are entirely AI-generated and have a social media presence. The judges evaluate contestants' three main categories – Beauty, Tech, & Social clout and rank them according the overall points earned from these categories. The Guardian commented that "AI models take every toxic gendered beauty norm and bundle them up into completely unrealistic package". == Winners ==

    Read more →
  • Hostile Waters: Antaeus Rising

    Hostile Waters: Antaeus Rising

    Hostile Waters, released as Hostile Waters: Antaeus Rising in America, is a hybrid vehicle and strategy game developed and published by Rage Software for Microsoft Windows. It was inspired by Carrier Command (Realtime Games, 1988). It has won several awards and one unofficial award from Rock Paper Shotgun as a "lost classic" or "The best game you've never played". == Plot == Hostile Waters takes place in a Utopian future where war has been abolished. In the year 2012, a revolutionary war takes place between the corrupt and power-hungry politicians, leaders and businessmen (described as the "Old Guard") and the people. The Old Guard were defeated, with only a few of their leaders escaping. By 2032, the world has been rebuilt as a utopia, with the help of nano-technological assemblers, which are used in "creation engines" to create matter from energy and waste, for free. The newly united world is governed from a capital city known as Central. Missile attacks are suddenly launched against major cities all over the world from an unknown location. This is eventually discovered to be an island chain in the South Pacific Ocean. A response to the missile attacks was a special forces team sent in to investigate the area for preliminary investigations. The Ministry of Intelligence (MinIntel) loses contact with it shortly thereafter. The world government authorises a reactivation of the Antaeus program, a series of warships able to create any weapon of their choosing using their on-board nano-technological creation engine. Two of these were left on the seabed in the case of an emergency, capable of being re-activated and refloating itself. On board are a series of "soulcatcher" chips, a classified 1990s military program researched into for the storage of human brain functions on a silicon chip. The soulcatcher technology was used to store the minds of every crew member ever assigned to an Antaeus vessel. It is soon discovered that one of the cruisers does not respond to the awakening signal. The other cruiser, however, is refloated and re-activated, with heavy damage to vital ship components. A course is plotted for a nearby disused wet-dock. As the Antaeus progresses from the wet-dock, unusual biological life-forms are discovered amongst the enemy bases on the islands. The identity of the aggressor firing the missiles is confirmed as the leftovers of the old, pre-Central forces, known as the Cabal. Outnumbering Central's army a thousand to one, they are fighting with thousands of troops and weapons that they hid away when it was apparent that the war was lost. The Antaeus is deployed into the chicane to stop the Cabal's operations there. It's later discovered that along with their superior numbers, they have also biologically engineered a species of organic machines, designed in the popular likeness of extraterrestrials, which they intend to use to create the fear of an alien invasion, to facilitate their taking over the world and the removal of the public use of creation engines. The Cabal later lose control of the species, which eventually turns on its masters, destroying them. The species starts spreading, modifying the planetary climate and geographical features in an attempt to exterminate humanity and make the planet more hospitable to itself. Having exterminated its creators, the species resolves to cleanse humanity as a whole from the planet using a massive 'disassembler cannon', only to be stopped by the Antaeus. The species subsequently attempts to flee into the cosmos and colonise the surrounding planets and stars, by launching a massive number of 'culture stones' (information devices that also double as creation engines) into space from an enormous, artificially-grown organic "island", the final staging point. Central's only option is to bind the Antaeus' creation engine and the disassembler cannon stolen from the aliens together to create a makeshift bomb, and detonate it at the central "column" containing the culture stones. The plan succeeds, and the Antaeus is sacrificed to save the world. The final cinematic show the organic disassembler cannon and the Antaeus' creation engine moving closer together and fusing, creating something new. A post-credits scene also shows that two of the species' culture stones have managed to get into space. == Gameplay == Each Mission takes place on and or near a fortified enemy island containing various forms of anti-air and ground defence, with scattered unit-production complexes powered by oil-derricks and fuel containers (which are dependent on the oil-derricks) that the player can destroy to keep the enemy from replacing destroyed forces. Vehicles are built on the Antaeus and, if desired, land vehicles can be delivered to a location by the air-lifting "magpie". Units are created by providing Antaeus with a number of resources which are obtained at the beginning of the level and debris which are taken from destroyed enemy units and structures. Transport helicopters such as the "Pegasus" can fly to an object and airlift it to the ship-board recycling system with little resources required. The carrier can analyse objects it disassembles at the rear of the Antaeus cruiser, and several of the game's vehicles and items are unlocked by "sampling" them in this fashion. The game has a number of vehicles that are progressively unlocked as the missions progress. Vehicles contain a number of slots for equipment and a selection of different types of weapons to use in the vehicle. A variety of vehicle equipment combinations can be designed. Vehicles have an individual damage multiplier such that different vehicles with the same weapon will do different damage. In addition to this, each soul-chip personality specializes in one unit along with specific equipment, which, if equipped will gain them a bonus in efficiency. == Development == The game was developed by 12 people. == Reception == The game received "favourable" reviews according to the review aggregation website Metacritic. Carla Harker of NextGen said, "You'll feel like a real battlefield general when you take to the field in Antaeus Rising." Jake The Snake of GamePro said, "If the usual game categories leave you unscathed, get bloodied in these Hostile Waters."

    Read more →
  • Monkey and banana problem

    Monkey and banana problem

    The monkey and banana problem is a famous toy problem in artificial intelligence, particularly in logic programming and planning. It has been framed as: A monkey is in a room containing a box and a bunch of bananas. The bananas are hanging from the ceiling out of reach of the monkey. How can the monkey obtain the bananas? The situation is used as a toy problem for computer science and can be solved with an expert system such as CLIPS. The example set of rules that CLIPS provides is somewhat fragile, in that, naive changes to the rulebase that might seem to a human of average intelligence to make common sense can cause the engine to fail to get the monkey to reach the banana. Other examples exist using Rules Based System (RBS), including a project implemented in Python.

    Read more →
  • International Speech Communication Association

    International Speech Communication Association

    The International Speech Communication Association (ISCA) is a non-profit organization and one of the two main professional associations for speech communication science and technology, the other association being the IEEE Signal Processing Society. == Purpose == The purpose of the International Speech Communication Association (ISCA) is to promote the study and application of automatic speech processing, including speech recognition and synthesis, as well as related areas such as speaker recognition and speech compression. The association's activities cover all aspects of speech processing, including computational, linguistic, and theoretical aspects. The primary goal of the International Speech Communication Association (ISCA) is to advance the field of automatic speech processing and communication technology through research, education, and collaboration. By promoting the study and application of speech technologies such as speech recognition, speech synthesis, speaker recognition, and speech compression, ISCA aims to foster innovation and development in the areas of human-computer interaction, telecommunications, and multimedia applications. ISCA serves as a platform for researchers, academics, industry professionals, and students to exchange knowledge, share best practices, and foster interdisciplinary dialogue in the field of speech communication science. Through conferences, workshops, publications, and educational initiatives, ISCA seeks to enhance the understanding of speech processing mechanisms, improve the accuracy and efficiency of speech technologies, and explore new frontiers in the realm of human language communication. Furthermore, ISCA plays a crucial role in promoting international collaboration and networking among professionals in the speech communication community. By facilitating partnerships and cooperation between individuals and organizations worldwide, ISCA seeks to drive global progress in speech technology research and application, ultimately contributing to the advancement of communication systems, accessibility tools, and interactive interfaces that benefit society as a whole. == Conferences == ISCA organizes yearly the Interspeech conference. Most recent Interspeech: 2013 Lyon, France 2014 Singapore 2015 Dresden, Germany 2016 San Francisco, US 2017 Stockholm, Sweden 2018 Hyderabad, India 2019 Graz, Austria 2020 Shanghai, China (fully virtual) 2021 Brno, Czechia (hybrid) 2022 Incheon, South Korea 2023 Dublin, Ireland 2023 Kos Island, Greece Forthcoming Interspeech: 2025 Rotterdam, the Netherlands == ISCA board == The ISCA president for 2023-2025 is Odette Scharenborg. The vice president is Bhuvana Ramabhadran and the other members are professionals in the field. == History of ISCA == The precursor to Interspeech was a conference called Eurospeech, first held in 1989 and organised by Jean-Pierre Tubach. It was the conference of the European Speech Communication Association (ESCA), itself the precursor of the International Speech Communication Association (ISCA). A year later another conference on speech science and technology was started: the International Conference on Spoken Language Processing (ICSLP), which was founded in 1990 by Hiroya Fujisaki. The first ISCA (vs. ESCA) event was the merging of Eurospeech and ICSLP to create ICSLP-Interspeech, held in Beijing, China in 2000. This was followed by Eurospeech-Interspeech, which was held in Aalborg, Denmark in 2001. In 2007, the Eurospeech and ICSLP parts of the conference names were dropped and Interspeech became the name of the yearly conference (first Interspeech location: Antwerp, Belgium).

    Read more →
  • Fuzzy cognitive map

    Fuzzy cognitive map

    A fuzzy cognitive map (FCM) is a cognitive map within which the relations between the elements (e.g. concepts, events, project resources) of a "mental landscape" can be used to compute the "strength of impact" of these elements. Fuzzy cognitive maps were introduced by Bart Kosko. Robert Axelrod introduced cognitive maps as a formal way of representing social scientific knowledge and modeling decision making in social and political systems, then brought in the computation. == Details == Fuzzy cognitive maps are signed fuzzy directed graphs. Spreadsheets or tables are used to map FCMs into matrices for further computation. FCM is a technique used for causal knowledge acquisition and representation, it supports causal knowledge reasoning process and belong to the neuro-fuzzy system that aim at solving decision making problems, modeling and simulate complex systems. Learning algorithms have been proposed for training and updating FCMs weights mostly based on ideas coming from the field of Artificial Neural Networks. Adaptation and learning methodologies used to adapt the FCM model and adjust its weights. Kosko and Dickerson (Dickerson & Kosko, 1994) suggested the Differential Hebbian Learning (DHL) to train FCM. There have been proposed algorithms based on the initial Hebbian algorithm; others algorithms come from the field of genetic algorithms, swarm intelligence and evolutionary computation. Learning algorithms are used to overcome the shortcomings that the traditional FCM present i.e. decreasing the human intervention by suggested automated FCM candidates; or by activating only the most relevant concepts every execution time; or by making models more transparent and dynamic. Fuzzy cognitive maps (FCMs) have gained considerable research interest due to their ability in representing structured knowledge and model complex systems in various fields. This growing interest led to the need for enhancement and making more reliable models that can better represent real situations. A first simple application of FCMs is described in a book of William R. Taylor, where the war in Afghanistan and Iraq is analyzed. In Bart Kosko's book Fuzzy Thinking, several Hasse diagrams illustrate the use of FCMs. As an example, one FCM quoted from Rod Taber describes 11 factors of the American cocaine market and the relations between these factors. For computations, Taylor uses pentavalent logic (scalar values out of {-1,-0.5,0,+0.5,+1}). That particular map of Taber uses trivalent logic (scalar values out of {-1,0,+1}). Taber et al. also illustrate the dynamics of map fusion and give a theorem on the convergence of combination in a related article. While applications in social sciences introduced FCMs to the public, they are used in a much wider range of applications, which all have to deal with creating and using models of uncertainty and complex processes and systems. Examples: In business FCMs can be used for product planning and decision support. In economics, FCMs support the use of game theory in more complex settings. In education for modeling Critical Success Factors of Learning Management Systems. In medical applications to model systems, provide diagnosis, develop decision support systems and medical assessment. In engineering for modeling and control mainly of complex systems and reliability engineering In project planning FCMs help to analyze the mutual dependencies between project resources. In robotics FCMs support machines to develop fuzzy models of their environments and to use these models to make crisp decisions. In computer assisted learning FCMs enable computers to check whether students understand their lessons. In expert systems a few or many FCMs can be aggregated into one FCM in order to process estimates of knowledgeable persons. In IT project management, a FCM-based methodology helps to success modelling, risk analysis and assessment, IT scenarios FCMappers is an international online community for the analysis and the visualization of fuzzy cognitive maps. FCMappers offer support for starting with FCM and also provide a Microsoft Excel-based tool that is able to check and analyse FCMs. The output is saved as Pajek file and can be visualized within third party software like Pajek, Visone, etc. They also offer to adapt the software to specific research needs. Additional FCM software tools, such as Mental Modeler, have recently been developed as a decision-support tool for use in social science research, collaborative decision-making, and natural resource planning.

    Read more →
  • International Olympiad in Artificial Intelligence

    International Olympiad in Artificial Intelligence

    The International Olympiad in Artificial Intelligence (IOAI) is an annual International Science Olympiad in the field of artificial intelligence (AI) for secondary education students under the age of 20. The first IOAI was held in Burgas, Bulgaria, in 2024. Each country or territory may send up to two teams, each consisting of up to four students supported by one leader. Participants are selected through a multi-stage National Olympiad in Artificial Intelligence (NOAI) and/or a Regional Olympiad such as the NAOAI or APOAI. Participants at the IOAI compete on an individual basis. As of 2025, there were 61 countries and territories participating in the IOAI. Three hundred students participated in IOAI 2025. As of 2026, 130 countries and territories are accredited for participation in the IOAI. == Competition Structure == The IOAI consists of three contests: the Individual Contest, the Team Challenge, and the GAITE contest. Medals are awarded based solely on the Individual Contest. === Individual Contest === The Individual Contest is the main competition of the IOAI in which contestants compete individually on separate computers and are not permitted to communicate during the contest. Medals are awarded solely on the basis of the total score from the two-day Individual Contest. The Individual Contest consists of two on-site contest days (six hours per day), preceded by an at-home practice round and an on-site practice session. In IOAI 2025, three at-home problems were released for preparation approximately one month before the on-site contest. Results from this at-home round do not affect final results. The first on-site contest day (Individual Contest 1) comprises three tasks as extensions and continuations of the at-home tasks, while the second day (Individual Contest 2) comprises two or three tasks which are novel and different from the at-home tasks. The Individual Contest tasks span various AI domains such as machine learning, natural language processing, and computer vision. The IOAI 2025 contest rules describe tasks as requiring typical machine-learning workflows, including writing code, fitting models on training data, and running inference on test data, using identical local machines and GPU resources (minimum 24 GB RAM). Tasks, datasets, and submissions are handled through a contest platform (Bohrium), including a web-based Jupyter notebook environment for GPU access. Internet access is restricted to a whitelist of documentation sites and an integrated compact large language model accessible within the platform. The use of external APIs are prohibited unless a task explicitly allows them. In IOAI 2025, each contest task was scored up to 100 points and could include multiple subtasks. Scores are normalized using a baseline solution and a maximum score derived from either a Scientific Committee solution or the best contestant submission. Contestants can view only their own scores during the contest; a live scoreboard may be available publicly outside the contest hall but is not permitted to be viewed by contestants during the contest. For non-English-speaking teams, the IOAI hold a translation session beginning three hours before each contest day in which team leaders review and may amend machine-translated task statements; translations must match the English original and are published after the contest. The IOAI committee also enforces quarantine restrictions during these translation sessions, where neither contestants or team leaders may not use cell phones, laptops, and other communication devices. === Team Challenge === The Team Challenge is a team-based component of the IOAI. The results of this part do not affect the distribution of medals. The IOAI 2025 rules describe it as a “creative and AI-oriented challenge” in which a team's contestants sit together and cooperate, with the format varying by year. In IOAI 2024, teams worked with existing AI image and video generation tools to produce a visual result. In IOAI 2025, teams were assigned to program a robot to complete various tasks. === GAITE Contest === The GAITE (Global AI Talent Empowerment) contest is a simplified version of the individual contest with a separate scoreboard, where participants may ask for hints. It is designed for countries and territories with limited International Science Olympiads history, and it awards alternative prizes instead of medals. == Awards Distribution == The top 50% of the participants in the individual contest receive gold, silver and bronze medals in ratio of 1:2:3, respectively. The top three individuals receive honorary trophies. As in other International Science Olympiads, if an individual is in the top 50% on one of the days, but does not receive a medal, they receive an honorary mention during the awards ceremony. The GAITE contest has similar cutoff logic, but receives a reward instead of a medal. The top three teams in the Team Challenge receive trophies. == National selection and regional competitions == National delegations are selected through country-level qualification processes referred to as National Olympiads in Artificial Intelligence (NOAI) or equivalent, which are widely known for their low success rates. Although the total number of participants worldwide is not published, available data indicate exceptionally competitive national pools; for example, Brazil reports over 716,000 competitors, while Russia reports more than 72,000. In addition, Regional Olympiads (for example, APOAI or NAOAI) provide continent-level competition and preparation platforms in most regions. === National Selection (National Olympiads in Artificial Intelligence) === Participating countries and territories select their students for the IOAI through a National Olympiad in Artificial Intelligence (NOAI) or an equivalent process. The names of these selection processes differ by country, but almost all of them (excluding newer countries participating in the GAITE contest) have in common that the process comprises multiple and/or extremely rigorous selection stages. United States / Canada – The USA–North America AI Olympiad (USAAIO) is a three-round process including an invitational in-person round and a subsequent selection camp, after which a national delegation is selected for IOAI. Russia – The Russian Olympiad in Artificial Intelligence is organized as a multi-stage process (training, qualification, main round, final). Organizers reported 72,316 registrations for the training round and 52,260 registrations for the qualifying round in one season, with tasks spanning mathematics, algorithms/programming, and machine learning; 977 students were disqualified following plagiarism checks. Japan – Japan's national selection consists of multiple stages, beginning with the Japan Olympiad in Artificial Intelligence (JOAI), a large-scale Kaggle-style competition. High-performing participants advance through additional assessment stages, including written solution reports and technical interviews. From this process, eight students are selected for the APOAI team, with four ultimately chosen to represent Japan at the IOAI. Brazil – Brazil's National Olympiad in Artificial Intelligence (ONIA) is conducted as a large competition which consists of progressive rounds of evaluation. It identifies 28 top students from over 716,000 competitors, four of which are selected for the IOAI. The competition is held in four phases across two cycles, including a two-step third phase and a final training-and-evaluation phase that selects a four-student national team. Singapore – Singapore's national Olympiad consists of two rounds: an online preliminary round (300 MCQs in 3 hours) selects the top 150 performers to advance to the final assessment, which includes both theory questions and Python programming tasks. Additional training and selection may follow the finals for top performers. Poland – The Polish AI Olympiad adopts a two-stage structure: an open online first stage (at-home tasks) and a second-stage competitive camp with 30 selected participants competing for a four-person IOAI team. France – The Olympiades Françaises d'Intelligence Artificielle (OFIA), organized by France-IOI, follow a three-stage structure consisting of an open online qualification round, a second selection round, and a multi-day national training camp and final in Paris. Bangladesh – The Bangladesh AI Olympiad (BdAIO) selects competitors in three rounds: the online preliminary round, the national finals, and the team selection camp. In 2025, 406 participants competed in the national finals. Norway – The Norwrgian AI Olympiad (NOKI) is a three-stage selection system; however, unlike other countries, its first two rounds are shared with the Norwegian Informatics Olympiad. The national Olympiad reports 1,180 participants in the first round. Hong Kong – The national Olympiad reported more than 800 preliminary-round entrants, narrowing through multiple rounds to 25 finalists, with a subsequent

    Read more →
  • SmartAction

    SmartAction

    SmartAction Company LLC is a U.S.-based software company that develops artificial intelligence–driven virtual agents for customer service applications, including voice-based interactive voice response (IVR) systems, chat, and SMS. The company was founded in 2009 by inventor and entrepreneur Peter Voss and is headquartered in Fort Worth, Texas. == History == In 2001, Peter Voss founded Adaptive AI, Inc., a research and development company focused on artificial intelligence concepts. In 2009, Voss founded SmartAction Company, LLC to commercialize customer-service automation software derived from this work. The company’s initial products focused on automating inbound and outbound calls for contact center environments. In November 2022, Kyle Johnson was appointed chief executive officer, succeeding Gary Davis, who had served as CEO since 2020. In 2024, SmartAction was acquired by Capacity, an AI-powered customer support automation company based in St. Louis, Missouri. == Technology == SmartAction develops cloud-based voice automation software that integrates speech recognition and natural language processing to support automated customer interactions in contact center environments. The platform supports automated handling of common customer service tasks and is designed to integrate with enterprise systems.

    Read more →
  • Zeuthen strategy

    Zeuthen strategy

    The Zeuthen strategy in cognitive science is a negotiation strategy used by some artificial agents. Its purpose is to measure the willingness to risk conflict. An agent will be more willing to risk conflict if it does not have much to lose in case that the negotiation fails. In contrast, an agent is less willing to risk conflict when it has more to lose. The value of a deal is expressed in its utility. An agent has much to lose when the difference between the utility of its current proposal and the conflict deal is high. When both agents use the monotonic concession protocol, the Zeuthen strategy leads them to agree upon a deal in the negotiation set. This set consists of all conflict free deals, which are individually rational and Pareto optimal, and the conflict deal, which maximizes the Nash product. The strategy was introduced in 1930 by the Danish economist Frederik Zeuthen. == Three key questions == The Zeuthen strategy answers three open questions that arise when using the monotonic concession protocol, namely: Which deal should be proposed at first? On any given round, who should concede? In case of a concession, how much should the agent concede? The answer to the first question is that any agent should start with its most preferred deal, because that deal has the highest utility for that agent. The second answer is that the agent with the smallest value of Risk(i,t) concedes, because the agent with the lowest utility for the conflict deal profits most from avoiding conflict. To the third question, the Zeuthen strategy suggests that the conceding agent should concede just enough raise its value of Risk(i,t) just above that of the other agent. This prevents the conceding agent to have to concede again in the next round. == Risk == Risk ( i , t ) = { 1 U i ( δ ( i , t ) ) = 0 U i ( δ ( i , t ) ) − U i ( δ ( j , t ) ) U i ( δ ( i , t ) ) otherwise {\displaystyle {\text{Risk}}(i,t)={\begin{cases}1&U_{i}(\delta (i,t))=0\\{\frac {U_{i}(\delta (i,t))-U_{i}(\delta (j,t))}{U_{i}(\delta (i,t))}}&{\text{otherwise}}\end{cases}}} Risk(i,t) is a measurement of agent i's willingness to risk conflict. The risk function formalizes the notion that an agent's willingness to risk conflict is the ratio of the utility that agent would lose by accepting the other agent's proposal to the utility that agent would lose by causing a conflict. Agent i is said to be using a rational negotiation strategy if at any step t + 1 that agent i sticks to his last proposal, Risk(i,t) > Risk(j,t). == Sufficient concession == If agent i makes a sufficient concession in the next step, then, assuming that agent j is using a rational negotiation strategy, if agent j does not concede in the next step, he must do so in the step after that. The set of all sufficient concessions of agent i at step t is denoted SC(i, t). == Minimal sufficient concession == δ ′ = arg ⁡ max δ ∈ S C ( A , t ) { U A ( δ ) } {\displaystyle \delta '=\arg \max _{\delta \in {SC(A,t)}}\{U_{A}(\delta )\}} is the minimal sufficient concession of agent A in step t. Agent A begins the negotiation by proposing δ ( A , 0 ) = arg ⁡ max δ ∈ N S U A ( δ ) {\displaystyle \delta (A,0)=\arg \max _{\delta \in {NS}}U_{A}(\delta )} and will make the minimal sufficient concession in step t + 1 if and only if Risk(A,t) ≤ Risk(B,t). Theorem If both agents are using Zeuthen strategies, then they will agree on δ = arg ⁡ max δ ′ ∈ N S { π ( δ ′ ) } , {\displaystyle \delta =\arg \max _{\delta '\in {NS}}\{\pi (\delta ')\},} that is, the deal which maximizes the Nash product. Proof Let δA = δ(A,t). Let δB = δ(B,t). According to the Zeuthen strategy, agent A will concede at step t {\displaystyle t} if and only if R i s k ( A , t ) ≤ R i s k ( B , t ) . {\displaystyle Risk(A,t)\leq Risk(B,t).} That is, if and only if U A ( δ A ) − U A ( δ B ) U A ( δ A ) ≤ U B ( δ B ) − U B ( δ A ) U B ( δ B ) {\displaystyle {\frac {U_{A}(\delta _{A})-U_{A}(\delta _{B})}{U_{A}(\delta _{A})}}\leq {\frac {U_{B}(\delta _{B})-U_{B}(\delta _{A})}{U_{B}(\delta _{B})}}} U B ( δ B ) ( U A ( δ A ) − U A ( δ B ) ) ≤ U A ( δ A ) ( U B ( δ B ) − U B ( δ A ) ) {\displaystyle U_{B}(\delta _{B})(U_{A}(\delta _{A})-U_{A}(\delta _{B}))\leq U_{A}(\delta _{A})(U_{B}(\delta _{B})-U_{B}(\delta _{A}))} U A ( δ A ) U B ( δ B ) − U A ( δ B ) U B ( δ B ) ≤ U A ( δ A ) U B ( δ B ) − U A ( δ A ) U B ( δ A ) {\displaystyle U_{A}(\delta _{A})U_{B}(\delta _{B})-U_{A}(\delta _{B})U_{B}(\delta _{B})\leq U_{A}(\delta _{A})U_{B}(\delta _{B})-U_{A}(\delta _{A})U_{B}(\delta _{A})} − U A ( δ B ) U B ( δ B ) ≤ − U A ( δ A ) U B ( δ A ) {\displaystyle -U_{A}(\delta _{B})U_{B}(\delta _{B})\leq -U_{A}(\delta _{A})U_{B}(\delta _{A})} U A ( δ A ) U B ( δ A ) ≤ U A ( δ B ) U B ( δ B ) {\displaystyle U_{A}(\delta _{A})U_{B}(\delta _{A})\leq U_{A}(\delta _{B})U_{B}(\delta _{B})} π ( δ A ) ≤ π ( δ B ) {\displaystyle \pi (\delta _{A})\leq \pi (\delta _{B})} Thus, Agent A will concede if and only if δ A {\displaystyle \delta _{A}} does not yield the larger product of utilities. Therefore, the Zeuthen strategy guarantees a final agreement that maximizes the Nash Product.

    Read more →
  • Wayve

    Wayve

    Wayve Technologies Ltd is a British autonomous driving technology company focused on developing self-driving vehicle systems through end-to-end deep learning. Founded in 2017 by researchers from the University of Cambridge, Wayve’s approach eschews detailed 3D maps and hand-coded rules, in favor of a self-learning “AI driver” that learns from camera data and driving experience. The London-headquartered startup has garnered significant attention and funding for its visually-based method. == History == Wayve was founded in Cambridge, England, on August 21, 2017, by Amar Shah and Alex Kendall, two machine learning PhD students at the University of Cambridge. Shah initially served as CEO while Kendall was CTO, and the pair set out to develop an unconventional self-driving car system using machine learning at every layer of the driving task. In May 2018, Wayve emerged from stealth mode with backing from early-stage investors. At this time the company had around 10 employees, and its advisory investors included Uber’s Chief Scientist, Zoubin Ghahramani, who shared Wayve’s vision of a learning-centric driving AI. In 2019, Wayve achieved a milestone by training a car to drive autonomously on public roads it had never seen before, using only cameras, a basic GPS map, and end-to-end deep learning control. The company moved its base to London and secured a $20 million Series A funding round in November 2019. This investment enabled Wayve to launch a pilot fleet of autonomous electric vehicles in central London for real-world testing. During these trials, Wayve’s cars (such as retrofitted Jaguar I-Pace SUVs) began navigating the complex, narrow streets of London to prove the system’s ability to adapt to challenging urban scenarios. In 2020, co-founder Amar Shah departed the company, and Alex Kendall assumed the role of CEO. The startup joined the Microsoft for Startups: Autonomous Driving program in 2020, leveraging Microsoft Azure’s cloud computing for training its machine learning models at scale. It also committed to testing exclusively on electric vehicles, and a goal to reduce carbon emissions. In 2021, Wayve entered pilot programs with major UK retailers. It launched a 12-month autonomous delivery trial with supermarket chain Asda, and received a £10 million ($13.6 million) investment from online grocer Ocado Group as part of a partnership to develop self-driving grocery delivery vans. Ocado’s backing gave Wayve access to a fleet of delivery vans for data collection and testing on busy London routes (with human safety drivers present) to train its AI in urban traffic. In 2022, after a successful Series B funding round, the company extended road testing beyond the UK to other regions, and, by 2023, in multiple countries. The company had begun operating in the United States and in continental Europe, in preparation for larger commercial deployments. In 2023, Wayve announced a collaboration with Nissan to integrate Wayve’s AI-driven software into its ProPilot ADAS system, slated to launch in fiscal year 2027. Wayve received strategic investment from Uber, in 2024, to jointly develop autonomous ride-hailing services. The two companies plan to trial a fully driverless robotaxi service in London, supported by a UK government program to accelerate commercial self-driving pilots to as early as 2026. To demonstrate the scalability of its technology, Wayve conducted an “AI-500” roadshow project, driving in dozens of cities across Asia, Europe, and North America using the same AI model. By mid-2025, it had completed autonomous driving demos in 90 cities without prior HD mapping. In April 2025, Wayve opened its first Asian research hub in Japan, with investment by SoftBank, to improve its model’s generalization using local driving data. That year, the company conducted driving tests in over 500 cities in Europe, North America and Japan without city-specific programming. In February 2026, Nissan, Uber and Wayve announced their collaboration on robotaxi development, with the aim of launching a pilot programme in Tokyo by late 2026. Wayve also formed a strategic alliance with Mercedes-Benz and Stellantis on personal vehicle and robotaxi applications. == Financing and investors == Wayve has been backed by a mix of venture capital (VC) firms, corporate investors, and individuals. Its initial seed funding came from funds such as Compound (NYC) and Firstminute Capital (London), as well as Cambridge-based angel investors, in 2018. Academic Pieter Abbeel and Uber’s chief scientist, Zoubin Ghahramani, were early backers. In November 2019, Wayve raised a $20 million Series A led by Eclipse Ventures, with participation from Balderton Capital and other prior investors. The Series A financing was used to fund the company’s first autonomous trials in London, and marked the first time a European self-driving car startup had secured a U.S. VC as lead investor. In October 2021, Ocado Group invested £10 million (approximately $13.6 million) in Wayve as a strategic partner in autonomous grocery delivery. This brought Wayve’s total funding to around $60 million at that time. The Series B round followed in January 2022, when Wayve announced $200 million in new funding led by Eclipse Ventures, with D1 Capital Partners, Moore Strategic Ventures, and Linse Capital. Balderton, Microsoft and Virgin Group joined as strategic backers. Baillie Gifford and Compound also participated; Ocado increased its stake as a strategic investor; and Meta AI head Yann LeCun and Richard Branson also became investors. Wayve’s Series C in May 2024 closed a $1.05 billion, led by Japan’s SoftBank Group. The funding round was the largest-ever for a UK AI company, and included new investor Nvidia, and returning investors Microsoft and Eclipse Ventures, among others. Uber also joined as a stratgic partner and a stakeholder. The Series C round increased Wayve’s total funding raised to about $1.3 billion to date from investors including SoftBank, Microsoft and Nvidia, and lifted Wayve’s valuation into “unicorn” status. In February 2026, Wayve announced a $1.2 billion Series D funding round; later that month, the company reported that $1.5 billion had been raised from, primarily, Mercedes-Benz, Stellantis, Nissan, and existing backers Uber, Microsoft and Nvidia, increasing Wayve's overall valuation to $8.6 billion. == Technology == Wayve’s self-driving approach centers on end-to-end deep learning and a vision-based AI system. Unlike conventional autonomous vehicles that depend on high-definition maps, hand-coded rules, and arrays of expensive lidar sensors, Wayve’s platform learns to drive predominantly using camera data and machine learning algorithms. The company refers to its AI-driven driving software as an “Embodied AI” or AI Driver, emphasizing that the system learns from experience (both real and simulated) to handle complex or novel situations rather than following pre-programmed instructions, not unlike Tesla's approach. The Wayve hardware-agnostic autonomy stack consists of a suite of video cameras, with basic automotive sensors, mounted on the vehicle, and paired with onboard compute units that are powered by GPUs to run the AI models. This vision-only philosophy is similar to Tesla’s Autopilot/FSDB model, but Wayve’s solution is vehicle-agnostic and mapless. Wayve’s strategy is to provide its driving AI as an OEM-ready platform; it plans to license or embed its technology into vehicles made by established automakers rather than build its own cars. Wayve’s development vehicles currently use Nvidia’s Orin system-on-chip as the onboard computer for running the AI model, but CEO Kendall has noted that the software can run on “whatever GPU [an automaker] already has in their vehicles” Wayve has built a cloud infrastructure, largely on Microsoft Azure, to process petabytes of this data, and uses simulation tools (known internally as the “Wayve Infinity” simulator) to synthetically generate and practice rare or dangerous scenarios for the AI to learn from. == Corporate affairs == Wayve is a privately held company headquartered in London, England, with its primary research and development office in the Kings Cross area of London. The company was initially incorporated as Wayve Technologies Ltd in the UK. Wayve has also established a presence in the U.S., in Silicon Valley); in Canada, with a research hub in Vancouver; in Yokohama, Japan; in Leonberg, Germany; and in Herzliya, Israel. The Leadership team includes research scientists and engineers with backgrounds in computer vision, robotics, and automotive systems. President Erez Dagan was hired in 2024, following two decades at Mobileye; chief scientist Jamie Shotton is formerly of Microsoft Research; CEO Alex Kendall, originally from New Zealand with a PhD in computer vision from Cambridge, took over as CEO in 2020 after the departure of his co-founder Amar Shah.

    Read more →
  • Computational law

    Computational law

    Computational law is the branch of legal informatics concerned with the automation of legal reasoning. What distinguishes Computational Law systems from other instances of legal technology is their autonomy, i.e. the ability to answer legal questions without additional input from human legal experts. While there are many possible applications of Computational Law, the primary focus of work in the field today is compliance management, i.e. the development and deployment of computer systems capable of assessing, facilitating, or enforcing compliance with rules and regulations. Some systems of this sort already exist. TurboTax is a good example. And the potential is particularly significant now due to recent technological advances – including the prevalence of the Internet in human interaction and the proliferation of embedded computer systems (such as smart phones, self-driving cars, and robots). There are also applications that do not involve governmental laws. The regulations can just as well be the terms of contracts (e.g. delivery schedules, insurance covenants, real estate transactions, financial agreements). They can be the policies of corporations (e.g. constraints on travel, expenditure reporting, pricing rules). They can even be the rules of games (embodied in computer game playing systems). == History == Speculation about potential benefits to legal practice through applying methods from computational science and AI research to automate parts of the law date back at least to the middle 1940s. Further, AI and law and computational law do not seem easily separable, as perhaps most of AI research focusing on the law and its automation appears to utilize computational methods. The forms that speculation took are multiple and not all related in ways to readily show closeness to one another. This history will sketch them as they were, attempting to show relationships where they can be found to have existed. By 1949, a minor academic field aiming to incorporate electronic and computational methods to legal problems had been founded by American legal scholars, called jurimetrics. Though broadly said to be concerned with the application of the "methods of science" to the law, these methods were actually of a quite specifically defined scope. Jurimetrics was to be "concerned with such matters as the quantitative analysis of judicial behavior, the application of communication and information theory to legal expression, the use of mathematical logic in law, the retrieval of legal data by electronic and mechanical means, and the formulation of a calculus of legal predictability". These interests led in 1959 to the founding a journal, Modern Uses of Logic in Law, as a forum wherein articles would be published about the applications of techniques such as mathematical logic, engineering, statistics, etc. to the legal study and development. In 1966, this Journal was renamed as Jurimetrics. Today, however, the journal and meaning of jurimetrics seems to have broadened far beyond what would fit under the areas of applications of computers and computational methods to law. Today the journal not only publishes articles on such practices as found in computational law, but has broadened jurimetrical concerns to mean also things like the use of social science in law or the "policy implications [of] and legislative and administrative control of science". Independently in 1958, at the Conference for the Mechanization of Thought held at the National Physical Laboratory in Teddington, Middlesex, UK, the French jurist Lucien Mehl presented a paper both on the benefits of using computational methods for law and on the potential means to use such methods to automate law for a discussion that included AI luminaries like Marvin Minsky. Mehl believed that the law could by automated by two basic distinct, though not wholly separable, types of machine. These were the "documentary or information machine", which would provide the legal researcher quick access to relevant case precedents and legal scholarship, and the "consultation machine", which would be "capable of answering any question put to it over a vast field of law". The latter type of machine would be able to basically do much of a lawyer's job by simply giving the "exact answer to a [legal] problem put to it". By 1970, Mehl's first type of machine, one that would be able to retrieve information, had been accomplished but there seems to have been little consideration of further fruitful intersections between AI and legal research. There were, however, still hopes that computers could model the lawyer's thought processes through computational methods and then apply that capacity to solve legal problems, thus automating and improving legal services via increased efficiency as well as shedding light on the nature of legal reasoning. By the late 1970s, computer science and the affordability of computer technology had progressed enough that the retrieval of "legal data by electronic and mechanical means" had been achieved by machines fitting Mehl's first type and were in common use in American law firms. During this time, research focused on improving the goals of the early 1970s occurred, with programs like Taxman being worked on in order to both bring useful computer technology into the law as practical aids and to help specify the exact nature of legal concepts. Nonetheless, progress on the second type of machine, one that would more fully automate the law, remained relatively inert. Research into machines that could answer questions in the way that Mehl's consultation machine would picked up somewhat in the late 1970s and 1980s. A 1979 convention in Swansea, Wales marked the first international effort solely to focus upon applying artificial intelligence research to legal problems in order to "consider how computers can be used to discover and apply the legal norms embedded within the written sources of the law". Considerable progress on the development of the second type of machine was made in the following decade, with the development of a variety of expert systems. According to Thorne McCarty, "these systems all have the following characteristics: They do backward chaining inference from a specified goal; they ask questions to elicit information from the user; and they produce a suggested answer along with a trace of the supporting legal rules." According to Prakken and Sartor the representation of the British Nationality Act as a logic program, which introduced this approach, was "hugely influential for the development of computational representations of legislation, showing how logic programming enables intuitively appealing representations that can be directly deployed to generate automatic inferences". In 2021, this work received the Inaugural CodeX Prize as "one of the first and best-known works in computational law, and one of the most widely cited papers in the field." In a 1988 review of Anne Gardner's book An Artificial Intelligence Approach to Legal Reasoning (1987), the Harvard academic legal scholar and computer scientist Edwina Rissland wrote that "She plays, in part, the role of pioneer; artificial intelligence ("AI") techniques have not yet been widely applied to perform legal tasks. Therefore, Gardner, and this review, first describe and define the field, then demonstrate a working model in the domain of contract offer and acceptance." Eight years after the Swansea conference had passed, and still AI and law researchers merely trying to delineate the field could be described by their own kind as "pioneer[s]". In the 1990s and early 2000s more progress occurred. Computational research generated insights for law. The First International Conference on AI and the Law occurred in 1987, but it is in the 1990s and 2000s that the biannual conference began to build up steam and to delve more deeply into the issues involved with work intersecting computational methods, AI, and law. Classes began to be taught to undergraduates on the uses of computational methods to automating, understanding, and obeying the law. Further, by 2005, a team largely composed of Stanford computer scientists from the Stanford Logic group had devoted themselves to studying the uses of computational techniques to the law. Computational methods in fact advanced enough that members of the legal profession began in the 2000s to both analyze, predict and worry about the potential future of computational law and a new academic field of computational legal studies seems to be now well established. As insight into what such scholars see in the law's future due in part to computational law, here is quote from a recent conference about the "New Normal" for the legal profession: "Over the last 5 years, in the fallout of the Great Recession, the legal profession has entered the era of the New Normal. Notably, a series of forces related to technological change, globalization, and the pressure to do more with less (in both corpo

    Read more →
  • A.I. Insight forums

    A.I. Insight forums

    The Artificial Intelligence Insight forums, also known as the A.I. Insight forums, are a series of forums to build consensus on how the United States Congress should craft A.I. legislation. Organized by Senate Majority Leader Charles "Chuck" Schumer, the first of nine closed-door forums convened on September 13, 2023. == Background == Amid a surge in the popularity and advancement of artificial intelligence, senator Chuck Schumer launched an effort to establish a framework for the regulation of A.I. in April 2023. By the end of June, a preliminary framework – dubbed the "SAFE Innovation Framework" – was established and presented to Congress. Schumer also announced a series of forums wherein tech leaders who were well-acquainted with A.I. would help to "educate" Congress on the risks and problems that A.I. poses. Many tech leaders including Sam Altman, Elon Musk, and Sundar Pichai were set to attend the meetings. Many U.S. lawmakers and senators such as Mike Rounds and Todd Young were also set to attend. == September 13 forum == The overarching consensus following the conclusion of the September 13 forum was that there "should be" regulations regarding the use and advancement of A.I., but it should not be made "too fast". Many tech executives who attended the forum also warned senators of the risks and threats that A.I. could pose. Musk, who attended the forum, stated afterwards that there was "overwhelming consensus" on the regulation of A.I. === Invitees === This is a list of people who were invited to attend the September 13 forum. Elon Musk (Tesla, SpaceX, X Corp.) Sam Altman (OpenAI) Bill Gates (ex–Microsoft) Jensen Huang (Nvidia) Alex Karp (Palantir) Satya Nadella (Microsoft) Arvind Krishna (IBM) Sundar Pichai (Alphabet Inc., Google) Eric Schmidt (ex–Google) Mark Zuckerberg (Meta) Charles Rivkin (Motion Picture Association) Liz Shuler (AFL-CIO) Meredith Stiehm (Writers Guild of America) Randi Weingarten (American Federation of Teachers) Maya Wiley (LCCHR) == October 24 forum == The second of nine forums was hosted on October 24, 2023, as federal A.I. regulation drew nearer. According to Schumer's office, the forum was centered mainly on how A.I. could "enable innovation", and the innovation that is needed for the safe progression of A.I. At the forum, Senators Brian Schatz and John Kennedy introduced the "Schatz-Kennedy A.I. Labeling Act", a new piece of A.I. legislation that would provide "more transparency on A.I.-generated content". Following the forum, Senator Rounds stated that in order to fuel the development of A.I., a total estimated $56 billion would be needed for the next three years. Rounds, alongside Senator Young and Schumer, also highlighted the need to outcompete China and workforce initiatives. === Invitees === 21 people were invited to attend the forum, and were composed largely of venture capitalists, academics, civil rights campaigners, and industry figures. Some key figures included venture capitalists Marc Andreessen and John Doerr. == Future == Over the course of fall 2023, there is slated to be a total of nine forums on the topic of A.I., with the first hosted on September 13.

    Read more →
  • Self-supervised learning

    Self-supervised learning

    Self-supervised learning (SSL) is a paradigm in machine learning where a model is trained on a task using the data itself to generate supervisory signals, rather than relying on externally-provided labels. In the context of neural networks, self-supervised learning aims to leverage inherent structures or relationships within the input data to create meaningful training signals. SSL tasks are designed so that solving them requires capturing essential features or relationships in the data. The input data is typically augmented or transformed in a way that creates pairs of related samples, where one sample serves as the input, and the other is used to formulate the supervisory signal. This augmentation can involve introducing noise, cropping, rotation, or other transformations. Self-supervised learning more closely imitates the way humans learn to classify objects. During SSL, the model learns in two steps. First, the task is solved based on an auxiliary or pretext classification task using pseudo-labels, which help to initialize the model parameters. Next, the actual task is performed with supervised or unsupervised learning. Self-supervised learning has produced promising results in recent years, and has found practical application in fields such as audio processing, and is being used by Facebook and others for speech recognition. == Pseudo-labels == Pseudo-labels are automatically generated labels that a model assigns to unlabeled data based on its own predictions. They are widely used in self-supervised and semi-supervised learning, where ground-truth annotations are limited or unavailable. By treating predicted labels as surrogate ground truth, learning algorithms can make use of large quantities of unlabeled data in the training process. Pseudo-labeling also plays an important role in systems that must adapt to concept drift, where the statistical properties of the data change over time. In these scenarios, the model may detect that an incoming instance deviates from previously learned behavior. The system then generates a classification result for that instance, and this predicted class is used as a pseudo-label for updating or retraining model components that are becoming outdated. This approach enables continuous adaptation in dynamic environments without requiring manual annotation. In many adaptive learning pipelines, pseudo-labels are chosen when the classifier produces sufficiently confident predictions, reducing the risk of propagating errors. These pseudo-labeled instances are then incorporated into training to refresh or evolve the model's understanding of emerging data patterns, particularly when existing components show signs of “aging” due to drift or distributional shifts. This strategy reduces reliance on manual labeling while helping maintain long-term model performance. == Types == === Autoassociative self-supervised learning === Autoassociative self-supervised learning is a specific category of self-supervised learning where a neural network is trained to reproduce or reconstruct its own input data. In other words, the model is tasked with learning a representation of the data that captures its essential features or structure, allowing it to regenerate the original input. The term "autoassociative" comes from the fact that the model is essentially associating the input data with itself. This is often achieved using autoencoders, which are a type of neural network architecture used for representation learning. Autoencoders consist of an encoder network that maps the input data to a lower-dimensional representation (latent space), and a decoder network that reconstructs the input from this representation. The training process involves presenting the model with input data and requiring it to reconstruct the same data as closely as possible. The loss function used during training typically penalizes the difference between the original input and the reconstructed output (e.g. mean squared error). By minimizing this reconstruction error, the autoencoder learns a meaningful representation of the data in its latent space. === Contrastive self-supervised learning === For a binary classification task, training data can be divided into positive examples and negative examples. Positive examples are those that match the target. For example, if training a classifier to identify birds, the positive training data would include images that contain birds. Negative examples would be images that do not. Contrastive self-supervised learning uses both positive and negative examples. The loss function in contrastive learning is used to minimize the distance between positive sample pairs, while maximizing the distance between negative sample pairs. An early example uses a pair of 1-dimensional convolutional neural networks to process a pair of images and maximize their agreement. Contrastive Language-Image Pre-training (CLIP) allows joint pretraining of a text encoder and an image encoder, such that a matching image-text pair have image encoding vector and text encoding vector that span a small angle (having a large cosine similarity). InfoNCE (Noise-Contrastive Estimation) is a method to optimize two models jointly, based on Noise Contrastive Estimation (NCE). Given a set X = { x 1 , … x N } {\displaystyle X=\left\{x_{1},\ldots x_{N}\right\}} of N {\displaystyle N} random samples containing one positive sample from p ( x t + k ∣ c t ) {\displaystyle p\left(x_{t+k}\mid c_{t}\right)} and N − 1 {\displaystyle N-1} negative samples from the 'proposal' distribution p ( x t + k ) {\displaystyle p\left(x_{t+k}\right)} , it minimizes the following loss function: L N = − E X [ log ⁡ f k ( x t + k , c t ) ∑ x j ∈ X f k ( x j , c t ) ] {\displaystyle {\mathcal {L}}_{\mathrm {N} }=-\mathbb {E} _{X}\left[\log {\frac {f_{k}\left(x_{t+k},c_{t}\right)}{\sum _{x_{j}\in X}f_{k}\left(x_{j},c_{t}\right)}}\right]} === Non-contrastive self-supervised learning === Non-contrastive self-supervised learning (NCSSL) uses only positive examples. Counterintuitively, NCSSL converges on a useful local minimum rather than reaching a trivial solution, with zero loss. For the example of binary classification, it would trivially learn to classify each example as positive. Effective NCSSL requires an extra predictor on the online side that does not back-propagate on the target side. === Joint-Embedding and Predictive Architectures === A major class of self-supervised learning moves beyond contrastive pairs, instead maximizing the agreement between views while preventing collapse through statistical constraints. Rooted in Deep Canonical Correlation Analysis (Deep CCA), this approach includes Joint-Embedding Architectures (JEA) like Barlow Twins and VICReg, which enforce covariance constraints to learn invariant representations without negative sampling. Deep Latent Variable Path Modelling (DLVPM) generalizes this to multimodal systems, using path models to enforce correlation and orthogonality across diverse data types. In 2022 Yann LeCun introduced Joint-Embedding Predictive Architectures (JEPA) as a step towards decision making, reasoning, and autonomous human intelligence in machines, including self-improvement through autonomous learning. Founded in representation learning, LeCun included the concept of a “world model” in JEPA which aims to enable machines to replicate human intellect by providing machines with a concept for the world in which they exist. Unlike autoencoders, JEPAs operate entirely in latent space, avoiding pixel-level noise to focus on semantic structure. Rather than just learning invariance, JEPAs learn by predicting masked latent representations from visible context. JEPA has been applied to domains such as image analysis, audio processing, and motion in images and video. == Comparison with other forms of machine learning == SSL belongs to supervised learning methods insofar as the goal is to generate a classified output from the input. At the same time, however, it does not require the explicit use of labeled input-output pairs. Instead, correlations, metadata embedded in the data, or domain knowledge present in the input are implicitly and autonomously extracted from the data. These supervisory signals, extracted from the data, can then be used for training. SSL is similar to unsupervised learning in that it does not require labels in the sample data. Unlike unsupervised learning, however, learning is not done using inherent data structures. Semi-supervised learning combines supervised and unsupervised learning, requiring only a small portion of the learning data be labeled. In transfer learning, a model designed for one task is reused on a different task. Training an autoencoder intrinsically constitutes a self-supervised process, because the output pattern needs to become an optimal reconstruction of the input pattern itself. However, in current jargon, the term 'self-supervised' often refers to tasks based on a pretext-task training setup

    Read more →
  • A.I.s

    A.I.s

    A.I.s is a themed anthology of science fiction short works edited by American writers Jack Dann and Gardner Dozois. It was first published in paperback by Ace Books in December 2004. It was reissued as an ebook by Baen Books in June 2013. The book collects ten novelettes and short stories by various science fiction authors, together with a preface by the editors. == Contents == "Preface" (Jack Dann and Gardner Dozois) "Antibodies" (Charles Stross) "Trojan Horse" (Michael Swanwick) "Birth Day" (Robert Reed) "The Hydrogen Wall" (Gregory Benford) "The Turing Test" (Chris Beckett) "Dante Dreams" (Stephen Baxter) "The Names of All the Spirits" (J. R. Dunn) "From the Corner of My Eye" (Alexander Glass) "Halfjack" (Roger Zelazny) "Computer Virus" (Nancy Kress)

    Read more →
  • Split Up (expert system)

    Split Up (expert system)

    Split Up is an intelligent decision support system, which makes predictions about the distribution of marital property following divorce in Australia. It is designed to assist judges, registrars of the Family Court of Australia, mediators and lawyers. Split Up operates as a hybrid system, combining rule – based reasoning with neural network theory. Rule based reasoning operates within strict parameters, in the form: IF < condition(s) > then . Neural networks, by contrast, are considered to be better suited to generate decisions in uncertain domains, since they can be taught to weigh the factors considered by judicial decision makers from case data. Yet, they do not provide an explanation for the conclusions they reach. Split_up, with a view to overcome this flaw, uses argument structures proposed by Toulmin as the basis for representations from which explanations can be generated. == Application == In Australian family law, a judge in determining the distribution of property will: identify the assets of the marriage included in the common pool establish what percentage of the common pool each party will receive determine a final property order in line with the decisions made in 1. and 2. Split_Up implements step 1 and 2 : the common pool determination and the prediction of a percentage split. === The common pool determination === Since the determination of marital property is rule based, it is implemented using directed graphs. However, the percentage split between the parties is discretionary in that a judge has a wide discretion to look at each party's contributions to the marriage under section 79(4) of the Family Law Act 1975. Broadly, the contributions can be taken as financial or non-financial. The party who can demonstrate a larger contribution to the marital relationship will receive a larger proportion of the assets. The court may further look at each party's financial resources and future needs under section 75(2)of the Family Law Act 1975. These needs can include factors such as the inability to gain employment, the continued care of a child under 18 years of age or medical expenses. This means that different judges may and will reach different conclusions based on the same facts, since each judge assigns different relevant weights to each factor. Split_up determines the percentage split by using a combination of rule- based reasoning and neural networks. === The percentage split determination === In order to determine how judges weigh the different factors, 103 written judgements of commonplace cases were used to establish a database comprising 94 relevant factors for percentage split determination. The factors relevant for a percentage split determination are: Past contributions of a husband relative to those of a wife The husband's future needs relative to those of the wife The wealth of the marriage The factors relevant for a determination of past contributions are The relative direct and indirect contributions of both parties The length of the marriage The relative contributions of both parties to the homemaking role The hierarchy provides a structure that is used to decompose the task of predicting an outcome into 35 subtasks. Outputs of tasks further down the hierarchy are used as inputs into sub-tasks higher up the hierarchy. Each sub-task is treated as a separate and smaller data mining exercise. Twenty one solid arcs represent inferences performed with the use of rule sets. For example, the level of wealth of a marriage is determined by a rule, which uses the common pool value. By contrast, the fourteen dashed arcs establish inferences performed with the use of neural networks. These receive their name from the fact that they resemble a nervous system in the brain. They consist of many self – adjusting processing elements cooperating in a densely interconnected network. Each processing element generates a single output that is transmitted to the other processing element. The output signal of a processing element depends on the input to the processing element, i.e. each input is gated by a weighting factor that determines the amount of influence that the input will have on the output. The strength of the weighting factors is adjusted autonomously by the processing element as the data is processed. In Split_Up, the neural network is a statistical technique for learning the weights of each of the relevant attributes used in a percentage split determination of marital property. Hence the inputs to the neural network are contributions, future needs and wealth, and the output the percentage split predicted. On each arc there is a statistical weight. Using back propagation the neural network learns the necessary pattern to recognize the prediction. It is trained by repeatedly exposing it to examples of the problem and learning the significance (weights) of the input nodes. The neural network used by Split_up is said to generalise well if the output of the network is correct (or nearly correct) for examples not seen during training, which classifies it as an intelligent system. === Toulmin Argument Structure === Since the manner in which these weights are learned is primarily statistical, domain knowledge of legal rules and principles is not modelled directly. However, explanations for a legal conclusion in a domain as discretionary as the determining the distribution of property following divorce, are at least as important as the conclusion reached. Hence the creators of Split_Up used Toulmin Argument structures, to provide independent explanations of the conclusions reached. These operate on the basis that every argument makes an assertion based on some data. The assertion of the argument stands as the claim of the argument. Since knowing the data and the claim, does not necessarily mean that the claim follows from the data, a mechanism is required to justify the claim in the light of the data. The justification is known as the warrant. The backing of an argument supports the validity of the warrant. In the legal domain, this is typically a reference to a statute or a precedent. Here, a neural network (or rules), produce a conclusion from the data of an argument and the data, warrant and backing are reproduced to generate an explanation. It is noteworthy, though, that an argument's warrant is reproduced as an explanation regardless of the claim values used. This lack of claim - sensitivity must be overcome by the different users, i.e., the judge, the representatives for the wife and the representatives for the husband, each of whom is encouraged to use the system to prepare their cases, but not to rely exclusively on its outcome.

    Read more →