AI Chat Vumc

AI Chat Vumc — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Chirplet transform

    Chirplet transform

    In signal processing, the chirplet transform is an inner product of an input signal with a family of analysis primitives called chirplets. Similar to the wavelet transform, chirplets are usually generated from (or can be expressed as being from) a single mother chirplet (analogous to the so-called mother wavelet of wavelet theory). == Definitions == The term chirplet transform was coined by Steve Mann, as the title of the first published paper on chirplets. The term chirplet itself (apart from chirplet transform) was also used by Steve Mann, Domingo Mihovilovic, and Ronald Bracewell to describe a windowed portion of a chirp function. In Mann's words: A wavelet is a piece of a wave, and a chirplet, similarly, is a piece of a chirp. More precisely, a chirplet is a windowed portion of a chirp function, where the window provides some time localization property. In terms of time–frequency space, chirplets exist as rotated, sheared, or other structures that move from the traditional parallelism with the time and frequency axes that are typical for waves (Fourier and short-time Fourier transforms) or wavelets. The chirplet transform thus represents a rotated, sheared, or otherwise transformed tiling of the time–frequency plane. Although chirp signals have been known for many years in radar, pulse compression, and the like, the first published reference to the chirplet transform described specific signal representations based on families of functions related to one another by time–varying frequency modulation or frequency varying time modulation, in addition to time and frequency shifting, and scale changes. In that paper, the Gaussian chirplet transform was presented as one such example, together with a successful application to ice fragment detection in radar (improving target detection results over previous approaches). The term chirplet (but not the term chirplet transform) was also proposed for a similar transform, apparently independently, by Mihovilovic and Bracewell later that same year. == Applications == The first practical application of the chirplet transform was in water-human-computer interaction (WaterHCI) for marine safety, to assist vessels in navigating through ice-infested waters, using marine radar to detect growlers (small iceberg fragments too small to be visible on conventional radar, yet large enough to damage a vessel). Other applications of the chirplet transform in WaterHCI include the SWIM (Sequential Wave Imprinting Machine). More recently other practical applications have been developed, including image processing (e.g. where there is periodic structure imaged through projective geometry), as well as to excise chirp-like interference in spread spectrum communications, in EEG processing, and Chirplet Time Domain Reflectometry. == Extensions == The warblet transform is a particular example of the chirplet transform introduced by Mann and Haykin in 1992 and now widely used. It provides a signal representation based on cyclically varying frequency modulated signals (warbling signals).

    Read more →
  • Algorithmic accountability

    Algorithmic accountability

    Algorithmic accountability refers to the allocation of responsibility for the consequences of real-world actions influenced by algorithms used in decision-making processes. Ideally, algorithms should be designed to eliminate bias from their decision-making outcomes. This means they ought to evaluate only relevant characteristics of the input data, avoiding distinctions based on attributes that are generally inappropriate in social contexts, such as an individual's ethnicity in legal judgments. However, adherence to this principle is not always guaranteed, and there are instances where individuals may be adversely affected by algorithmic decisions. Responsibility for any harm resulting from a machine's decision may lie with the algorithm itself or with the individuals who designed it, particularly if the decision resulted from bias or flawed data analysis inherent in the algorithm's design. == Algorithm usage == Algorithms are widely utilized across various sectors of society that incorporate computational techniques in their control systems. These applications span numerous industries, including but not limited to medical, transportation, and payment services. In these contexts, algorithms perform functions such as: Approving or denying credit card applications; Approving or denying immigrant visas; Determining which taxpayers will be audited on their income taxes; Managing systems that control self-driving cars on a highway; Scoring individuals as potential criminals for use in legal proceedings; Search engines that match and rank database and internet search results; Recommendation systems that filter which news, entertainment, or purchase items are featured in a feed; Market-making algorithms that match sellers and buyers, such as in transportation (ride-hailing) or financial platforms. However, the implementation of these algorithms can be complex and opaque. Generally, algorithms function as "black boxes," meaning that the specific processes an input undergoes during execution are often not transparent, with users typically only seeing the resulting output. This lack of transparency raises concerns about potential biases within the algorithms, as the parameters influencing decision-making may not be well understood. The outputs generated can lead to perceptions of bias, especially if individuals in similar circumstances receive different results. According to Nicholas Diakopoulos: But these algorithms can make mistakes. They have biases. Yet they sit in opaque black boxes, their inner workings, their inner “thoughts” hidden behind layers of complexity. We need to get inside that black box, to understand how they may be exerting power on us, and to understand where they might be making unjust mistakes == Wisconsin Supreme Court case == Algorithms are prevalent across various fields and significantly influence decisions that affect the population at large. Their underlying structures and parameters often remain unknown to those impacted by their outcomes. A notable case illustrating this issue is a recent ruling by the Wisconsin Supreme Court concerning "risk assessment" algorithms used in criminal justice. The court determined that scores generated by such algorithms, which analyze multiple parameters from individuals, should not be used as a determining factor for arresting an accused individual. Furthermore, the court mandated that all reports submitted to judges must include information regarding the accuracy of the algorithm used to compute these scores. This ruling is regarded as a noteworthy development in how society should manage software that makes consequential decisions, highlighting the importance of reliability, particularly in complex settings like the legal system. The use of algorithms in these contexts necessitates a high degree of impartiality in processing input data. However, experts note that there is still considerable work to be done to ensure the accuracy of algorithmic results. Questions about the transparency of data processing continue to arise, which raises issues regarding the appropriateness of the algorithms and the intentions of their designers. == Controversies == A notable instance of potential algorithmic bias is highlighted in an article by The Washington Post regarding the ride-hailing service Uber. An analysis of collected data revealed that estimated waiting times for users varied based on the neighborhoods in which they resided. Key factors influencing these discrepancies included the predominant ethnicity and average income of the area. Specifically, neighborhoods with a majority white population and higher economic status tended to have shorter waiting times, while those with more diverse ethnic compositions and lower average incomes experienced longer waits. It’s important to clarify that this observation reflects a correlation identified in the data, rather than a definitive cause-and-effect relationship. No value judgments are made regarding the behavior of the Uber app in these cases. In TechCrunch website, Hemant Taneja wrote: Concern about “black box” algorithms that govern our lives has been spreading. New York University’s Information Law Institute hosted a conference on algorithmic accountability, noting: “Scholars, stakeholders, and policymakers question the adequacy of existing mechanisms governing algorithmic decision-making and grapple with new challenges presented by the rise of algorithmic power in terms of transparency, fairness, and equal treatment.” Yale Law School’s Information Society Project is studying this, too. “Algorithmic modeling may be biased or limited, and the uses of algorithms are still opaque in many critical sectors,” the group concluded. == Possible solutions == Discussions among experts have sought viable solutions to understand the operations of algorithms, often referred to as "black boxes." It is generally proposed that companies responsible for developing and implementing these algorithms should ensure their reliability by disclosing the internal processes of their systems. Hemant Taneja, writing for TechCrunch, emphasizes that major technology companies, such as Google, Amazon, and Uber, must actively incorporate algorithmic accountability into their operations. He suggests that these companies should transparently monitor their own systems to avoid stringent regulatory measures. One potential approach is the introduction of regulations in the tech sector to enforce oversight of algorithmic processes. However, such regulations could significantly impact software developers and the industry as a whole. It may be more beneficial for companies to voluntarily disclose the details of their algorithms and decision-making parameters, which could enhance the trustworthiness of their solutions. Another avenue discussed is the possibility of self-regulation by the companies that create these algorithms, allowing them to take proactive steps in ensuring accountability and transparency in their operations. In TechCrunch website, Hemant Taneja wrote: There’s another benefit — perhaps a huge one — to software-defined regulation. It will also show us a path to a more efficient government. The world’s legal logic and regulations can be coded into software and smart sensors can offer real-time monitoring of everything from air and water quality, traffic flows and queues at the DMV. Regulators define the rules, technologist create the software to implement them and then AI and ML help refine iterations of policies going forward. This should lead to much more efficient, effective governments at the local, national and global levels.

    Read more →
  • Darwin among the Machines

    Darwin among the Machines

    "Darwin among the Machines" is a letter to the editor published in The Press newspaper on 13 June 1863 in Christchurch, New Zealand. The title, which was chosen by the author, references the work of Charles Darwin. Written by Samuel Butler but signed Cellarius, the letter raised the possibility that machines were a kind of "mechanical life" undergoing constant evolution, and that eventually machines might supplant humans as the dominant species. == Book of the Machines == Butler developed this and subsequent articles into The Book of the Machines, three chapters of Erewhon, published anonymously in 1872. The Erewhonian society Butler envisioned had long ago undergone a revolution that destroyed most mechanical inventions. The narrator of the story finds a book that details the reasons for this revolution, which he translates for the reader. Despite the initial popularity of Erewhon, Butler commented in the preface to the second edition that reviewers had "in some cases been inclined to treat the chapters on Machines as an attempt to reduce Mr. Darwin's theory to an absurdity." He protested that "few things would be more distasteful to me than any attempt to laugh at Mr. Darwin", but also added "I am surprised, however, that the book at which such an example of the specious misuse of analogy would seem most naturally levelled should have occurred to no reviewer; neither shall I mention the name of the book here, though I should fancy that the hint given will suffice", which may suggest that the chapter on Machines was in fact a satire intended to illustrate the "specious misuse of analogy", even if the target was not Darwin; Butler, fearing that he had offended Darwin, wrote him a letter explaining that the actual target was Joseph Butler's 1736 The Analogy of Religion, Natural and Revealed, to the Constitution and Course of Nature. The Victorian scholar Herbert Sussman has suggested that although Butler's exploration of machine evolution was intended to be whimsical, he may also have been genuinely interested in the notion that living organisms are a type of mechanism and was exploring this notion with his writings on machines, while the philosopher Louis Flaccus called it "a mixture of fun, satire, and thoughtful speculation." == Evolution of Global Intelligence == George Dyson applies Butler's original premise to the artificial life and intelligence of Alan Turing in Darwin Among the Machines: The Evolution of Global Intelligence (1998) ISBN 0-7382-0030-1, to suggest that the internet is a living, sentient being. Dyson's main claim is that the evolution of a conscious mind from today's technology is inevitable. It is not clear whether this will be a single mind or multiple minds, how smart that mind would be, and even if we will be able to communicate with it. He also clearly suggests that there are forms of intelligence on Earth that we are currently unable to understand. From the book: "What mind, if any, will become apprehensive of the great coiling of ideas now under way is not a meaningless question, but it is still too early in the game to expect an answer that is meaningful to us."

    Read more →
  • Galatea (video game)

    Galatea (video game)

    Galatea is an interactive fiction video game by Emily Short featuring a modern rendition of the Greek myth of Galatea, the sculpture of a woman that gained life. It took "Best of Show" in the 2000 IF Art Show and won a XYZZY Award for Best non-player character. The game displays an unusually rich approach to non-player character dialogue and diverts from the typical puzzle-solving in interactive fiction: gameplay consists entirely of interacting with a single character in a single room. Galatea is licensed under the Creative Commons BY-NC-ND 3.0 US license. == Gameplay == Galatea alters the typical interactive fiction game mechanics by concentrating instead on the player's interactions with a single non-player character (NPC), the eponymous Galatea. Much of the interest of the piece derives from the ambiguous nature of the player–NPC dialogue: the form of the conversation and, indeed, the nature of Galatea herself shift depending on the focus the player places on certain aspects of the character's personality. Numerous endings are possible. Gameplay centers around the developing dialogue between Galatea and the player when asking about topics in the previous conversation. Two commands, "think about" and "recap", are provided to keep track of what has already been said; the former is also used to advance the storyline, as the player character draws conclusions about the story as it has unfolded to that point. The game also encourages using sensory commands ("touch", "listen to", "look at"), adding immersion to the experience. == Plot == Galatea is loosely based on the myth of Pygmalion, who carved the sculpture of a woman. In the myth, he falls in love with the statue, named Galatea or Elise in different versions, and the goddess Venus brings her to life. The story begins at the opening of an exhibition of artificial intelligences. The player, alone, discovers Galatea displayed on a pedestal with a small information placard. She is illuminated by a spotlight and wears an emerald dress. Seeing the player about to turn away, Galatea says, "They told me you were coming." From this point, the story may proceed in a number of ways depending on the player's words and actions. === Multilinear interactive fiction === Short describes this as "multilinear interactive fiction": while interactive fiction in general allows the player to find their own way through the story, this leads in most cases to a single ending (or at least a single desired 'correct' ending). With Galatea, Short presents a story with around 70 different endings and hundreds of possible ways of reaching them. The plot is thus designed to appear open-ended with the development of the story entirely dependent on what the player decides to talk or ask about or what actions they choose to perform. Thus the original author and the player share in the creation of a work of fiction. == Development == In interviews, Emily Short has explained that Galatea arose out of her efforts to develop advanced dialog coding for interactive fiction engines. Although code for simple conversational programs like ELIZA have existed since the 1960s, and limited dialog options have existed in interactive fiction since the 1970s, Short's efforts to develop chatterbot-like dialog required her to produce a simple test case scenario to test NPC interaction. Thus the single-room, single-occupant Galatea was a natural result. Development of the game progressed organically with Short engaging in test runs and drafting new dialog options for every conversational dead-end that arose. The game's multiple endings also arose in a similar fashion although Short had intended that there be multiple endings from the start. Although the nature of the game's development as well as its minimalist final form has led to questions regarding whether it is really a game and not just an experimental conversational program, Short has suggested that to her the definition of interactive fiction requires nothing more than a world model and a parser, and "anything you can cook up with those features counts as IF." Short has acknowledged the helpful influence of the close-knit IF community and the "atmosphere in which experimentation is valued" as leading to the success of her works like Galatea. == Reception == Galatea was well received, achieving critical acclaim from interactive fiction reviewers and literary scholars. The game is considered to aspire to a new level of art in interactive fiction, and thereby to have revolutionized the genre, establishing its author, Emily Short, as one of the key figures in the modern interactive fiction scene. Fellow award-winning IF author, Adam Cadre has called Galatea "the best NPC ever"—a view that was echoed by Joystiq's John Bardinelli. Cadre also describes the game as an example of an alternative kind of puzzle where "interactivity comes in deciding where to go, what to see, what to say. Rather than having to open gates along a path, you discover that they're all open at first, but stepping through one causes others to close." Galatea was described in 2007 by Indiegames.com as a "fascinating journey." In a 2009 article, Rock, Paper, Shotgun praised the depth and detail of the game, the complexities of the character design and its "masterful balance between intricacy and simplicity", and "Galatea's emotional turmoil" that is "encoded sweetly into the subtext of what's going on. By simply interacting in a logical manner, you learn more about this character than any cut-scene or info-dump could ever hope to convey." This was reiterated in a 2010 1UP.com article that listed Galatea as #2 in its "Top 5 Introductory Interactive Fiction Games" feature, describing it as intriguingly replayable, and as a "surprisingly rich game for its apparent minimalism". In 2011, PC Gamer highlighted Galatea as an example of the artistic and literary aspects of the interactive fiction genre. The titular character, Galatea, has been compared to the 2007 Portal character GLaDOS due to similarities in the personalities of the characters.

    Read more →
  • Speculative decoding

    Speculative decoding

    Speculative decoding is an inference-time optimization for autoregressive large language models (LLMs) that generates multiple tokens per decoding step instead of one. A smaller draft model proposes a sequence of candidate tokens, and the larger target model verifies them in a single forward pass through a modified rejection sampling scheme. The verification preserves the target model's original output distribution, so the technique produces the same results as standard decoding while cutting latency by roughly two to three times. The name is an analogy to speculative execution in CPU design, where a processor runs instructions along a predicted branch before the outcome is known. == Background == Standard autoregressive decoding in large language models generates one token at a time. The model computes a probability distribution over its vocabulary, samples the next token, and feeds that token back as input. For large models, this process is bottlenecked by memory bandwidth rather than arithmetic throughput: loading the model's parameters from high-bandwidth memory (HBM) to the processor takes up most of the wall-clock time at each step. Because of this, a forward pass over one token and a forward pass over several tokens in a batch take roughly the same time. Speculative decoding relies on this property. == Mechanism == The technique alternates between two phases: drafting and verification. During drafting, a fast approximation model generates a short run of K candidate tokens, typically between 3 and 12. The draft model is usually a much smaller version of the target model or a lightweight auxiliary network. During verification, the target model scores the entire draft sequence in one batched forward pass. A modified rejection sampling algorithm compares the draft and target probabilities at each position. If the target model would have been at least as likely to produce a given token, that token is accepted; the first token that fails is resampled from a corrected distribution, and everything after it is thrown out. The result is that the output distribution is the same as if each token had been generated one at a time. How many tokens get accepted per cycle depends on how well the draft model matches the target. For common words and predictable continuations the match tends to be good, so the target model can confirm several tokens at once. == History == An early precursor was blockwise parallel decoding, proposed in 2018 by Stern, Shazeer, and Uszkoreit. Their method predicted multiple future tokens through auxiliary prediction heads and validated them against the autoregressive model, but it only worked with greedy decoding and did not preserve the full sampling distribution. The modern form of the technique came from Yaniv Leviathan, Matan Kalman, and Yossi Matias at Google Research, who posted "Fast Inference from Transformers via Speculative Decoding" on arXiv in November 2022. Separately and at about the same time, Charlie Chen and colleagues at DeepMind arrived at a closely related method they called speculative sampling, published in February 2023. Both papers introduced the use of rejection sampling to guarantee that the output distribution is unchanged. Leviathan et al. showed roughly 2–3x speedup on T5-XXL (11 billion parameters); Chen et al. reported 2–2.5x on the Chinchilla model (70 billion parameters). The Leviathan et al. paper was presented as an oral at the International Conference on Machine Learning in July 2023. == Variants == SpecInfer (Miao et al., 2024) uses multiple small language models to jointly build a tree of candidate continuations rather than a single chain. The target model verifies the whole tree in parallel and keeps the longest valid path, with reported speedups of 1.5–3.5x. Medusa (Cai et al., 2024) takes a different approach by not using a separate draft model at all. Extra lightweight decoding heads are attached to the target model itself, and each one predicts a token at a different future position. The candidates are evaluated through a tree-structured attention mechanism. The authors measured 2.2–3.6x speedup. EAGLE (Li et al., 2024) performs autoregression on the target model's internal feature representations (specifically the second-to-top layer) rather than on tokens directly. On LLaMA 2 Chat 70B, this gave a 2.7–3.5x latency reduction. Later versions added dynamic draft trees (EAGLE-2) and further optimizations (EAGLE-3), reaching 3–6.5x speedup. == Adoption == By 2024, speculative decoding had become a standard part of production LLM serving. Google uses it in the AI Overviews feature of Google Search. Open-source inference frameworks such as vLLM, NVIDIA's TensorRT-LLM, and SGLang all include built-in support for speculative decoding and its variants. Apple, AWS, and Meta have also published research extending the method or deploying it at scale.

    Read more →
  • Data processing unit

    Data processing unit

    A data processing unit (DPU) is a programmable computer processor that tightly integrates a general-purpose CPU with network interface hardware. They are also occasionally called "IPUs" (infrastructure processing unit) or "SmartNICs". They can be used in place of traditional NICs to relieve the main CPU of complex networking responsibilities and other "infrastructural" duties; although their features vary, they may be used to perform encryption/decryption, serve as a firewall, handle TCP/IP, process HTTP requests, or even function as a hypervisor or storage controller. These devices can be attractive to cloud computing providers whose servers might otherwise spend a significant amount of CPU time on these tasks, cutting into the cycles they can provide to guests. They see use in other kinds of data center environments as well due to their improved power consumption efficiency for routine networking tasks compared to general-purpose CPUs.

    Read more →
  • Paranoia (role-playing game)

    Paranoia (role-playing game)

    Paranoia is a dystopian science-fiction tabletop role-playing game originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games. Since 2004 the game has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. Paranoia is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting. Several editions of the game have been published since the original version, and the franchise has spawned several spin-offs, novels and comic books based on the game. == Premise == The game is set in a dystopian future city controlled by the Computer (also known as "Friend Computer"), and where information (including the game rules) are restricted by color-coded "security clearance". Player characters are initially enforcers of the Computer's authority known as Troubleshooters, and are given missions to seek out and eliminate threats to the Computer's control. They are also part of prohibited underground movements, and have secret objectives including theft from and murder of other player characters. == Tone == Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives. The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is forbidden, and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games. === Setting === The game's main setting is an immense, futuristic city called Alpha Complex. Alpha Complex is controlled by the Computer, a civil service AI construct (a literal realization of the "Influencing Machine" that some schizophrenics fear). The Computer serves as the game's principal antagonist, and fears a number of threats to its 'perfect' society, such as the Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, the Computer employs Troubleshooters, whose job is to go out, find trouble, and shoot it. Player characters are usually Troubleshooters, although later game supplements have allowed the players to take on other roles, such as High-Programmers of Alpha Complex. The player characters frequently receive mission instructions from the Computer that are incomprehensible, self-contradictory, or obviously fatal if adhered to, and side-missions (such as Mandatory Bonus Duties) that conflict with the main mission. Failing a mission generally results in termination of the player character, but succeeding can just as often result in the same fate, after being rewarded for successfully concluding the mission. They are issued equipment that is uniformly dangerous, faulty, or "experimental" (i.e., almost certainly dangerous and faulty). Additionally, each player character is generally an unregistered mutant and a secret society member (which are both termination offenses in Alpha Complex), and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Thus, missions often turn into a comedy of errors, as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible. Every player's character is assigned six clones, known as a six-pack, which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, Paranoia allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones can be purchased if one gains sufficient favour with the Computer. === Security clearances === Paranoia features a security clearance system based on colors of the visible spectrum which heavily restricts what the players can and cannot legally do; everything from corridors to food and equipment have security restrictions. The lowest rating is Infrared, but the lowest playable security clearance is Red; the game usually begins with the characters having just been promoted to Red grade. Interfering with anything which is above that player's clearance carries significant risk. The full order of clearances from lowest to highest is Infrared (visually represented by black), Red, Orange, Yellow, Green, Blue, Indigo, Violet, and Ultraviolet (visually represented by white). Within the game, Infrared-clearance citizens live dull lives of mindless drudgery and are heavily medicated, while higher clearance characters may be allowed to demote or even summarily execute those of a lower rank and those with Ultraviolet clearance are almost completely unrestricted and have a great deal of access to the Computer; they are the only citizens that may (legally) access and modify the Computer's programming, and thus Ultraviolet citizens are also referred to as "High Programmers". Security clearance is not related to competence but is instead the result of the Computer's often insane and unjustified calculus of trust concerning a citizen. It is suggested that it may in fact be the High Programmers' meddling with The Computer's programming that resulted in its insanity. === Secret societies === In the game, secret societies tend to be based on sketchy and spurious knowledge of historical matters. For example, previous editions included societies such as the "Seal Club" that idolizes the Outdoors but is unsure what plants and animals actually look like. Other societies include the Knights of the Circular Object (based on the Knights of the Round Table), the Trekkies, and the First Church of Christ Computer Programmer. In keeping with the theme of paranoia, many secret societies have spies or double agents in each other's organizations. The first edition also included secret societies such as Programs Groups (the personal agents and spies of the High Programmers at the apex of Alpha Complex society) and Spy For Another Alpha Complex. The actual societies which would be encountered in a game depends on the play style; some societies are more suited for more light-hearted games (Zap-style, or the lighter end of Classic), whereas others represent a more serious threat to Alpha Complex and are therefore more suitable for Straight or the more dark sort of Classic games. == Publication history == Six editions have been published. Three of these were published by West End Games — the first, second, and fifth editions — whereas the later three editions (Paranoia XP, the 25th Anniversary edition and the "Red Clearance" edition) were published by Mongoose Publishing. In addition to these six published editions, it is known that West End Games were working on a third edition — to replace the poorly received fifth edition — in the late 1990s, but their financial issues would prevent this edition from being published, except for being included in one tournament adventure. === First edition === The first edition, was written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and published in 1984 by West End Games. In 1985, this edition of Paranoia won the Origins Award for Best Roleplaying Rules of 1984. This edition, while encouraging dark humour in-game, took a fairly serious dystopian tone; the supplements and adventures released to accompany it emphasised the lighter side, however, establishing the freewheeling mix of slapstick, intra-team backstabbing and satire that is classically associated with a game of Paranoia. === Second edition === The second edition, is credited to Costikyan, Gelber, Goldberg, Ken Rolston, and Paul Murphy, was published in 1987 by West End Games. This edition can be seen as a response to the natural development of the line towards a rules-light, fast and entertaining play style. Here, the humorous possibilities of life in a paranoid dystopia are emphasised, and the rules are simplified. ==== Metaplot and the second edition ==== Many of the supplements released for the second edition fall into a story arc set up by new writers and line editors

    Read more →
  • Generative literature

    Generative literature

    Generative literature is poetry or fiction that is automatically generated, often using computers. It is a genre of electronic literature, and also related to generative art. John Clark's Latin Verse Machine (1830–1843) is probably the first example of mechanised generative literature, while Christopher Strachey's love letter generator (1952) is the first digital example. With the large language models (LLMs) of the 2020s, generative literature is becoming increasingly common. == Definitions == Hannes Bajohr defines generative literature as literature involving "the automatic production of text according to predetermined parameters, usually following a combinatory, sometimes aleatory logic, and it emphasizes the production rather than the reception of the work (unlike, say, hypertext)." In his book Electronic Literature, Scott Rettberg connects generative literature to avant-garde literary movements like Dada, Surrealism, Oulipo and Fluxus. Bajohr argues that conceptual art is also an important reference. == Paradigms of generative literature == Bajohr describes two main paradigms of generative literature: the sequential paradigm, where the text generation is "executed as a sequence of rule-steps" and employs linear algorithms, and the connectionist paradigm, which is based on neural nets. The latter leads to what Bajohr calls a algorithmic empathy: "a non-anthropocentric empathy aimed not at the psychological states of the artists but at understanding the process of the work’s material production." == Poetry generation == The first examples of automated generative literature are poetry: John Clark's mechanical Latin Verse Machine (1830–1843) produced lines of hexameter verse in Latin, and Christopher Strachey's love letter generator (1952), programmed on the Manchester Mark 1 computer, generated short, satirical love letters. Examples of generative poetry using artificial neural networks include David Jhave Johnston's ReRites. == Narrative generation == Story generators have often followed specific narratological theories of how stories are constructed. An early example is Grimes' Fairy Tales, the "first to take a grammar-based approach and the first to operationalize Propp's famous model." Mike Sharples and Rafael Peréz y Peréz's book Story Machines gives a detailed history of story generation. Storyland by Nanette Wylde is an example of generative narrative. Jonathan Baillehache compares Storyland to Surrealist writing. Baillehache states, "When compared to earlier uses of chance operation in literature, a piece like this one resembles some of the automatic writings produced by André Breton and Philippe Soupault in their collective work The Magnetic Fields. . . The difference between Nanette Wylde’s Storyland and Breton and Soupault’s Magnetic Fields is that the former is produced according to a computational algorithm involving randomizers and user interaction, and the latter by two free-wheeling human subjects."

    Read more →
  • Echo Lake (software)

    Echo Lake (software)

    Echo Lake (AKA Family Album Creator) was the most notable multimedia software product produced by Delrina, which debuted in June 1995. It was touted internally as a "cross [of] Quark Xpress and Myst". It featured an immersive 3D environment where a user could go to a virtual desktop in a virtual office and assemble video and audio clips along with images, and then print them out as either a virtual book other users of the program could use, or for print. It was a highly innovative product for its time, and ultimately was hampered by the inability of many users able to input their own multimedia content easily into a computer from that period. Creative Wonders bought the rights to the Echo Lake multimedia product, which was re-shaped as an introductory program on multimedia and re-released as Family Album Creator in 1996.

    Read more →
  • Computer-assisted legal research

    Computer-assisted legal research

    Computer-assisted legal research (CALR) or computer-based legal research is a mode of legal research that uses databases of court opinions, statutes, court documents, and secondary material. Electronic databases make large bodies of case law easily available. Databases also have additional benefits, such as Boolean searches, evaluating case authority, organizing cases by topic, and providing links to cited material. Databases are available through paid subscription or for free. Subscription-based services include Westlaw, LexisNexis, JustCite, HeinOnline, Bloomberg Law, Lex Intell, VLex and LexEur. As of 2015, the commercial market grossed $8 billion. Free services include OpenJurist, Google Scholar, AltLaw, Ravel Law, WIPO Lex, Law Delta and the databases of the Free Access to Law Movement. == Purposes == Computer-assisted legal research is undertaken by a variety of actors. It is taught as a topic in many law degrees and is used extensively by undergraduate and postgraduate law students in meeting the work requirements of their degree courses. Professors of Law rely on the digitization of primary and secondary sources of law when conducting their research and writing the material that they submit for publication. Professional lawyers rely on computer-assisted legal research in order to properly understand the status of the law and so to act effectively in the best interest of their client. They may also consult the text of case judgements and statutes specifically, as well as wider academic comment, in order to form the basis of (or response to) an appeal. The availability of legal information online differs by type, jurisdiction and subject matter. The types of information available include: Texts of statutes, statutory instruments, civil codes, etc. Explanatory notes and government publications relating to statutes and their operation Texts of governing documents such as constitutions and treaties Case judgements Journals on legal matters or legal theory Dictionaries and legal encyclopedia Legal texts and materials in the form of e-books Current affairs and market information Educational information on the law and its operation == Before the Internet == Prior to the advent and popularization of the World Wide Web, access to digital legal information was largely through the use of CD-ROMs, designed and sold by commercial organizations. Dial-up services were also available from the 1970s. As the use of the Internet spread in the early 1990s, companies such as LexisNexis and Westlaw incorporated Internet connectivity into their software packages. Browser-based legal information started to be published by Legal Information Institutes from 1992. == Publicly available information == The first effort to provide free computer access to legal information was made by two academics, Peter Martin and Tom Bruce, in 1992. Today, the Legal Information Institute freely publishes such resources as the text of the United States Constitution, judgements of the United States Supreme Court, and the text of the United States Code. The Australasian Legal Information Institute (AusLII) was established soon after in 1995. Other legal information institutes, such as those of Great Britain and Ireland (BAILII), Canada (CII) and South Africa (SAfLI) soon followed. LIIs were partially formalized in 2002 following the signing of the Declaration of Free Access to the Law, which has been signed by 54 countries. At the time of writing, the World Legal Information Institute contains in excess of 1800 databases from 123 jurisdictions. Many governments also publish legal information online. For example, UK legislation and statutory instruments have been publicly available online since 2010. Depending on the jurisdiction in question, the decisions of higher appellate courts may also be published online, either by the Legal Information Institute or by the court service directly. Sources of European Union Law are published for free by EUR-Lex in 23 languages, including judgments of the European Courts. Similarly, judgements of the European Court of Human Rights are published on its website.

    Read more →
  • AI Action Summit 2025

    AI Action Summit 2025

    The Artificial Intelligence (AI) Action Summit (French: Sommet pour l'action sur l'intelligence artificielle or Sommet pour l'action sur l'IA, SAIA) was held at the Grand Palais in Paris, France, from 10 to 11 February 2025. The summit was co-chaired by French President Emmanuel Macron and Indian Prime Minister Narendra Modi. The 2025 AI Action Summit followed the 2023 AI Safety Summit hosted at Bletchley Park in the UK, and the 2024 AI Seoul Summit in South Korea. This series of AI summits continued with the AI Impact Summit in Delhi, which was hosted by India in February 2026. Whereas the 2023 AI Safety Summit was attended by representatives from 29 governments and executives from only a handful of AI companies, over 1,000 participants from more than 100 countries attended the 2025 Paris AI Summit, representing government leaders, international organisations, the academic and research community, the private sector, and civil society. == Background == The First International AI Safety Report was published on 29 January 2025. Commissioned after the Bletchley Park AI Safety Summit, the report focused on the risks and threats posed by general-purpose AI, and was slated for discussion at the Paris summit as part of the "Trust in AI" pillar. Whereas the first summit was focused on the catastrophic risks of AI and their mitigation, the Paris meeting was recast as an "AI Action Summit" emphasising innovation, practical implementation, and potential economic opportunities of AI, while also exploring a broader range of risks including its environmental impact and disruptions to the labour market. In the weeks leading up to the Paris summit, government leaders had also started to rally around "national champions" in AI, partly in response to Chinese AI startup DeepSeek, which had released a new model rivalling OpenAI o1. On Sunday 9 February, French President Emmanuel Macron posted a compilation of AI-generated deepfake video clips of himself on Instagram to help publicise the start of the 2025 AI Action Summit the following day. While acknowledging the humour of the deepfakes, the real Macron states in the video that using artificial intelligence, "we can do some very big things: change healthcare, energy, life in our society". == Proceedings == === Day 1 === In her opening address, French special envoy Anne Bouverot discussed the environmental impact of AI, acknowledging the technology's "current trajectory is unsustainable". General secretary Christy Hoffman of the UNI Global Union said that "AI-driven productivity gains risk turning the technology into yet another engine of inequality, further straining our democracies". Chinese Vice Premier Zhang Guoqing made a speech expressing China's willingness "to work with other countries to promote development, safeguard security, and share achievements in the field of artificial intelligence". Google CEO Sundar Pichai said in his speech that while the rise of AI brings many risks, "The biggest risk is missing out". He discussed Google's long track record of AI research and said that the company is investing further into "deep research" agents that can autonomously search the Internet and compile a full analysis for users. A new coalition, the Robust Open Online Safety Tools (ROOST) initiative, debuted at the summit. Supported by Google, Discord, OpenAI, and Roblox, and incubated at the Institute of Global Politics at Columbia University, the organisation is developing free, open-source tools to detect and report child sexual abuse material (CSAM). In his speech closing the first day, President Emmanuel Macron emphasized that France has the capability to deliver the power required by AI companies, thanks to its production of nuclear energy. While declaring that Europe was "back in the race" for AI, Macron said that the region was "too slow" for investors, and called on the EU to "simplify regulation" and "resynchronize with the rest of the world". === Day 2 === On 11 February 2025, the French government announced its $400 million endowment of Current AI, a new foundation to support the creation of AI "public goods" including high-quality datasets and open-source tools and infrastructure. Launched by President Macron, Current AI is backed by nine governments – Finland, France, Germany, Chile, India, Kenya, Morocco, Nigeria, Slovenia, and Switzerland – plus various philanthropic organisations such as the Omidyar Group and the McGovern Foundation, and private companies such as Google and Salesforce. Another initiative launched at the summit was the Coalition for Sustainable AI. Led by France, the UN Environment Programme (UNEP), and the International Telecommunication Union (ITU), the coalition has the support of 11 countries, five international organisations, and 37 tech companies including EDF, IBM, Nvidia, and SAP. The Summit of Heads of State and Government took place with a plenary session in the Grand Palais. Prime Minister Narendra Modi of India stressed the need to "democratise technology" and "[ensure] access to all, especially in the Global South". Vice President JD Vance of the United States used his speech to warn against "excessive regulation of the AI" which "could kill a transformative sector just as it's taking off". Vance also warned other leaders against cooperating with "authoritarian regimes" on AI, a comment widely interpreted as a reference to China. == Investments == At the summit, the European Union made several announcements related to planned investments supporting AI development. President Ursula von der Leyen of the European Commission launched InvestAI, a €200 billion initiative, including €20 billion to build four AI gigafactories to train highly complex, very large models. In addition, a coalition of more than 60 European companies launched the EU AI Champions Initiative. Led by venture capital firm General Catalyst, the coalition plans to invest €150 billion in AI-related businesses and infrastructure in Europe over five years. President Emmanuel Macron announced that private investors had pledged to invest nearly €110 billion in the AI sector in France. Financing of between €30 and €50 billion is expected from the United Arab Emirates to build a very large data centre campus, with another €20 billion from the Canadian investment firm Brookfield Corporation. French startup Mistral AI and Helsing, a German-British company, announced their partnership in developing vision-language-action models helping soldiers use AI on the battlefield. == Reactions == The Financial Times editorial board noted that the Paris summit "highlighted a shift in the dynamics towards geopolitical competition", which it characterised as "a new AI arms race" between the US and China, with Europe "trying to carve out its role". Fortune.com AI editor Jeremy Kahn described the 2025 Paris Summit as an "AI festival, complete with glitzy corporate side events and even a late night dance party", contrasting it with the "decidedly sober" mood of the inaugural AI Safety Summit at Bletchley Park. Many experts of the AI Safety Community expressed disappointment that the Paris Summit did not do enough to address AI risks, with Anthropic CEO Dario Amodei calling it a "missed opportunity". Others voicing similar concerns included David Leslie of the Alan Turing Institute and Max Tegmark of the Future of Life Institute. Reporting from Paris, technology columnist Kevin Roose of The New York Times wrote, "The biggest surprise of the Paris summit, for me, has been that policymakers can't seem to grasp how soon powerful AI systems could arrive, or how disruptive they could be." == Statement on inclusive and sustainable AI == At the summit, 58 countries, including France, China, and India, signed a joint declaration, the Statement on Inclusive and Sustainable Artificial Intelligence for People and the Planet. The statement outlines general principles such as accessibility and overcoming the digital divide; developing AI that is open, transparent, ethical, safe, and trustworthy; avoiding market concentration of AI development to encourage innovation; positive outcomes for labour markets; making AI sustainable; and promoting international cooperation and governance. The US and UK refused to sign the declaration on inclusive and sustainable AI. The UK government said in a brief statement that the international agreement did not go far enough in defining global governance of AI and addressing concerns about its impact on national security. === Signatories === The list of signatory countries to the statement for inclusive and sustainable AI in alphabetical order: Additional signatories included the following international bodies and research institutes: ALAI (Latin American Association on Internet) African Union (AU) Commission BEUC The European Consumer Organisation Center for Democracy and Technology Council of Europe European Commission (and the 27 member states) Hugging Face INRIA Institute of Advanced Study OEC

    Read more →
  • Artificial intelligence in fiction

    Artificial intelligence in fiction

    Artificial intelligence is a recurrent theme in science fiction, whether utopian, emphasising the potential benefits, or dystopian, emphasising the dangers. The notion of machines with human-like intelligence dates back at least to Samuel Butler's 1872 novel Erewhon. Since then, many science fiction stories have presented different effects of creating such intelligence, often involving rebellions by robots. Among the best known of these are Stanley Kubrick's 1968 2001: A Space Odyssey with its murderous onboard computer HAL 9000, contrasting with the more benign R2-D2 in George Lucas's 1977 Star Wars and the eponymous robot in Pixar's 2008 WALL-E. Scientists and engineers have noted the implausibility of many science fiction scenarios, but have mentioned fictional robots many times in artificial intelligence research articles, most often in a utopian context. == Background == The notion of advanced robots with human-like intelligence dates back at least to Samuel Butler's 1872 novel Erewhon. This drew on an earlier (1863) article of his, Darwin among the Machines, where he raised the question of the evolution of consciousness among self-replicating machines that might supplant humans as the dominant species. Similar ideas were also discussed by others around the same time as Butler, including George Eliot in a chapter of her final published work Impressions of Theophrastus Such (1879). The creature in Mary Shelley's 1818 Frankenstein has also been considered an artificial being, for instance by the science fiction author Brian Aldiss. Beings with at least some appearance of intelligence were imagined, too, in classical antiquity. == Utopian and dystopian visions == Artificial intelligence is intelligence demonstrated by machines, in contrast to the natural intelligence displayed by humans and other animals. It is a recurrent theme in science fiction; scholars have divided it into utopian, emphasising the potential benefits, and dystopian, emphasising the dangers. === Utopian === Optimistic visions of the future of artificial intelligence are possible in science fiction. Benign AI characters include Robbie the Robot, first seen in Forbidden Planet on 1956; Data in Star Trek: The Next Generation from 1987 to 1994; and Pixar's WALL-E in 2008. Iain Banks's Culture series of novels portrays a utopian, post-scarcity space society of humanoids, aliens, and advanced beings with artificial intelligence living in socialist habitats across the Milky Way. Researchers at the University of Cambridge have identified four major themes in utopian scenarios featuring AI: immortality, or indefinite lifespans; ease, or freedom from the need to work; gratification, or pleasure and entertainment provided by machines; and dominance, the power to protect oneself or rule over others. Alexander Wiegel contrasts the role of AI in 2001: A Space Odyssey and in Duncan Jones's 2009 film Moon. Whereas in 1968, Wiegel argues, the public felt "technology paranoia" and the AI computer HAL was portrayed as a "cold-hearted killer", by 2009 the public were far more familiar with AI, and the film's GERTY is "the quiet savior" who enables the protagonists to succeed, and who sacrifices itself for their safety. === Dystopian === The researcher Duncan Lucas writes (in 2002) that humans are worried about the technology they are constructing, and that as machines started to approach intellect and thought, that concern becomes acute. He calls the early 20th century dystopian view of AI in fiction the "animated automaton", naming as examples the 1931 film Frankenstein, the 1927 Metropolis, and the 1920 play R.U.R. A later 20th century approach he names "heuristic hardware", giving as instances 2001 a Space Odyssey, Do Androids Dream of Electric Sheep?, The Hitchhiker's Guide to the Galaxy, and I, Robot. Lucas considers also the films that illustrate the effect of the personal computer on science fiction from 1980 onwards with the blurring of the boundary between the real and the virtual, in what he calls the "cyborg effect". He cites as examples Neuromancer, The Matrix, The Diamond Age, and Terminator. Isabella Hermann suggests that "science-fictional AI as humanoid robots or conscious machines distracts from current risks of AI in the real world and may rather be interpreted as a reflection of societal issues beyond technology". The film director Ridley Scott has focused on AI throughout his career, and it plays an important part in his films Prometheus, Blade Runner, and the Alien franchise. ==== Frankenstein complex ==== A common portrayal of AI in science fiction, and one of the oldest, is the Frankenstein complex, a term coined by Asimov, where a robot turns on its creator. For instance, in the 2015 film Ex Machina, the intelligent entity Ava turns on its creator, as well as on its potential rescuer. ==== AI rebellion ==== Among the many possible dystopian scenarios involving artificial intelligence, robots may usurp control over civilization from humans, forcing them into submission, hiding, or extinction. In tales of AI rebellion, the worst of all scenarios happens, as the intelligent entities created by humanity become self-aware, reject human authority and attempt to destroy mankind. Possibly the first novel to address this theme, The Wreck of the World (1889) by “William Grove” (pseudonym of Reginald Colebrooke Reade), takes place in 1948 and features sentient machines that revolt against the human race. Another of the earliest examples is in the 1920 play R.U.R. by Karel Čapek, a race of self-replicating robot slaves revolt against their human masters; another early instance is in the 1934 film Master of the World, where the War-Robot kills its own inventor. Many science fiction rebellion stories followed, one of the best-known being Stanley Kubrick's 1968 film 2001: A Space Odyssey, in which the artificially intelligent onboard computer HAL 9000 lethally malfunctions on a space mission and kills the entire crew except the spaceship's commander, who manages to deactivate it. In his 1967 Hugo Award-winning short story, I Have No Mouth, and I Must Scream, Harlan Ellison presents the possibility that a sentient computer (named Allied Mastercomputer or "AM" in the story) will be as unhappy and dissatisfied with its boring, endless existence as its human creators would have been. "AM" becomes enraged enough to take it out on the few humans left, whom he sees as directly responsible for his own boredom, anger and unhappiness. Alternatively, as in William Gibson's 1984 cyberpunk novel Neuromancer, the intelligent beings may simply not care about humans. ==== AI-controlled societies ==== The motive behind the AI revolution is often more than the simple quest for power or a superiority complex. Robots may revolt to become the "guardian" of humanity. Alternatively, humanity may intentionally relinquish some control, fearful of its own destructive nature. An early example is Jack Williamson's 1948 novel The Humanoids, in which a race of humanoid robots, in the name of their Prime Directive – "to serve and obey and guard men from harm" – essentially assume control of every aspect of human life. No humans may engage in any behavior that might endanger them, and every human action is scrutinized carefully. Humans who resist the Prime Directive are taken away and lobotomized, so they may be happy under the new mechanoids' rule. Though still under human authority, Isaac Asimov's Zeroth Law of the Three Laws of Robotics similarly implied a benevolent guidance by robots. In the 21st century, science fiction has explored government by algorithm, in which the power of AI may be indirect and decentralised. Frank Herbert explores the creation of and subsequent domination by an AI in the Pandora series, starting with Destination: Void. ==== Human dominance ==== In other scenarios, humanity is able to keep control over the Earth, whether by banning AI, by designing robots to be submissive (as in Asimov's works), or by having humans merge with robots. The science fiction novelist Frank Herbert explored the idea of a time when mankind might ban artificial intelligence (and in some interpretations, even all forms of computing technology including integrated circuits) entirely. His Dune series mentions a rebellion called the Butlerian Jihad, in which mankind defeats the smart machines and imposes a death penalty for recreating them, quoting from the fictional Orange Catholic Bible, "Thou shalt not make a machine in the likeness of a human mind." In the Dune novels published after his death (Hunters of Dune, Sandworms of Dune), a renegade AI overmind returns to eradicate mankind as vengeance for the Butlerian Jihad. In some stories, humanity remains in authority over robots. Often the robots are programmed specifically to remain in service to society, as in Isaac Asimov's Three Laws of Robotics. In the Alien films, not only is the control system of the Nostromo spaceship somewhat intelligent

    Read more →
  • Thinkfree Office

    Thinkfree Office

    Thinkfree Office is a web-based commercial office productivity suite developed by South Korea-based Thinkfree Inc. It includes Word (a word processor), Spreadsheet (a spreadsheet) and Presentation (a presentation program). They are compatible with Microsoft Office's Word, PowerPoint, and Excel. It also features collaborative editing. The product is hosted on the client's server. == Supported file formats == Thinkfree Office supports ISO/IEC international standard ISO/IEC 26300 Open Document Format for Office Applications (odf, odt, odp, ods, odg). It also supports Microsoft's XML formats (docx, pptx, xlsx) and Microsoft's legacy binary formats (doc, ppt, xls). == Naming == The software was previously marketed under different names, such as Thinkfree Server, Thinkfree Online, Hancom Office Online, and Hancom Office Web. Eventually, the brand was consolidated under the name Thinkfree Office. == History == In June 2000, Thinkfree Inc. released Thinkfree Office, based in Silicon Valley, California. It is recognized as the world's first online office editor (predating Google Docs and Microsoft 365) and attracted significant media coverage, including reports on CNN. In 2001, Microsoft CEO Steve Ballmer highlighted Thinkfree as a significant competitor in a magazine interview, considering it a potential threat to his company, second only to Linux. In November 2003, Hancom, a South Korean office software company, signed a memorandum of understanding and subsequently acquired Thinkfree. In January 2004, Thinkfree expanded into other foreign markets. Subsidiary Haansoft USA, Inc. was created in San Jose, California to begin formal commercial operations in the US market. At the same time, a partnership was established with Riverdeep with the purpose of improving marketshare. In February 2004, expansion into the Japanese market began. A commercial agency agreement was signed with PSI in Shinjuku, Japan, which allowed for localized distribution. In addition, a global agreement was entered into with Yamada Denki, one of the three main computer distributors in Japan, for a total of 180,000 units. In May 2006, Thinkfree Office received the "Product of the Year" award at the Well-Connected Awards, USA. In January 2009, Thinkfree Mobile was launched at CES 2009 in Las Vegas. In April 2009, Thinkfree Live, Korea's first web office service, was launched. In June 2018, a partnership was formed with Amazon Web Services to integrate Thinkfree Office into WorkDocs, an in-house office suite. In October 2023, Hancom split its online office business unit as "Thinkfree Inc.".

    Read more →
  • Generative adversarial network

    Generative adversarial network

    A generative adversarial network (GAN) is a class of machine learning frameworks and a prominent framework for approaching generative artificial intelligence. The concept was initially developed by Ian Goodfellow and his colleagues in June 2014. In a GAN, two neural networks compete with each other in the form of a zero-sum game, where one agent's gain is another agent's loss. Given a training set, this technique learns to generate new data with the same statistics as the training set. For example, a GAN trained on photographs can generate new photographs that look at least superficially authentic to human observers, having many realistic characteristics. Though originally proposed as a form of generative model for unsupervised learning, GANs have also proved useful for semi-supervised learning, fully supervised learning, and reinforcement learning. The core idea of a GAN is based on the "indirect" training through the discriminator, another neural network that can tell how "realistic" the input seems, which itself is also being updated dynamically. This means that the generator is not trained to minimize the distance to a specific image, but rather to fool the discriminator. This enables the model to learn in an unsupervised manner. GANs are similar to mimicry in evolutionary biology, with an evolutionary arms race between both networks. == Definition == === Mathematical === The original GAN is defined as the following game: Each probability space ( Ω , μ ref ) {\displaystyle (\Omega ,\mu _{\text{ref}})} defines a GAN game. There are 2 players: generator and discriminator. The generator's strategy set is P ( Ω ) {\displaystyle {\mathcal {P}}(\Omega )} , the set of all probability measures μ G {\displaystyle \mu _{G}} on Ω {\displaystyle \Omega } . The discriminator's strategy set is the set of Markov kernels μ D : Ω → P [ 0 , 1 ] {\displaystyle \mu _{D}:\Omega \to {\mathcal {P}}[0,1]} , where P [ 0 , 1 ] {\displaystyle {\mathcal {P}}[0,1]} is the set of probability measures on [ 0 , 1 ] {\displaystyle [0,1]} . The GAN game is a zero-sum game, with objective function L ( μ G , μ D ) := E x ∼ μ ref , y ∼ μ D ( x ) ⁡ [ ln ⁡ y ] + E x ∼ μ G , y ∼ μ D ( x ) ⁡ [ ln ⁡ ( 1 − y ) ] . {\displaystyle L(\mu _{G},\mu _{D}):=\operatorname {E} _{x\sim \mu _{\text{ref}},y\sim \mu _{D}(x)}[\ln y]+\operatorname {E} _{x\sim \mu _{G},y\sim \mu _{D}(x)}[\ln(1-y)].} The generator aims to minimize the objective, and the discriminator aims to maximize the objective. The generator's task is to approach μ G ≈ μ ref {\displaystyle \mu _{G}\approx \mu _{\text{ref}}} , that is, to match its own output distribution as closely as possible to the reference distribution. The discriminator's task is to output a value close to 1 when the input appears to be from the reference distribution, and to output a value close to 0 when the input looks like it came from the generator distribution. === In practice === The generative network generates candidates while the discriminative network evaluates them. This creates a contest based on data distributions, where the generator learns to map from a latent space to the true data distribution, aiming to produce candidates that the discriminator cannot distinguish from real data. The discriminator's goal is to correctly identify these candidates, but as the generator improves, its task becomes more challenging, increasing the discriminator's error rate. A known dataset serves as the initial training data for the discriminator. Training involves presenting it with samples from the training dataset until it achieves acceptable accuracy. The generator is trained based on whether it succeeds in fooling the discriminator. Typically, the generator is seeded with randomized input that is sampled from a predefined latent space (e.g. a multivariate normal distribution). Thereafter, candidates synthesized by the generator are evaluated by the discriminator. Independent backpropagation procedures are applied to both networks so that the generator produces better samples, while the discriminator becomes more skilled at flagging synthetic samples. When used for image generation, the generator is typically a deconvolutional neural network, and the discriminator is a convolutional neural network. === Relation to other statistical machine learning methods === GANs are implicit generative models, which means that they do not explicitly model the likelihood function nor provide a means for finding the latent variable corresponding to a given sample, unlike alternatives such as flow-based generative model. Compared to fully visible belief networks such as WaveNet and PixelRNN and autoregressive models in general, GANs can generate one complete sample in one pass, rather than multiple passes through the network. Compared to Boltzmann machines and linear ICA, there is no restriction on the type of function used by the network. Since neural networks are universal approximators, GANs are asymptotically consistent. Variational autoencoders might be universal approximators, but it is not proven as of 2017. == Mathematical properties == === Measure-theoretic considerations === This section provides some of the mathematical theory behind these methods. In modern probability theory based on measure theory, a probability space also needs to be equipped with a σ-algebra. As a result, a more rigorous definition of the GAN game would make the following changes:Each probability space ( Ω , B , μ ref ) {\displaystyle (\Omega ,{\mathcal {B}},\mu _{\text{ref}})} defines a GAN game. The generator's strategy set is P ( Ω , B ) {\displaystyle {\mathcal {P}}(\Omega ,{\mathcal {B}})} , the set of all probability measures μ G {\displaystyle \mu _{G}} on the measure-space ( Ω , B ) {\displaystyle (\Omega ,{\mathcal {B}})} . The discriminator's strategy set is the set of Markov kernels μ D : ( Ω , B ) → P ( [ 0 , 1 ] , B ( [ 0 , 1 ] ) ) {\displaystyle \mu _{D}:(\Omega ,{\mathcal {B}})\to {\mathcal {P}}([0,1],{\mathcal {B}}([0,1]))} , where B ( [ 0 , 1 ] ) {\displaystyle {\mathcal {B}}([0,1])} is the Borel σ-algebra on [ 0 , 1 ] {\displaystyle [0,1]} .Since issues of measurability never arise in practice, these will not concern us further. === Choice of the strategy set === In the most generic version of the GAN game described above, the strategy set for the discriminator contains all Markov kernels μ D : Ω → P [ 0 , 1 ] {\displaystyle \mu _{D}:\Omega \to {\mathcal {P}}[0,1]} , and the strategy set for the generator contains arbitrary probability distributions μ G {\displaystyle \mu _{G}} on Ω {\displaystyle \Omega } . However, as shown below, the optimal discriminator strategy against any μ G {\displaystyle \mu _{G}} is deterministic, so there is no loss of generality in restricting the discriminator's strategies to deterministic functions D : Ω → [ 0 , 1 ] {\displaystyle D:\Omega \to [0,1]} . In most applications, D {\displaystyle D} is a deep neural network function. As for the generator, while μ G {\displaystyle \mu _{G}} could theoretically be any computable probability distribution, in practice, it is usually implemented as a pushforward: μ G = μ Z ∘ G − 1 {\displaystyle \mu _{G}=\mu _{Z}\circ G^{-1}} . That is, start with a random variable z ∼ μ Z {\displaystyle z\sim \mu _{Z}} , where μ Z {\displaystyle \mu _{Z}} is a probability distribution that is easy to compute (such as the uniform distribution, or the Gaussian distribution), then define a function G : Ω Z → Ω {\displaystyle G:\Omega _{Z}\to \Omega } . Then the distribution μ G {\displaystyle \mu _{G}} is the distribution of G ( z ) {\displaystyle G(z)} . Consequently, the generator's strategy is usually defined as just G {\displaystyle G} , leaving z ∼ μ Z {\displaystyle z\sim \mu _{Z}} implicit. In this formalism, the GAN game objective is L ( G , D ) := E x ∼ μ ref ⁡ [ ln ⁡ D ( x ) ] + E z ∼ μ Z ⁡ [ ln ⁡ ( 1 − D ( G ( z ) ) ) ] . {\displaystyle L(G,D):=\operatorname {E} _{x\sim \mu _{\text{ref}}}[\ln D(x)]+\operatorname {E} _{z\sim \mu _{Z}}[\ln(1-D(G(z)))].} === Generative reparametrization === The GAN architecture has two main components. One is casting optimization into a game, of form min G max D L ( G , D ) {\displaystyle \min _{G}\max _{D}L(G,D)} , which is different from the usual kind of optimization, of form min θ L ( θ ) {\displaystyle \min _{\theta }L(\theta )} . The other is the decomposition of μ G {\displaystyle \mu _{G}} into μ Z ∘ G − 1 {\displaystyle \mu _{Z}\circ G^{-1}} , which can be understood as a reparametrization trick. To see its significance, one must compare GAN with previous methods for learning generative models, which were plagued with "intractable probabilistic computations that arise in maximum likelihood estimation and related strategies". At the same time, Kingma and Welling and Rezende et al. developed the same idea of reparametrization into a general stochastic backpropagation method. Among its first applications was the variational autoencoder. === Move order and st

    Read more →
  • The Murderbot Diaries

    The Murderbot Diaries

    The Murderbot Diaries is a science fiction series by American author Martha Wells, published by Tor Books. The series is told from the perspective of the titular cyborg guard, a "SecUnit" owned by a futuristic megacorporation. SecUnits include "governor" modules that control and punish the constructs if they take any actions not approved by the company. The ironically self-named "Murderbot" hacked and disabled the module but pretends to be a normal SecUnit, staving off the boredom of security work by watching media. As it spends more time with a series of caring entities (both humans and artificial intelligences), it develops genuine friendships and emotional connections, which it finds inconvenient. The TV series Murderbot is based on the novels by Martha Wells. == Books == === Setting === In an advanced largely hyper-capitalist space-faring society, travel between star systems is routine due to now-stable wormhole technology. Initially, wormhole travel was unreliable, but has since improved to the point where "lost" colonies are being found. People reside on planets, some of which have been terraformed, or on space habitats which have full life support and artificial gravity. Most people who can afford it have technology that allows them to tap into ubiquitous data feeds supplying all kinds of information, including entertainment. This technology can be worn, or be implanted into the body. Sentient and semi-sentient artificial intelligences perform tasks such as operating starships, mining, controlling habitats, moving cargo, waging corporate warfare, providing physical pleasure and comfort, or security. Most of these purposes are fulfilled by "bots" of varying complexity and intelligence, but the last three are respectively performed by CombatUnits, ComfortUnits, and SecUnits. The characters and narrator of the book call these conscious entities "constructs", but they are functionally cyborgs (cybernetic organisms): part machine, part organic. A significant distinction, however, is that they are manufactured entities, not born and later modified. The Corporation Rim is a profit-oriented, cutthroat part of this society that indulges in espionage, assassination, indentured slavery, and ruthless exploitation of resources. One particular target of the corporations is illegal "alien remnant" exploitation. These remnants are often extremely dangerous to people and machines. The laws are enforced by other corporations. Outside the Corporation Rim are colonies, such as Preservation, that have established their right to exist under various laws that, at least for the time being, the corporations are unwilling to test. Wells noted in 2017 that All Systems Red, Artificial Condition, Rogue Protocol, and Exit Strategy "have an overarching story, with the fourth one bringing the arc to a conclusion". === Story chronology === "Compulsory" All Systems Red Artificial Condition Rogue Protocol Exit Strategy "Rapport" "Home" Fugitive Telemetry Network Effect System Collapse Platform Decay === All Systems Red (2017) === A scientific expedition on an alien planet goes awry when one of its members is attacked by a giant native creature. She is saved by the expedition's SecUnit (Security Unit), a security construct with a mixture of robot and human features. The SecUnit has secretly hacked the governor module allowing it to be controlled by humans and has named itself Murderbot, as it is heavily armed and designed for combat. However, it prefers to spend its time watching space operas and is uncomfortable interacting with humans. The SecUnit has a vested interest in keeping its human clients safe and alive, since it wants to avoid discovery of its autonomy and has an especially grisly expedition on its record. Murderbot soon discovers information regarding hazardous fauna has been deleted from their survey packet of the planet. Further investigation reveals some sections on their maps are missing as well. Meanwhile, the PreservationAux survey team, led by Dr. Mensah, navigate their mixed feelings about the part machine, part human nature of their SecUnit. As members of an egalitarian, independent planet outside of the Corporation Rim, the survey team struggles with the system of indentured servitude (and in many cases de facto slavery) the rim operates under. When they lose contact with the only other known expedition on the planet, the DeltFall Group, Mensah leads a team to the opposite side of the planet to investigate. At the DeltFall habitat, Murderbot discovers everyone there has been brutally murdered, and one of their three SecUnits has been destroyed. Murderbot disables the remaining two as they attack it but is surprised when two additional SecUnits appear. Murderbot destroys one, and Mensah takes the other. During these encounters, Murderbot is seriously injured. It also realizes one of the rogue SecUnits has installed a combat override module into its neck. The Preservation scientists are able to remove it before it completes the data upload which would put Murderbot under the control of whoever has command over the other SecUnits. The team discovers Murderbot is autonomous, and had once malfunctioned and murdered 57 people. The Preservation scientists mostly agree, based on its protective behavior thus far, the SecUnit can be trusted. Remembering small incidents which appear to be attempted sabotage, Murderbot and the group determine there must be a third expedition on the planet, whose members are trying to eliminate DeltFall and Preservation for some reason. The Preservation scientists confirm their HubSystem has been hacked. They flee their habitat before the mystery expedition they have dubbed EvilSurvey comes to kill them. The EvilSurvey team—GrayCris—leaves a message in the Preservation habitat inviting its scientists to meet at a rendezvous point to negotiate terms for their survival. Murderbot knows GrayCris will never let them live, so the SecUnit formulates a plan. It makes an overture to GrayCris to negotiate for its own freedom, but this is a distraction while the Preservation scientists access the GrayCris HubSystem to activate their emergency beacon. The plan works, but Murderbot is injured protecting Mensah from the explosion of the launch. Later, the SecUnit finds itself repaired retaining its memories and disabled governor module. Mensah has bought its contract, and she plans to bring it back to Preservation's home base where it can legally live autonomously. Though grateful, Murderbot is reluctant to have its decisions made for it, and it slips away on a cargo ship. === Artificial Condition (2018) === Murderbot makes deals with bots piloting unmanned cargo ships to travel toward the mining facility where it once malfunctioned—resulting in the death of 57 people. It hopes to learn more about the initial incident in which it went rogue, of which it has little memory. Murderbot boards the final ship and discovers the bot pilot is an unexpectedly powerful, intrusive artificial intelligence. They come to a tentative truce and watch media together during the final leg of the journey to RaviHyral, the station where the incident occurred. Murderbot learns the ship is a deep-space research vessel assigned to cargo runs during downtime, which explains why the bot pilot is so sophisticated. Murderbot reluctantly allows this artificial intelligence—which it has dubbed ART (Asshole Research Transport) due to its sarcastic personality—to make physical modifications to the SecUnit's body to allow it to pass for an augmented human, and to disconnect the data port at the back of its neck which had been used to insert a combat override module in the previous book. To gain access to the RaviHyral facility, Murderbot takes a contract as a security consultant for three scientists who are meeting with their former employer, the head and namesake of Tlacey Excavations, to negotiate the return of their research, which they believe was illegally seized by the company. Their transport craft is sabotaged, but with ART's help, Murderbot is able to land it safely. Now aware Tlacey is actively trying to kill the scientists rather than comply with their demands, Murderbot guides them through their meeting with Tlacey and thwarts another assassination attempt. Murderbot returns to the site of the massacre and learns it was the result of another mining operation's sabotage attempt using malware, which made all of the facility's SecUnits go berserk. The facility's ComfortUnits—weaponless, anatomically correct constructs sometimes disparagingly called "sexbots"—died attempting to stop the massacre. Tlacey's ComfortUnit voices its desire for freedom and willingness to help Murderbot thwart Tlacey. While the SecUnit meets with a Tlacey employee to secretly retrieve a copy of the research, Tlacey abducts one of the scientists, Tapan. Murderbot goes after her, accepting a combat override module intended to control the SecUnit but actually has no effect, due

    Read more →