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  • IT baseline protection

    IT baseline protection

    The IT baseline protection (German: IT-Grundschutz) approach from the German Federal Office for Information Security (BSI) is a methodology to identify and implement computer security measures in an organization. The aim is the achievement of an adequate and appropriate level of security for IT systems. To reach this goal the BSI recommends "well-proven technical, organizational, personnel, and infrastructural safeguards". Organizations and federal agencies show their systematic approach to secure their IT systems (e.g. Information Security Management System) by obtaining an ISO/IEC 27001 Certificate on the basis of IT-Grundschutz. == Overview baseline security == The term baseline security signifies standard security measures for typical IT systems. It is used in various contexts with somewhat different meanings. For example: Microsoft Baseline Security Analyzer: Software tool focused on Microsoft operating system and services security Cisco security baseline: Vendor recommendation focused on network and network device security controls Nortel baseline security: Set of requirements and best practices with a focus on network operators ISO/IEC 13335-3 defines a baseline approach to risk management. This standard has been replaced by ISO/IEC 27005, but the baseline approach was not taken over yet into the 2700x series. There are numerous internal baseline security policies for organizations, The German BSI has a comprehensive baseline security standard, that is compliant with the ISO/IEC 27000-series == BSI IT baseline protection == The foundation of an IT baseline protection concept is initially not a detailed risk analysis. It proceeds from overall hazards. Consequently, sophisticated classification according to damage extent and probability of occurrence is ignored. Three protection needs categories are established. With their help, the protection needs of the object under investigation can be determined. Based on these, appropriate personnel, technical, organizational and infrastructural security measures are selected from the IT Baseline Protection Catalogs. The Federal Office for Security in Information Technology's IT Baseline Protection Catalogs offer a "cookbook recipe" for a normal level of protection. Besides probability of occurrence and potential damage extents, implementation costs are also considered. By using the Baseline Protection Catalogs, costly security analyses requiring expert knowledge are dispensed with, since overall hazards are worked with in the beginning. It is possible for the relative layman to identify measures to be taken and to implement them in cooperation with professionals. The BSI grants a baseline protection certificate as confirmation for the successful implementation of baseline protection. In stages 1 and 2, this is based on self declaration. In stage 3, an independent, BSI-licensed auditor completes an audit. Certification process internationalization has been possible since 2006. ISO/IEC 27001 certification can occur simultaneously with IT baseline protection certification. (The ISO/IEC 27001 standard is the successor of BS 7799-2). This process is based on the new BSI security standards. This process carries a development price which has prevailed for some time. Corporations having themselves certified under the BS 7799-2 standard are obliged to carry out a risk assessment. To make it more comfortable, most deviate from the protection needs analysis pursuant to the IT Baseline Protection Catalogs. The advantage is not only conformity with the strict BSI, but also attainment of BS 7799-2 certification. Beyond this, the BSI offers a few help aids like the policy template and the GSTOOL. One data protection component is available, which was produced in cooperation with the German Federal Commissioner for Data Protection and Freedom of Information and the state data protection authorities and integrated into the IT Baseline Protection Catalog. This component is not considered, however, in the certification process. == Baseline protection process == The following steps are taken pursuant to the baseline protection process during structure analysis and protection needs analysis: The IT network is defined. IT structure analysis is carried out. Protection needs determination is carried out. A baseline security check is carried out. IT baseline protection measures are implemented. Creation occurs in the following steps: IT structure analysis (survey) Assessment of protection needs Selection of actions Running comparison of nominal and actual. === IT structure analysis === An IT network includes the totality of infrastructural, organizational, personnel, and technical components serving the fulfillment of a task in a particular information processing application area. An IT network can thereby encompass the entire IT character of an institution or individual division, which is partitioned by organizational structures as, for example, a departmental network, or as shared IT applications, for example, a personnel information system. It is necessary to analyze and document the information technological structure in question to generate an IT security concept and especially to apply the IT Baseline Protection Catalogs. Due to today's usually heavily networked IT systems, a network topology plan offers a starting point for the analysis. The following aspects must be taken into consideration: The available infrastructure, The organizational and personnel framework for the IT network, Networked and non-networked IT systems employed in the IT network. The communications connections between IT systems and externally, IT applications run within the IT network. === Protection needs determination === The purpose of the protection needs determination is to investigate what protection is sufficient and appropriate for the information and information technology in use. In this connection, the damage to each application and the processed information, which could result from a breach of confidentiality, integrity or availability, is considered. Important in this context is a realistic assessment of the possible follow-on damages. A division into the three protection needs categories "low to medium", "high" and "very high" has proved itself of value. "Public", "internal" and "secret" are often used for confidentiality. === Modelling === Heavily networked IT systems typically characterize information technology in government and business these days. As a rule, therefore, it is advantageous to consider the entire IT system and not just individual systems within the scope of an IT security analysis and concept. To be able to manage this task, it makes sense to logically partition the entire IT system into parts and to separately consider each part or even an IT network. Detailed documentation about its structure is prerequisite for the use of the IT Baseline Protection Catalogs on an IT network. This can be achieved, for example, via the IT structure analysis described above. The IT Baseline Protection Catalog’s' components must ultimately be mapped onto the components of the IT network in question in a modelling step. === Baseline security check === The baseline security check is an organisational instrument offering a quick overview of the prevailing IT security level. With the help of interviews, the status quo of an existing IT network (as modelled by IT baseline protection) relative to the number of security measures implemented from the IT Baseline Protection Catalogs are investigated. The result is a catalog in which the implementation status "dispensable", "yes", "partly", or "no" is entered for each relevant measure. By identifying not yet, or only partially, implemented measures, improvement options for the security of the information technology in question are highlighted. The baseline security check gives information about measures, which are still missing (nominal vs. actual comparison). From this follows what remains to be done to achieve baseline protection through security. Not all measures suggested by this baseline check need to be implemented. Peculiarities are to be taken into account! It could be that several more or less unimportant applications are running on a server, which have lesser protection needs. In their totality, however, these applications are to be provided with a higher level of protection. This is called the (cumulation effect). The applications running on a server determine its need for protection. Several IT applications can run on an IT system. When this occurs, the application with the greatest need for protection determines the IT system’s protection category. Conversely, it is conceivable that an IT application with great protection needs does not automatically transfer this to the IT system. This may happen because the IT system is configured redundantly, or because only an inconsequential part is running on it. This is called the (distribution effect). This is the case, fo

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  • Ratio Club

    Ratio Club

    The Ratio Club was a small British informal dining club from 1949 to 1958 of young psychiatrists, psychologists, physiologists, mathematicians and engineers who met to discuss issues in cybernetics. == History == The idea of the club arose from a symposium on animal behaviour held in July 1949 by the Society of Experimental Biology in Cambridge. The club was founded by the neurologist John Bates, with other notable members such as W. Ross Ashby. The name Ratio was suggested by Albert Uttley, it being the Latin root meaning "computation or the faculty of mind which calculates, plans and reasons". He pointed out that it is also the root of rationarium, meaning a statistical account, and ratiocinatius, meaning argumentative. The use was probably inspired by an earlier suggestion by Donald Mackay of the 'MR club', from Machina ratiocinatrix, a term used by Norbert Wiener in the introduction to his then recently published book Cybernetics, or Control and Communication in the Animal and the Machine. Wiener used the term in reference to calculus ratiocinator, a calculating machine constructed by Leibniz. The initial membership was W. Ross Ashby, Horace Barlow, John Bates, George Dawson, Thomas Gold, W. E. Hick, Victor Little, Donald MacKay, Turner McLardy, P. A. Merton, John Pringle, Harold Shipton, Donald Sholl, Eliot Slater, Albert Uttley, W. Grey Walter and John Hugh Westcott. Alan Turing joined after the first meeting with I. J. Good, Philip Woodward and William Rushton added soon after. Giles Brindley attended several meetings as a guest. Warren McCulloch made presentations to the club twice, the first time at its inaugural meeting (a talk which the members found disappointing), and became a correspondent with and supporter of a number of its members. Others who attended at least one Ratio Club event as guests included Walter Pitts, Claude Shannon, J.Z. Young, C.H. Waddington, Peter Elias, J. C. R. Licklider, Oliver Selfridge, Benoît Mandelbrot, Colin Cherry and Anthony Oettinger. One one occasion I.J. Good brought along the then director of the USA's National Security Agency (presumably either Ralph Canine or John Samford given the dates). Several members admired the work of psychologist and philosopher Kenneth Craik and considered him an important influence; according to Husbands and Holland "there is no doubt Craik would have been a leading member of the club" had he not died young in 1945. The club has been considered the most influential cybernetics group in the UK, and many of its members went on to become prominent scientists.

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  • The Emperor's New Mind

    The Emperor's New Mind

    The Emperor's New Mind: Concerning Computers, Minds and The Laws of Physics is a 1989 book by the mathematical physicist Roger Penrose that posits a quantum mind theory. Penrose argues that human consciousness is non-algorithmic, and thus is not capable of being modeled by a conventional Turing machine, which includes a digital computer. Penrose hypothesizes that quantum mechanics plays an essential role in the understanding of human consciousness. The collapse of the quantum wavefunction is seen as playing an important role in brain function. Most of the book is spent reviewing, for the scientifically-minded lay-reader, a plethora of interrelated subjects such as Newtonian physics, special and general relativity, the philosophy and limitations of mathematics, quantum physics, cosmology, and the nature of time. Penrose intermittently describes how each of these bears on his developing theme: that consciousness is not "algorithmic". Only the later portions of the book address the thesis directly. == Overview == Penrose states that his ideas on the nature of consciousness are speculative, and his thesis is considered erroneous by some experts in the fields of philosophy, computer science, and robotics. The Emperor's New Mind attacks the claims of artificial intelligence using the physics of computing: Penrose notes that the present home of computing lies more in the tangible world of classical mechanics than in the imponderable realm of quantum mechanics. The modern computer is a deterministic system that for the most part simply executes algorithms. Penrose shows that, by reconfiguring the boundaries of a billiard table, one might make a computer in which the billiard balls act as message carriers and their interactions act as logical decisions. The billiard-ball computer was first designed some years ago by Edward Fredkin and Tommaso Toffoli of the Massachusetts Institute of Technology. == Reception == Following the publication of the book, Penrose began to collaborate with Stuart Hameroff on a biological analog to quantum computation involving microtubules, which became the foundation for his subsequent book, Shadows of the Mind: A Search for the Missing Science of Consciousness. Penrose won the Science Book Prize in 1990 for The Emperor's New Mind. According to an article in the American Journal of Physics, Penrose incorrectly claims a barrier far away from a localized particle can affect the particle.

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  • Goal node (computer science)

    Goal node (computer science)

    In computer science, a goal node is a node in a graph that meets defined criteria for success or termination. Heuristical artificial intelligence algorithms, like A and B, attempt to reach such nodes in optimal time by defining the distance to the goal node. When the goal node is reached, A defines the distance to the goal node as 0 and all other nodes' distances as positive values.

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  • Game Jolt

    Game Jolt

    Game Jolt is a social community platform for video games, gamers and content creators. Founded by Yaprak and David DeCarmine, it is available on iOS, Android, and on the web and as a desktop app for Windows and Linux. Users share interactive content through a variety of formats including images, videos, live streams, chat rooms, and virtual events. == Features == === Crowd streaming === In 2021 Game Jolt revealed their own live streaming feature called Firesides. Firesides allowed multiple users to simultaneously livestream together with nearly no delay. The feature launched with a virtual concert showcasing its ability to accommodate multiple streamers. On October 16, 2023, Firesides were removed from Game Jolt. === Mobile app === Game Jolt Social by Game Jolt Inc. launched on both the Apple App Store and Google Play Store in March 2022. "It's clear to us that Gen Z is tired of generic social media and they want a place specifically for gaming that supports all types of content they're creating–art, videos, thoughts, and livestreams all in one place." said Game Jolt founder and CEO Yaprak DeCarmine, in a statement to VentureBeat. === Game API === The Game Jolt Application Programming Interface (usually known as the Game Jolt Game API) allows any developer using a game development platform that supports HTTP operations and MD5 or SHA-1. Game Jolt advertises that the API can: Create multiple "scoreboards" which collect high scores from players made publicly available on the game's profile and give user accounts EXP Award player's trophies which give user accounts EXP Store game data on Game Jolt's data servers Log whether a user is currently playing a game they're logged into via the GJAPI == Game jams and competitions == Game Jolt regularly hosts game jams where participants are encouraged to develop games for a chance to win prizes. They hosted their first game jam in 2009, Shocking Contest. In November 2014, Game Jolt announced the "Indies vs PewDiePie" game jam, partnering with the popular YouTuber Felix "PewDiePie" Kjellberg. Developers were given a weekend (21–24 November) to create a game with the theme of "fun to play, fun to watch" to suit the Let's Plays entertainment style. Users could rate entries afterwards until December 1 when the scores were counted up. The prize to the top 10 rated games was Felix playing the games on his channel as a means of promotion for the developers, although later he played other entries. One of the participants of the jam, now known as Outerminds Inc. was discovered and hired by PewDiePie to develop his mobile game, Legend of the Brofist. Game Jolt partnered with Felix, Sean "Jacksepticeye" McLoughlin and Mark "Markiplier" Fischbach to host "Indies vs Gamers" in July 2015. The requirements for entries were arcade games using the Game Jolt Game API highscore tables, to be made between the July 17–20 and the top 5 games were played on the partner's YouTube channels. Following the "Indies vs PewDiePie" game jam in 2014, Game Jolt released their internal jam hosting tools public for all users to use as a service, to create their own game jams that integrated with the main site. Today, Game Jolt focuses on hosting and co-hosting game competitions with established brands in order to bring monetary and educational opportunities to their users. On April 15, 2024, an announcement was made about a collaboration with Pocket Worlds for the "HighRise Game Jam". Pocket Worlds had sold NFTs up until roughly 2022, causing a community outburst. The situation was addressed, and the situation started to disperse. == Contests == == Events == Game Jolt hosts both physical and virtual events to entertain and prank its users, which consists of the following: == History == Game Jolt has supported independent creators with a central platform to manage their content and communities since its start in 2003. David DeCarmine began development of Game Jolt at the age of 14 for a group of hobbyists, making games and sharing on forums in an early iteration known as Holo World. The original intention was to create a platform for gamers where new games could be discoverable and quickly playable, and where feedback could be provided directly to the creators, allowing them to continue improving their games. In 2008, Game Jolt was registered as an LLC, then incorporated as Game Jolt Inc. in September 2020. A new site launched in 2015 featuring a responsive design, automated curation for both games and game news articles which weighs how recent a game was uploaded and how popular it is ("hot") and filtering options on game listings for platform, maturity rating and development status. In March 2022, Game Jolt launched a mobile application simultaneously on the Google Play Store and Apple App Store targeted at Gen Z gamers and creators. While in beta, the mobile app had 100,000 installs pre-launch. === Game store === Game Jolt continues to host a large library of independent games. Game developers can upload their games directly to the site to share or sell. They would allow distribution for downloadable games, later adding support for Adobe Flash, Unity and Java games which allowed support for browser based games. In February 2013, Game Jolt built support for browser-based HTML5 games as well. A user levelling system was released into public beta in April 2013, incorporating the GJAPI trophies and highscores, as well as site activity, to generate 'EXP' (experience points). Game Jolt Jams released in early 2014 as a service to allow users to create their own game jams that integrated with the main site. In April 2016, an online marketplace was announced and released the following month with an exclusive set of game titles, including Bendy and the Ink Machine, allowing developers to sell their games on the site. In January 2016, Game Jolt released source code of the client and site's front end on GitHub under MIT license. In January 2022, Game Jolt banned adult games from appearing on the site, stating in an email to developers that the site had become a "social media platform" and they "had to make decisions around the direction and future of the brand which has now included the removal of hosted games with explicitly adult content." In response to a tweet by Itch.io saying the site is not for prudes, they wrote in their own tweet: "Game Jolt is a platform with a large audience of 13-16 year olds. Our users asked us to clean up, so here we are." == Investments == After bootstrapping Game Jolt with revenue earned from ads on the website for years, the DeCarmines secured venture capital in 2020 from SoftBank, doing so again in 2021 from founders of Twitch, Rec Room, Modio and more.

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  • LIFER/LADDER

    LIFER/LADDER

    LIFER/LADDER was one of the first database natural language processing systems. It was designed as a natural language interface to a database of information about US Navy ships. This system, as described in a paper by Hendrix (1978), used a semantic grammar to parse questions and query a distributed database. It was implemented in Interlisp. The LIFER/LADDER system could only support simple one-table queries or multiple table queries with easy join conditions. Some examples of queries it could accept: What are the length, width, and draft of the Kitty Hawk? When will Reeves achieve readiness rating C2? What is the nearest ship to Naples with a doctor on board? What ships are carrying cargo for the United States? Where are they going? Print the American cruisers’ current positions and states of readiness?

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  • Interim Measures for the Management of Anthropomorphic AI Interactive Services

    Interim Measures for the Management of Anthropomorphic AI Interactive Services

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

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  • Journal of Experimental and Theoretical Artificial Intelligence

    Journal of Experimental and Theoretical Artificial Intelligence

    The Journal of Experimental and Theoretical Artificial Intelligence is a quarterly peer-reviewed scientific journal published by Taylor and Francis. It covers all aspects of artificial intelligence and was established in 1989. The editor-in-chief is Eric Dietrich (Binghamton University), the deputy editors-in-chief are Li Pheng Khoo (School of Mechanical & Aerospace Engineering, Nanyang Technological University) and Antonio Lieto (Department of Computer Science, University of Turin). == Abstracting and indexing == The journal is abstracted and indexed in: According to the Journal Citation Reports, the journal has a 2020/2021 impact factor of 2.340 .

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  • Graphics address remapping table

    Graphics address remapping table

    The graphics address remapping table (GART), also known as the graphics aperture remapping table, or graphics translation table (GTT), is an I/O memory management unit (IOMMU) used by Accelerated Graphics Port (AGP) and PCI Express (PCIe) graphics cards. The GART allows the graphics card direct memory access (DMA) to the host system memory, through which buffers of textures, polygon meshes and other data are loaded. AMD later reused the same mechanism for I/O virtualization with other peripherals including disk controllers and network adapters. A GART is used as a means of data exchange between the main memory and video memory through which buffers (i.e. paging/swapping) of textures, polygon meshes and other data are loaded, but can also be used to expand the amount of video memory available for systems with only integrated or shared graphics (i.e. no discrete or inbuilt graphics processor), such as Intel HD Graphics processors. However, this type of memory (expansion) remapping has a caveat that affects the entire system: specifically, any GART, pre-allocated memory becomes pooled and cannot be utilised for any other purposes but graphics memory and display rendering. Since PCI Express, the GART is extended to the GTT (Graphics Translation Table), which act as a buffer or cache between system memory and graphics card, and in PCI Express, the GTT buffer size is changeable by the GPU driver. == Operating system support == === Windows === Support for AGP GART was added since Windows 95 OSR2. Later, support for GTT was added since Windows XP SP2 and Windows Vista. === Linux === Jeff Hartmann served as the primary maintainer of the Linux kernel's agpgart driver, which began as part of Brian Paul's Utah GLX accelerated Mesa 3D driver project. The developers primarily targeted Linux 2.4.x kernels, but made patches available against older 2.2.x kernels. Dave Jones heavily reworked agpgart for the Linux 2.6.x kernels, along with more contributions from Jeff Hartmann. === FreeBSD === In FreeBSD, the agpgart driver appeared in its 4.1 release. === Solaris === AGPgart support was introduced into Solaris Express Developer Edition as of its 7/05 release.

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  • Spatial–temporal reasoning

    Spatial–temporal reasoning

    Spatial–temporal reasoning is an area of artificial intelligence that draws from the fields of computer science, cognitive science, and cognitive psychology. The theoretic goal—on the cognitive side—involves representing and reasoning spatial-temporal knowledge in mind. The applied goal—on the computing side—involves developing high-level control systems of automata for navigating and understanding time and space. == Influence from cognitive psychology == A convergent result in cognitive psychology is that the connection relation is the first spatial relation that human babies acquire, followed by understanding orientation relations and distance relations. Internal relations among the three kinds of spatial relations can be computationally and systematically explained within the theory of cognitive prism as follows: the connection relation is primitive; an orientation relation is a distance comparison relation: you being in front of me can be interpreted as you are nearer to my front side than my other sides; a distance relation is a connection relation using a third object: you being one meter away from me can be interpreted as a one-meter-long object connected with you and me simultaneously. == Fragmentary representations of temporal calculi == Without addressing internal relations among spatial relations, AI researchers contributed many fragmentary representations. Examples of temporal calculi include Allen's interval algebra, and Vilain's & Kautz's point algebra. The most prominent spatial calculi are mereotopological calculi, Frank's cardinal direction calculus, Freksa's double cross calculus, Egenhofer and Franzosa's 4- and 9-intersection calculi, Ligozat's flip-flop calculus, various region connection calculi (RCC), and the Oriented Point Relation Algebra. Recently, spatio-temporal calculi have been designed that combine spatial and temporal information. For example, the spatiotemporal constraint calculus (STCC) by Gerevini and Nebel combines Allen's interval algebra with RCC-8. Moreover, the qualitative trajectory calculus (QTC) allows for reasoning about moving objects. == Quantitative abstraction == An emphasis in the literature has been on qualitative spatial-temporal reasoning which is based on qualitative abstractions of temporal and spatial aspects of the common-sense background knowledge on which our human perspective of physical reality is based. Methodologically, qualitative constraint calculi restrict the vocabulary of rich mathematical theories dealing with temporal or spatial entities such that specific aspects of these theories can be treated within decidable fragments with simple qualitative (non-metric) languages. Contrary to mathematical or physical theories about space and time, qualitative constraint calculi allow for rather inexpensive reasoning about entities located in space and time. For this reason, the limited expressiveness of qualitative representation formalism calculi is a benefit if such reasoning tasks need to be integrated in applications. For example, some of these calculi may be implemented for handling spatial GIS queries efficiently and some may be used for navigating, and communicating with, a mobile robot. == Relation algebra == Most of these calculi can be formalized as abstract relation algebras, such that reasoning can be carried out at a symbolic level. For computing solutions of a constraint network, the path-consistency algorithm is an important tool. == Software == GQR, constraint network solver for calculi like RCC-5, RCC-8, Allen's interval algebra, point algebra, cardinal direction calculus, etc. qualreas is a Python framework for qualitative reasoning over networks of relation algebras, such as RCC-8, Allen's interval algebra, and Allen's algebra integrated with Time Points and situated in either Left- or Right-Branching Time.

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  • DAYDREAMER

    DAYDREAMER

    DAYDREAMER is a goal-based agent and cognitive architecture developed at the University of California, Los Angeles by Erik T. Mueller and Michael G. Dyer beginning in 1983. The system models the human stream of thought and how it is triggered and directed by emotions, simulating human daydreaming. Taking situational descriptions as input, DAYDREAMER produces English-language daydreams as output and encodes new daydreams, plans, and planning strategies for later reuse. The program comprises five components: a scenario generator based on relaxed planning, a dynamic episodic memory, a collection of personal goals and control goals, an emotion component, and domain knowledge of interpersonal relations and everyday occurrences. The source code was released under a free software license in 2015. == History == Erik Mueller began DAYDREAMER in 1983 while he was a doctoral student in the Artificial Intelligence Laboratory of the Computer Science Department at the University of California, Los Angeles, studying under Michael G. Dyer. Initial development of the project was supported by a grant from the W. M. Keck Foundation with matching funds from the UCLA School of Engineering and Applied Sciences. Additionally, Mueller was supported by an Atlantic Richfield Doctoral Fellowship and Dyer by an IBM Faculty Development Award. The first published descriptions of the program appeared in 1985 at the Ninth International Joint Conference on Artificial Intelligence in Los Angeles and at the Seventh Annual Conference of the Cognitive Science Society in Irvine. Work on the program continued, and a book, Daydreaming in Humans and Machines, was published by Ablex Publishing in 1990. The program was implemented on top of GATE, a knowledge-representation and inference substrate developed by Mueller and Uri Zernik at UCLA, and was originally written in T, a dialect of Scheme. In 2015, Mueller released the DAYDREAMER source code, version 3.5, a Common Lisp rewrite of the original T implementation, on GitHub under the GNU General Public License version 2. The release comprised approximately 12,000 lines of Common Lisp code, along with the GATE knowledge-representation substrate on which DAYDREAMER had originally been built. == Architecture == The program operates in two modes. In daydreaming mode it daydreams continuously until interrupted, while performance mode allows it to demonstrate behavior it has learned through daydreaming. === Emotion and control goals === Emotions and daydreaming form a feedback loop for DAYDREAMER. Emotions activate goals that produce daydreams, and the resulting daydreams modify existing emotions and trigger new ones, which prompt subsequent daydreaming. Recall of a goal success produces a positive emotion whereas recall of a goal failure produces a negative emotion. Emotions activate a set of goals, called control goals, which direct the course of a daydream. The program has four control goals. "Rationalization" generates reasons why an unsatisfactory outcome is in fact acceptable, in order to reduce a negative emotion and maintain self-esteem. "Revenge" is activated by anger when a failure is caused by another and reduces negative emotion through imagined retaliation. "Failure/success reversal" imagines alternative scenarios in which a failure was prevented or a success did not occur as a means of learning planning strategies for future situations. "Preparation" generates hypothetical future scenarios in order to rehearse plans and actions for events that have not yet occurred. === Scenario generator and relaxed planning === The scenario generator produces the sequence of events that make up a daydream. It operates under multiple, often conflicting personal goals rather than pursuing a single goal, applies relaxation rules that permit the generation of non-realistic scenarios, and it draws on episodic memory of past experiences both as subject matter and as a source of planning knowledge. The personal goals that guide the scenario generator include health, food, sex, friendship, love, possessions, self-esteem, social esteem, enjoyment, and achievement. These goals are organized into a goal tree that specifies their relative importance at any given time. Relaxation rules allow the program to set aside its ordinary constraints when generating a scenario. The four constraints that may be relaxed are the behavior of others, the daydreamer's own attributes, physical constraints, and social constraints. The degree of relaxation varies with the active control goal. For example a failure-reversal goal aimed at alternatives uses a low level of relaxation, whereas a revenge goal aimed at a retaliation uses a high level. === Episodic memory and analogy === DAYDREAMER's episodic memory stores its personal and vicarious experiences along with the daydreams it generates. The memory is described as dynamic because it is continually modified during daydreaming such that previously daydreamed episodes become available alongside real ones. As it daydreams, the program indexes daydreams, future plans or actions, and planning strategies into memory. Episodes are organized and retrieved using surface-level similarities, emotions, abstract themes, and Plot Units which are abstract configurations of positive and negative outcomes developed by Wendy Lehnert. A recalled episode is adapted to the current situation through analogy, which requires less effort than generating an equivalent scenario from scratch. == Sample output == In the sample experience from the source code, called LOVERS1, DAYDREAMER begins from an initial situation in which it has a job, is not romantically involved, and is at home. Starting in daydreaming mode, it activates a top-level goal to be in a romantic relationship because it is not currently in one, and a positive motivating emotion of interest becomes associated with that goal. The program then activates a goal to be entertained and pursues seeing a film as a way to achieve it. Facts asserted into memory are converted to English and produced as output, such as "I want to be going out with someone" and "I have to go see a movie". == Reception and influence == DAYDREAMER has been cited in research on computational models of creativity, emotion, and narrative. Linda Wills and Janet Kolodner cite the program as an example of work on opportunism in their study of serendipitous recognition in design. Joseph Bates, A. Bryan Loyall, and W. Scott Reilly of the Carnegie Mellon Oz Project cite DAYDREAMER among prior work in their description of an architecture combining action, emotion, and social behavior. Rafael Pérez y Pérez, Ricardo Sosa, and Christian Lemaitre cite Mueller's DAYDREAMER as one of the few computer models at the time to model daydreaming during the creative process. Jichen Zhu and D. Fox Harrell likewise cite the program in their work on imagining and agency in generative interactive narrative.

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  • Cerebellar model articulation controller

    Cerebellar model articulation controller

    The cerebellar model arithmetic computer (CMAC) is a type of neural network based on a model of the mammalian cerebellum. It is also known as the cerebellar model articulation controller. It is a type of associative memory. The CMAC was first proposed as a function modeler for robotic controllers by James Albus in 1975 (hence the name), but has been extensively used in reinforcement learning and also as for automated classification in the machine learning community. The CMAC is an extension of the perceptron model. It computes a function for n {\displaystyle n} input dimensions. The input space is divided up into hyper-rectangles, each of which is associated with a memory cell. The contents of the memory cells are the weights, which are adjusted during training. Usually, more than one quantisation of input space is used, so that any point in input space is associated with a number of hyper-rectangles, and therefore with a number of memory cells. The output of a CMAC is the algebraic sum of the weights in all the memory cells activated by the input point. A change of value of the input point results in a change in the set of activated hyper-rectangles, and therefore a change in the set of memory cells participating in the CMAC output. The CMAC output is therefore stored in a distributed fashion, such that the output corresponding to any point in input space is derived from the value stored in a number of memory cells (hence the name associative memory). This provides generalisation. == Building blocks == In the adjacent image, there are two inputs to the CMAC, represented as a 2D space. Two quantising functions have been used to divide this space with two overlapping grids (one shown in heavier lines). A single input is shown near the middle, and this has activated two memory cells, corresponding to the shaded area. If another point occurs close to the one shown, it will share some of the same memory cells, providing generalisation. The CMAC is trained by presenting pairs of input points and output values, and adjusting the weights in the activated cells by a proportion of the error observed at the output. This simple training algorithm has a proof of convergence. It is normal to add a kernel function to the hyper-rectangle, so that points falling towards the edge of a hyper-rectangle have a smaller activation than those falling near the centre. One of the major problems cited in practical use of CMAC is the memory size required, which is directly related to the number of cells used. This is usually ameliorated by using a hash function, and only providing memory storage for the actual cells that are activated by inputs. == One-step convergent algorithm == Initially least mean square (LMS) method is employed to update the weights of CMAC. The convergence of using LMS for training CMAC is sensitive to the learning rate and could lead to divergence. In 2004, a recursive least squares (RLS) algorithm was introduced to train CMAC online. It does not need to tune a learning rate. Its convergence has been proved theoretically and can be guaranteed to converge in one step. The computational complexity of this RLS algorithm is O(N3). == Hardware implementation infrastructure == Based on QR decomposition, an algorithm (QRLS) has been further simplified to have an O(N) complexity. Consequently, this reduces memory usage and time cost significantly. A parallel pipeline array structure on implementing this algorithm has been introduced. Overall by utilizing QRLS algorithm, the CMAC neural network convergence can be guaranteed, and the weights of the nodes can be updated using one step of training. Its parallel pipeline array structure offers its great potential to be implemented in hardware for large-scale industry usage. == Continuous CMAC == Since the rectangular shape of CMAC receptive field functions produce discontinuous staircase function approximation, by integrating CMAC with B-splines functions, continuous CMAC offers the capability of obtaining any order of derivatives of the approximate functions. == Deep CMAC == In recent years, numerous studies have confirmed that by stacking several shallow structures into a single deep structure, the overall system could achieve better data representation, and, thus, more effectively deal with nonlinear and high complexity tasks. In 2018, a deep CMAC (DCMAC) framework was proposed and a backpropagation algorithm was derived to estimate the DCMAC parameters. Experimental results of an adaptive noise cancellation task showed that the proposed DCMAC can achieve better noise cancellation performance when compared with that from the conventional single-layer CMAC. == Summary ==

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  • Landweber iteration

    Landweber iteration

    The Landweber iteration or Landweber algorithm is an algorithm to solve ill-posed linear inverse problems, and it has been extended to solve non-linear problems that involve constraints. The method was first proposed in the 1950s by Louis Landweber, and it can be now viewed as a special case of many other more general methods. == Basic algorithm == The original Landweber algorithm attempts to recover a signal x from (noisy) measurements y. The linear version assumes that y = A x {\displaystyle y=Ax} for a linear operator A. When the problem is in finite dimensions, A is just a matrix. When A is nonsingular, then an explicit solution is x = A − 1 y {\displaystyle x=A^{-1}y} . However, if A is ill-conditioned, the explicit solution is a poor choice since it is sensitive to any noise in the data y. If A is singular, this explicit solution doesn't even exist. The Landweber algorithm is an attempt to regularize the problem, and is one of the alternatives to Tikhonov regularization. We may view the Landweber algorithm as solving: min x ‖ A x − y ‖ 2 2 / 2 {\displaystyle \min _{x}\|Ax-y\|_{2}^{2}/2} using an iterative method. The algorithm is given by the update x k + 1 = x k − ω A ∗ ( A x k − y ) . {\displaystyle x_{k+1}=x_{k}-\omega A^{}(Ax_{k}-y).} where the relaxation factor ω {\displaystyle \omega } satisfies 0 < ω < 2 / σ 1 2 {\displaystyle 0<\omega <2/\sigma _{1}^{2}} . Here σ 1 {\displaystyle \sigma _{1}} is the largest singular value of A {\displaystyle A} . If we write f ( x ) = ‖ A x − y ‖ 2 2 / 2 {\displaystyle f(x)=\|Ax-y\|_{2}^{2}/2} , then the update can be written in terms of the gradient x k + 1 = x k − ω ∇ f ( x k ) {\displaystyle x_{k+1}=x_{k}-\omega \nabla f(x_{k})} and hence the algorithm is a special case of gradient descent. For ill-posed problems, the iterative method needs to be stopped at a suitable iteration index, because it semi-converges. This means that the iterates approach a regularized solution during the first iterations, but become unstable in further iterations. The reciprocal of the iteration index 1 / k {\displaystyle 1/k} acts as a regularization parameter. A suitable parameter is found, when the mismatch ‖ A x k − y ‖ 2 2 {\displaystyle \|Ax_{k}-y\|_{2}^{2}} approaches the noise level. Using the Landweber iteration as a regularization algorithm has been discussed in the literature. == Nonlinear extension == In general, the updates generated by x k + 1 = x k − τ ∇ f ( x k ) {\displaystyle x_{k+1}=x_{k}-\tau \nabla f(x_{k})} will generate a sequence f ( x k ) {\displaystyle f(x_{k})} that converges to a minimizer of f whenever f is convex and the stepsize τ {\displaystyle \tau } is chosen such that 0 < τ < 2 / ( ‖ ∇ f ‖ 2 ) {\displaystyle 0<\tau <2/(\|\nabla f\|^{2})} where ‖ ⋅ ‖ {\displaystyle \|\cdot \|} is the spectral norm. Since this is special type of gradient descent, there currently is not much benefit to analyzing it on its own as the nonlinear Landweber, but such analysis was performed historically by many communities not aware of unifying frameworks. The nonlinear Landweber problem has been studied in many papers in many communities; see, for example. == Extension to constrained problems == If f is a convex function and C is a convex set, then the problem min x ∈ C f ( x ) {\displaystyle \min _{x\in C}f(x)} can be solved by the constrained, nonlinear Landweber iteration, given by: x k + 1 = P C ( x k − τ ∇ f ( x k ) ) {\displaystyle x_{k+1}={\mathcal {P}}_{C}(x_{k}-\tau \nabla f(x_{k}))} where P {\displaystyle {\mathcal {P}}} is the projection onto the set C. Convergence is guaranteed when 0 < τ < 2 / ( ‖ A ‖ 2 ) {\displaystyle 0<\tau <2/(\|A\|^{2})} . This is again a special case of projected gradient descent (which is a special case of the forward–backward algorithm) as discussed in. == Applications == Since the method has been around since the 1950s, it has been adopted and rediscovered by many scientific communities, especially those studying ill-posed problems. In X-ray computed tomography it is called simultaneous iterative reconstruction technique (SIRT). It has also been used in the computer vision community and the signal restoration community. It is also used in image processing, since many image problems, such as deconvolution, are ill-posed. Variants of this method have been used also in sparse approximation problems and compressed sensing settings.

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  • Richard S. Sutton

    Richard S. Sutton

    Richard Stuart Sutton (born 1957 or 1958) is a Canadian computer scientist. He is a professor of computing science at the University of Alberta, fellow & Chief Scientific Advisor at the Alberta Machine Intelligence Institute, and a research scientist at Keen Technologies. Sutton is considered one of the founders of modern computational reinforcement learning. In particular, he contributed to temporal difference learning and policy gradient methods. He received the 2024 Turing Award with Andrew Barto. == Education and early life == Richard Sutton was born in either 1957 or 1958 in Toledo, Ohio, and grew up in Oak Brook, Illinois, a suburb of Chicago, United States. Sutton received his Bachelor of Arts (BA) degree in psychology from Stanford University in 1978 before taking a Master of Science (1980) and PhD (1984) in computer science from the University of Massachusetts Amherst supervised by Andrew Barto. His doctoral dissertation introduced actor-critic architectures and temporal credit assignment. He was influenced by Harry Klopf's work in the 1970s, which proposed that supervised learning is insufficient for AI or explaining intelligent behavior, and trial-and-error learning, driven by "hedonic aspects of behavior", is necessary. This focused his interest to reinforcement learning. == Career and research == Sutton held a postdoctoral research position at the University of Massachusetts Amherst in 1984. He worked at GTE Laboratories in Waltham, Massachusetts as principal member of technical staff from 1985 to 1994, then returned to the University of Massachusetts Amherst as a senior research scientist. He joined AT&T Labs Shannon Laboratory in Florham Park, New Jersey as principal technical staff member from 1998 to 2002. He has been a professor of computing science at the University of Alberta since 2003, where he helped establish the Reinforcement Learning and Artificial Intelligence Laboratory. In 2017 he became a distinguished research scientist with Google DeepMind and helped launch DeepMind Alberta in Edmonton, a research office operated in close collaboration with the University of Alberta. 1984: Postdoctoral researcher, University of Massachusetts Amherst (Amherst, Massachusetts) 1985–1994: Principal member of technical staff, Computer and Intelligent Systems Laboratory, GTE Laboratories (Waltham, Massachusetts) 1995–1998: Senior research scientist, University of Massachusetts Amherst (Amherst, Massachusetts) 1998–2002: Principal technical staff member, Artificial Intelligence Department, AT&T Labs Shannon Laboratory (Florham Park, New Jersey) 2003–present: Professor of computing science, University of Alberta (Edmonton, Alberta) 2017–2023: Distinguished research scientist, DeepMind Alberta, Google DeepMind (Edmonton, Alberta) 2024–Present: Research scientist, Keen Technologies === Reinforcement learning === Sutton joined Andrew Barto in the early 1980s at UMass, trying to explore the behavior of neurons in the human brain as the basis for human intelligence, a concept that had been advanced by computer scientist A. Harry Klopf. Sutton and Barto used mathematics toward furthering the concept and using it as the basis for artificial intelligence. This concept became known as reinforcement learning and went on to becoming a key part of artificial intelligence techniques. Barto and Sutton used Markov decision processes (MDP) as the mathematical foundation to explain how agents (algorithmic entities) made decisions when in a stochastic or random environment, receiving rewards at the end of every action. Traditional MDP theory assumed the agents knew all information about the MDPs in their attempt toward maximizing their cumulative rewards. Barto and Sutton's reinforcement learning techniques allowed for both the environment and the rewards to be unknown, and thus allowed for these category of algorithms to be applied to a wide array of problems. Sutton returned to Canada in the 2000s and continued working on the topic which continued to develop in academic circles until one of its first major real world applications saw Google's AlphaGo program built on this concept defeating the then prevailing human champion. Barto and Sutton have widely been credited and accepted as pioneers of modern reinforcement learning, with the technique itself being foundational to the AI boom. In a 2019 essay, Sutton proposed the "bitter lesson", which criticized the field of AI research for failing to learn that "building in how we think we think does not work in the long run", arguing that "70 years of AI research [had shown] that general methods that leverage computation are ultimately the most effective, and by a large margin", beating efforts building on human knowledge about specific fields like computer vision, speech recognition, chess or Go. Sutton argues that large language models aren’t capable of learning on-the-job, and so new model architectures are required to enable continual learning. Sutton further argues that a special training phase will be unnecessary — the agent will learn on-the-fly, rendering large language models obsolete. In 2023, Sutton and John Carmack announced a partnership for the development of artificial general intelligence (AGI). === Awards and honors === Sutton has been a Fellow of the Association for the Advancement of Artificial Intelligence (AAAI) since 2001; his nomination read: "For significant contributions to many topics in machine learning, including reinforcement learning, temporal difference techniques, and neural networks." In 2003, he received the President's Award from the International Neural Network Society and in 2013, the Outstanding Achievement in Research award from the University of Massachusetts Amherst. He received the 2024 Turing Award from the Association for Computing Machinery together with Andrew Barto; the citation of the award read: "For developing the conceptual and algorithmic foundations of reinforcement learning." In 2016, Sutton was elected Fellow of the Royal Society of Canada. In 2021, he was elected Fellow of the Royal Society (FRS) of London. === Research === Sutton introduced temporal-difference methods for prediction and control, establishing convergence properties and practical algorithms. He proposed integrated learning and planning through the Dyna architecture. He co-developed the options framework for temporal abstraction in reinforcement learning. He co-authored the first modern policy gradient formulation with function approximation. Sutton's essay The Bitter Lesson argued that general methods that scale with computation dominate domain-specific approaches in the long run. His former doctoral students include David Silver and Doina Precup. === Selected publications === His publications include: == Personal life == Sutton became a Canadian citizen in 2015, and his renunciation of US citizenship was reported in 2017.

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  • OpenVX

    OpenVX

    OpenVX is an open, royalty-free standard for cross-platform acceleration of computer vision applications. It is designed by the Khronos Group to facilitate portable, optimized and power-efficient processing of methods for vision algorithms. This is aimed for embedded and real-time programs within computer vision and related scenarios. It uses a connected graph representation of operations. == Overview == OpenVX specifies a higher level of abstraction for programming computer vision use cases than compute frameworks such as OpenCL. The high level makes the programming easy and the underlying execution will be efficient on different computing architectures. This is done while having a consistent and portable vision acceleration API. OpenVX is based on a connected graph of vision nodes that can execute the preferred chain of operations. It uses an opaque memory model, allowing to move image data between the host (CPU) memory and accelerator, such as GPU memory. As a result, the OpenVX implementation can optimize the execution through various techniques, such as acceleration on various processing units or dedicated hardware. This architecture facilitates applications programmed in OpenVX on different systems with different power and performance, including battery-sensitive, vision-enabled, wearable displays. OpenVX is complementary to the open source vision library OpenCV. OpenVX in some applications offers a better optimized graph management than OpenCV. == History == OpenVX 1.0 specification was released in October 2014. OpenVX sample implementation was released in December 2014. OpenVX 1.1 specification was released on May 2, 2016. OpenVX 1.2 was released on May 1, 2017. Updated OpenVX adopters program and OpenVX 1.2 conformance test suite was released on November 21, 2017. OpenVX 1.2.1 was released on November 27, 2018. OpenVX 1.3 was released on October 22, 2019. == Implementations, frameworks and libraries == AMD MIVisionX Archived 2019-08-05 at the Wayback Machine - for AMD's CPUs and GPUs. Cadence - for Cadence Design Systems's Tensilica Vision DSPs. Imagination - for Imagination Technologies's PowerVR GPUs Synopsys - for Synopsys' DesignWare EV Vision Processors Texas Instruments’ OpenVX (TIOVX) - for Texas Instruments’ Jacinto™ ADAS SoCs. NVIDIA VisionWorks - for CUDA-capable Nvidia GPUs and SoCs. OpenVINO - for Intel's CPUs, GPUs, VPUs, and FPGAs.

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