AI Code Unlimited

AI Code Unlimited — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Business process automation

    Business process automation

    Business process automation (BPA), also known as business automation, refers to the technology-enabled automation of business processes. == Development approaches == There are three main approaches to developing BPA: traditional business process automation involves developing BPA software in a programming language for integrating relevant applications in the digital ecosystem to execute a given process; robotic process automation uses software robots (also called agents, bots, or workers) to emulate human-computer interaction for executing a combination of processes, activities, transactions, and tasks in one or more unrelated software systems; hyperautomation (also called intelligent automation (IA), intelligent process automation (IPA), integrated automation platform (IAP), and cognitive automation (CA) combines business process automation, artificial intelligence (AI), and machine learning (ML) to discover, validate, and execute organizational processes automatically with no or minimal human intervention. == Deployment == BPA toolsets vary in capability. With the increasing adoption of artificial intelligence (AI), organizations are implementing AI-driven technologies that can process natural language, interpret unstructured datasets, and interact with users. These systems are designed to adapt to new types of problems with reduced reliance on human intervention. == Business process management implementation == A business process management system differs from BPA. However, it is possible to implement automation based on a BPM implementation. The methods to achieve this vary, from writing custom application code to using specialist BPA tools. == Robotic process automation == Robotic process automation (RPA) involves the deployment of attended or unattended software agents in an organization's environment. These software agents, or robots, are programmed to perform predefined structured and repetitive sets of business tasks or processes. Robotic process automation is designed to streamline workflows by delegating repetitive tasks to software agents, allowing human workers to focus on more complex and strategic activities. BPA providers typically focus on different industry sectors, but the underlying approach is generally similar in that they aim to provide the shortest route to automation by interacting with the user interface rather than modifying the application code or database behind it. == Use of artificial intelligence == Artificial intelligence software robots are used to handle unstructured data sets (like images, texts, audios) and are often deployed after implementing robotic process automation. They can, for instance, generate an automatic transcript from a video. The combination of automation and artificial intelligence (AI) enables autonomy for robots, along with the capability to perform cognitive tasks. At this stage, robots can learn and improve processes by analyzing and adapting them.

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  • Open Neural Network Exchange

    Open Neural Network Exchange

    The Open Neural Network Exchange (ONNX) [ˈɒnɪks] is an open-source artificial intelligence ecosystem of technology companies and research organizations that establish open standards for representing machine learning algorithms and software tools to enable a standard format for representing machine learning models. ONNX is available on GitHub. == History == ONNX was originally named Toffee and was developed by the PyTorch team at Facebook. In September 2017 it was renamed to ONNX and announced by Facebook and Microsoft. Later, IBM, Huawei, Intel, AMD, Arm and Qualcomm announced support for the initiative. In October 2017, Microsoft announced that it would add its Cognitive Toolkit and Project Brainwave platform to the initiative. In November 2019 ONNX was accepted as graduate project in Linux Foundation AI. In October 2020 Zetane Systems became a member of the ONNX ecosystem. == Intent == The initiative targets: === Framework interoperability === Enable developers to move machine learning models between different frameworks, which may be used at different stages of the development process, such as training, architecture design, or deployment on mobile devices. === Shared optimization === Provide a common representation that can be used by hardware vendors and other developers to apply optimizations to artificial neural network models across multiple machine learning frameworks. == Contents == ONNX provides definitions of an extensible computation graph model, built-in operators and standard data types, focused on inferencing (evaluation).. The container format is Protocol Buffers. Each computation dataflow graph is a list of nodes that form an acyclic graph. Nodes have inputs and outputs. Each node is a call to an operator. Metadata documents the graph. Built-in operators are to be available on each ONNX-supporting framework. ONNX models can be trained in a single framework, such as PyTorch or TensorFlow, and then exported to ONNX. This format allows models to be transferred from the training framework to other environments for testing or deployment. Once a model is in ONNX format, it can be executed in different runtime systems or on various hardware platforms, such as GPUs or specialized AI accelerators. Using a common format enables the same model representation to be used across multiple systems and frameworks.

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  • MacSpeech Scribe

    MacSpeech Scribe

    MacSpeech Scribe is speech recognition software for Mac OS X designed specifically for transcription of recorded voice dictation. It runs on Mac OS X 10.6 Snow Leopard. The software transcribes dictation recorded by an individual speaker. Typically, the speaker will record their dictation using a digital recording device such as a handheld digital recorder, mobile smartphone (e.g. iPhone), or desktop or laptop computer with a suitable microphone. MacSpeech Scribe supports specific audio file formats for recorded dictation: .aif, .aiff, .wav, .mp4, .m4a, and .m4v. MacSpeech Scribe was originally developed by MacSpeech, Inc. and released February 11, 2010, at Macworld Expo in San Francisco. The product is now owned by Nuance Communications which acquired MacSpeech on February 16, 2010. Nuance is the developer of other speech recognition products including Dragon NaturallySpeaking for Windows, Dragon Dictate for Mac (formerly "MacSpeech Dictate"), and Dragon Dictation apps for iOS. Jeffery Battersby of Macworld noted in his September 2010 review of MacSpeech Scribe, v1.1: Small foibles aside, MacSpeech Scribe is a powerful and intelligent tool for transcribing your recorded speech. A simple training process and access to a wide variety of standard audio formats mean that you’ll be moving your spoken text to the printed page in a matter of minutes and with a minimum of hassle. Scribe is the best, simplest way for you to get your spoken word to the printed page. == Release history ==

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  • Ontology components

    Ontology components

    Contemporary ontologies share many structural similarities, regardless of the ontology language in which they are expressed. Most ontologies describe individuals (instances), classes (concepts), attributes, and relations. == List == Common components of ontologies include: Individuals instances or objects (the basic or "ground level" objects; the tokens). Classes sets, collections, concepts, types of objects, or kinds of things. Attributes aspects, properties, features, characteristics, or parameters that individuals (and classes and relations) can have. Relations ways in which classes and individuals can be related to one another. Relations can carry attributes that specify the relation further. Function terms complex structures formed from certain relations that can be used in place of an individual term in a statement. Restrictions formally stated descriptions of what must be true in order for some assertion to be accepted as input. Rules statements in the form of an if-then (antecedent-consequent) sentence that describe the logical inferences that can be drawn from an assertion in a particular form. Axioms assertions (including rules) in a logical form that together comprise the overall theory that the ontology describes in its domain of application. This definition differs from that of "axioms" in generative grammar and formal logic. In these disciplines, axioms include only statements asserted as a priori knowledge. As used here, "axioms" also include the theory derived from axiomatic statements. Events the changing of attributes or relations. Actions types of events. Ontologies are commonly encoded using ontology languages. == Individuals == Individuals (instances) are the basic, "ground level" components of an ontology. The individuals in an ontology may include concrete objects such as people, animals, tables, automobiles, molecules, and planets, as well as abstract individuals such as numbers and words (although there are differences of opinion as to whether numbers and words are classes or individuals). Strictly speaking, an ontology need not include any individuals, but one of the general purposes of an ontology is to provide a means of classifying individuals, even if those individuals are not explicitly part of the ontology. In formal extensional ontologies, only the utterances of words and numbers are considered individuals – the numbers and names themselves are classes. In a 4D ontology, an individual is identified by its spatio-temporal extent. Examples of formal extensional ontologies are BORO, ISO 15926 and the model in development by the IDEAS Group. == Classes == == Attributes == Objects in an ontology can be described by relating them to other things, typically aspects or parts. These related things are often called attributes, although they may be independent things. Each attribute can be a class or an individual. The kind of object and the kind of attribute determine the kind of relation between them. A relation between an object and an attribute express a fact that is specific to the object to which it is related. For example, the Ford Explorer object has attributes such as: ⟨has as name⟩ Ford Explorer ⟨as by definition as part⟩ 6-speed transmission ⟨as by definition as part⟩ door (with as minimum and maximum cardinality: 4) ⟨as by definition as part one of⟩ {4.0L engine, 4.6L engine} The value of an attribute can be a complex data type; in this example, the related engine can only be one of a list of subtypes of engines, not just a single thing. Ontologies are only true ontologies if concepts are related to other concepts (the concepts do have attributes). If that is not the case, then you would have either a taxonomy (if hyponym relationships exist between concepts) or a controlled vocabulary. These are useful, but are not considered true ontologies. == Relations == Relations (also known as relationships) between objects in an ontology specify how objects are related to other objects. Typically a relation is of a particular type (or class) that specifies in what sense the object is related to the other object in the ontology. For example, in the ontology that contains the concept Ford Explorer and the concept Ford Bronco might be related by a relation of type ⟨is defined as a successor of⟩. The full expression of that fact then becomes: Ford Explorer is defined as a successor of : Ford Bronco This tells us that the Explorer is the model that replaced the Bronco. This example also illustrates that the relation has a direction of expression. The inverse expression expresses the same fact, but with a reverse phrase in natural language. Much of the power of ontologies comes from the ability to describe relations. Together, the set of relations describes the semantics of the domain: that is, its various semantic relations, such as synonymy, hyponymy and hypernymy, coordinate relation, and others. The set of used relation types (classes of relations) and their subsumption hierarchy describe the expression power of the language in which the ontology is expressed. An important type of relation is the subsumption relation (is-a-superclass-of, the converse of is-a, is-a-subtype-of or is-a-subclass-of). This defines which objects are classified by which class. For example, we have already seen that the class Ford Explorer is-a-subclass-of 4-Wheel Drive Car, which in turn is-a-subclass-of Car. The addition of the is-a-subclass-of relationships creates a taxonomy; a tree-like structure (or, more generally, a partially ordered set) that clearly depicts how objects relate to one another. In such a structure, each object is the 'child' of a 'parent class' (Some languages restrict the is-a-subclass-of relationship to one parent for all nodes, but many do not). Another common type of relations is the mereology relation, written as part-of, that represents how objects combine to form composite objects. For example, if we extended our example ontology to include concepts like Steering Wheel, we would say that a "Steering Wheel is-by-definition-a-part-of-a Ford Explorer" since a steering wheel is always one of the components of a Ford Explorer. If we introduce meronymy relationships to our ontology, the hierarchy that emerges is no longer able to be held in a simple tree-like structure since now members can appear under more than one parent or branch. Instead this new structure that emerges is known as a directed acyclic graph. As well as the standard is-a-subclass-of and is-by-definition-a-part-of-a relations, ontologies often include additional types of relations that further refine the semantics they model. Ontologies might distinguish between different categories of relation types. For example: relation types for relations between classes relation types for relations between individuals relation types for relations between an individual and a class relation types for relations between a single object and a collection relation types for relations between collections Relation types are sometimes domain-specific and are then used to store specific kinds of facts or to answer particular types of questions. If the definitions of the relation types are included in an ontology, then the ontology defines its own ontology definition language. An example of an ontology that defines its own relation types and distinguishes between various categories of relation types is the Gellish ontology. For example, in the domain of automobiles, we might need a made-in type relationship which tells us where each car is built. So the Ford Explorer is made-in Louisville. The ontology may also know that Louisville is-located-in Kentucky and Kentucky is-classified-as-a state and is-a-part-of the U.S. Software using this ontology could now answer a question like "which cars are made in the U.S.?"

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  • AI washing

    AI washing

    AI washing is a deceptive marketing tactic that consists of promoting a product or a service by overstating the role of artificial intelligence (AI) and the integration of it. Companies often involve in the practice to mislead customers to boost their offerings, and to secure funding from investors. The practice raises concerns regarding transparency, and legal issues. == Definition == AI washing is a deceptive marketing practice. It involves promoting a product or a service by overstating the role of artificial intelligence (AI) and its integration in the design and manufacture of the same. The practice raises concerns regarding transparency, compliance with security regulations, and consumer trust in the AI industry potentially hampering legitimate advancements in AI. The term was first defined by the AI Now Institute, a research institute based at New York University in 2019. The term is derived from greenwashing, another deceptive marketing technique that misrepresents a product's environmental impact in a similar manner. AI washing might involve a company claiming to have used AI in the development or enhancement of its products or services without its actual involvement, or using buzzwords such as "smart" or "AI-powered" without the product actually offering it or making use of it. A company may overstate the usage of AI or misuse the term, which is also construed as AI washing. In 2026, The Washington Post defined AI washing as "a trend for bosses to blame layoffs on the productive capabilities of AI and its ability to replace workers, even when job cuts may have little to do with the technology". == Usage and effects == AI washing can lead to deception of customers and misleading of investors. It is also an illegal and unethical practice that lacks transparency regarding disclosing the details of a product or a service. Companies get involved in such a practice often in response to competition who might have used AI in their offerings. It might also be used as a ploy to secure funding and investment, assuming that it will attract them towards it. AI washing has been compared to dot-com bubble, when businesses appended "dot-com" to the end of the business name to boost their valuation. In September 2023, Coca-Cola released a new product called Coca-Cola Y3000, and the company stated that the Y3000 flavor had been "co-created with human and artificial intelligence". The company was accused of AI washing due to no proof of AI involvement in the creation of the product, and critics believed that AI was used as a way to grab consumer attention more than it was used in the actual product creation. In 2026, mass tech layoffs were attributed to AI washing from AI innovation instead of balance sheet restructuring. == Mitigation == Companies are expected to be transparent and clearer in communicating the usage of AI in their products or services. Consumers can mitigate the same by requesting for hard evidence from the companies regarding the usage of AI tools. Customers should evaluate the product or service as a whole rather than being swayed by the usage of AI. Informed decision making and purchasing can keep them from falling for such marketing gimmicks. The United States Securities and Exchange Commission (SEC) imposes penalties for companies indulging in such practices. In March 2024, the SEC imposed the first civil penalties on two companies for misleading statements about their use of AI, and in July 2024, it charged a corporate executive from a supposed AI hiring startup with fraud for the usage of buzzwords related to AI.

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  • China brain

    China brain

    In the philosophy of mind, the China brain thought experiment (also known as the Chinese Nation, Chinese Gym, or China-body) considers what would happen if each person in the entire population of China were asked to simulate the action of one neuron in the brain, using telephones or walkie-talkies to simulate the axons and dendrites that connect neurons. The question this thought experiment attempts to answer is whether this arrangement would have a mind or consciousness in the same way that the human brain exhibits. Early versions of this scenario were put forward in 1961 by Anatoly Dneprov, in 1974 by Lawrence Davis, and again in 1978 by Ned Block. Block argues that the China brain would not have a mind, whereas Daniel Dennett argues that it would. The China brain problem is a special case of the more general problem of whether minds could exist within other, larger minds. The Chinese room scenario analyzed by John Searle is a similar thought experiment in philosophy of mind that relates to artificial intelligence. Instead of people who each model a single neuron of the brain, in the Chinese room, clerks who do not speak Chinese accept notes in Chinese and return an answer in Chinese according to a set of rules, without the people in the room ever understanding what those notes mean. In fact, the original short story The Game (1961) by Dneprov contains both the China brain and the Chinese room scenarios. == Background == Many theories of mental states are materialist, that is, they describe the mind as the behavior of a physical object like the brain. One formerly prominent example is the identity theory, which says that mental states are brain states. One criticism is the problem of multiple realizability. The physicalist theory that responds to this is functionalism, which states that a mental state can be whatever functions as a mental state. That is, the mind can be composed of neurons, or it could be composed of wood, rocks or toilet paper, as long as it provides mental functionality. == Description == Suppose that the whole nation of China were reordered to simulate the workings of a single brain (that is, to act as a mind according to functionalism). Each Chinese person acts as (say) a neuron, and communicates by special two-way radio in corresponding way to the other people. The current mental state of the China brain is displayed on satellites that may be seen from anywhere in China. The China brain would then be connected via radio to a body, one that provides the sensory inputs and behavioral outputs of the China brain. Thus, the China brain possesses all the elements of a functional description of mind: sensory inputs, behavioral outputs, and internal mental states causally connected to other mental states. If the nation of China can be made to act in this way, then, according to functionalism, this system would have a mind. Block's goal is to show how unintuitive it is to think that such an arrangement could create a mind capable of thoughts and feelings. == Consciousness == The China brain argues that consciousness is a problem for functionalism. Block's Chinese nation presents a version of what is known as the absent qualia objection to functionalism because it purports to show that it is possible for something to be functionally equivalent to a human being and yet have no conscious experience. A creature that functions like a human being but does not feel anything is known as a "philosophical zombie". So the absent qualia objection to functionalism could also be called the "zombie objection". == Criticisms == Some philosophers, like Daniel Dennett, have concluded that the China brain does create a mental state. Functionalist philosophers of mind endorse the idea that something like the China brain can realise a mind, and that neurons are, in principle, not the only material that can create a mental state.

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  • Semantic network

    Semantic network

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

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  • Leela Zero

    Leela Zero

    Leela Zero is a free and open-source computer Go program released on 25 October 2017. It is developed by Belgian programmer Gian-Carlo Pascutto, the author of chess engine Sjeng and Go engine Leela. Leela Zero's algorithm is based on DeepMind's 2017 paper about AlphaGo Zero. Unlike the original Leela, which has a lot of human knowledge and heuristics programmed into it, the program code in Leela Zero only knows the basic rules and nothing more. The knowledge that makes Leela Zero a strong player is contained in a neural network, which is trained based on the results of previous games that the program played. Leela Zero is trained by a distributed effort, which is coordinated at the Leela Zero website. Members of the community provide computing resources by running the client, which generates self-play games and submits them to the server. The self-play games are used to train newer networks. Generally, over 500 clients have connected to the server to contribute resources. The community has provided high quality code contributions as well. == Version history == Leela Zero finished third at the BerryGenomics Cup World AI Go Tournament in Fuzhou, Fujian, China on 28 April 2018. The New Yorker at the end of 2018 characterized Leela and Leela Zero as "the world’s most successful open-source Go engines". In early 2018, another team branched Leela Chess Zero from the same code base, also to verify the methods in the AlphaZero paper as applied to the game of chess. AlphaZero's use of Google TPUs was replaced by a crowd-sourcing infrastructure and the ability to use graphics card GPUs via the OpenCL library. Even so, it is expected to take a year of crowd-sourced training to make up for the dozen hours that AlphaZero was allowed to train for its chess match in the paper. The distributed training server was shut down on 2021-02-15, marking the end of Leela Zero project. The page now directs visitors to KataGo and SAI. The model sizes increased steadily over time. The first released model has hash name d645af97, size 1x8 (1 layer, 8 channels), and released at 2017-11-10 13:04. The last released model has hash name 0e9ea880, size 40x256, and was released at 2021-02-15 09:04. == Technology == Leela Zero is an (almost) exact replication of AlphaGo Zero in both training process and architecture. The training process is Monte-Carlo Tree Search with self-play, exactly the same as AlphaGo Zero. The architecture is the same as AlphaGo Zero (with one difference). Consider the last released model, 0e9ea880. It has 47 million parameters, and the following architecture: The stem of the network takes as input a 18x19x19 tensor representation of the Go board. 8 channels are the positions of the current player's stones from the last eight time steps. (1 if there is a stone, 0 otherwise. If the time step go before the beginning of the game, then 0 in all positions.) 8 channels are the positions of the other player's stones from the last eight time steps. 1 channel is all 1 if black is to move, and 0 otherwise. 1 channel is all 1 if white is to move, and 0 otherwise. (This channel is not present in the original AlphaGo Zero) The body is a ResNet with 40 residual blocks and 256 channels. There are two heads, a policy head and a value head. Policy head outputs a logit array of size 19 × 19 + 1 {\displaystyle 19\times 19+1} , representing the logit of making a move in one of the points, plus the logit of passing. Value head outputs a number in the range ( − 1 , + 1 ) {\displaystyle (-1,+1)} , representing the expected score for the current player. -1 represents current player losing, and +1 winning.

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  • Amazon Kinesis

    Amazon Kinesis

    Amazon Kinesis is a family of services provided by Amazon Web Services (AWS) for processing and analyzing real-time streaming data at a large scale. Launched in November 2013, it offers developers the ability to build applications that can consume and process data from multiple sources simultaneously. Kinesis supports multiple use cases, including real-time analytics, log and event data collection, and real-time processing of data generated by IoT devices. == History == Amazon Kinesis was launched by Amazon Web Services (AWS) in November 2013 as a managed service for processing and analyzing real-time streaming data at a large scale. The service was introduced to address the growing need for businesses to process and analyze data as it was generated, rather than in batches, allowing for real-time insights and decision-making. Since its launch, the Amazon Kinesis family of services has expanded to include four main components: Kinesis Data Streams, Kinesis Data Firehose, Kinesis Data Analytics, and Kinesis Video Streams. Each of these components serves a specific purpose in the processing and analysis of real-time streaming data. In August 2015, AWS announced the availability of Kinesis Data Firehose, a fully managed service for delivering real-time streaming data to destinations such as Amazon S3, Amazon Redshift, and Amazon Elasticsearch. A year later in August 2016, AWS launched Kinesis Data Analytics, enabling customers to analyze streaming data in real time using standard SQL queries. AWS introduced Kinesis Video Streams, a fully managed service for securely capturing, processing, and storing video streams for analytics and machine learning applications, was introduced by AWS in November 2017. == Components == Amazon Kinesis is composed of four main services: Kinesis Data Streams, Kinesis Data Firehose, Kinesis Data Analytics, and Kinesis Video Streams. === Kinesis Data Streams === Kinesis Data Streams is a scalable and durable real-time data streaming service that captures and processes gigabytes of data per second from multiple sources. It enables the storage and processing of data in real time, making it useful for applications that require immediate insights, such as monitoring and alerting. === Kinesis Data Firehose === Kinesis Data Firehose is a fully managed service for delivering real-time streaming data to destinations such as Amazon S3, Amazon Redshift, Amazon Elasticsearch, and AWS-partner data stores. With Data Firehose, users can configure and scale data delivery without manual intervention. === Kinesis Data Analytics === Kinesis Data Analytics enables the analysis of streaming data in real time using standard SQL or Apache Flink. === Kinesis Video Streams === Kinesis Video Streams is a fully managed service for securely capturing, processing, and storing video streams for analytics and machine learning. It supports multiple video codecs and streaming protocols, making it suitable for various use cases, such as security and surveillance, video-enabled IoT devices, and live event broadcasting. == Integration == Amazon Kinesis can be easily integrated with other AWS services, such as AWS Lambda, Amazon S3, Amazon Redshift, and Amazon OpenSearch. This integration enables developers to build end-to-end streaming data processing applications, taking advantage of the extensive AWS ecosystem. == Use cases == Some common use cases for Amazon Kinesis include: Real-time analytics: Analyzing streaming data in real time to provide immediate insights and make data-driven decisions. Log and event data collection: Collecting, processing, and analyzing log and event data generated by applications, infrastructure, and devices. IoT data processing: Processing and analyzing large volumes of data generated by IoT devices in real time. Machine learning: Ingesting and processing video streams for machine learning applications, such as object recognition, facial recognition, and sentiment analysis. == Pricing == Amazon Kinesis follows a pay-as-you-go pricing model, with costs depending on the chosen service, data volume, and processing power required. AWS provides a free tier for Kinesis Data Streams and Kinesis Data Firehose, allowing users to get started with the services at no cost.

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  • Hyper basis function network

    Hyper basis function network

    In machine learning, a Hyper basis function network, or HyperBF network, is a generalization of radial basis function (RBF) networks concept, where the Mahalanobis-like distance is used instead of the Euclidean distance measure. Hyper basis function networks were first introduced by Poggio and Girosi in the 1990 paper “Networks for Approximation and Learning”. == Network Architecture == The typical HyperBF network structure consists of a real input vector x ∈ R n {\displaystyle x\in \mathbb {R} ^{n}} , a hidden layer of activation functions and a linear output layer. The output of the network is a scalar function of the input vector, ϕ : R n → R {\displaystyle \phi :\mathbb {R} ^{n}\to \mathbb {R} } , is given by where N {\displaystyle N} is a number of neurons in the hidden layer, μ j {\displaystyle \mu _{j}} and a j {\displaystyle a_{j}} are the center and weight of neuron j {\displaystyle j} . The activation function ρ j ( | | x − μ j | | ) {\displaystyle \rho _{j}(||x-\mu _{j}||)} at the HyperBF network takes the following form where R j {\displaystyle R_{j}} is a positive definite d × d {\displaystyle d\times d} matrix. Depending on the application, the following types of matrices R j {\displaystyle R_{j}} are usually considered R j = 1 2 σ 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma ^{2}}}\mathbb {I} _{d\times d}} , where σ > 0 {\displaystyle \sigma >0} . This case corresponds to the regular RBF network. R j = 1 2 σ j 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma _{j}^{2}}}\mathbb {I} _{d\times d}} , where σ j > 0 {\displaystyle \sigma _{j}>0} . In this case, the basis functions are radially symmetric, but are scaled with different width. R j = d i a g ( 1 2 σ j 1 2 , . . . , 1 2 σ j z 2 ) I d × d {\displaystyle R_{j}=diag\left({\frac {1}{2\sigma _{j1}^{2}}},...,{\frac {1}{2\sigma _{jz}^{2}}}\right)\mathbb {I} _{d\times d}} , where σ j i > 0 {\displaystyle \sigma _{ji}>0} . Every neuron has an elliptic shape with a varying size. Positive definite matrix, but not diagonal. == Training == Training HyperBF networks involves estimation of weights a j {\displaystyle a_{j}} , shape and centers of neurons R j {\displaystyle R_{j}} and μ j {\displaystyle \mu _{j}} . Poggio and Girosi (1990) describe the training method with moving centers and adaptable neuron shapes. The outline of the method is provided below. Consider the quadratic loss of the network H [ ϕ ∗ ] = ∑ i = 1 N ( y i − ϕ ∗ ( x i ) ) 2 {\displaystyle H[\phi ^{}]=\sum _{i=1}^{N}(y_{i}-\phi ^{}(x_{i}))^{2}} . The following conditions must be satisfied at the optimum: where R j = W T W {\displaystyle R_{j}=W^{T}W} . Then in the gradient descent method the values of a j , μ j , W {\displaystyle a_{j},\mu _{j},W} that minimize H [ ϕ ∗ ] {\displaystyle H[\phi ^{}]} can be found as a stable fixed point of the following dynamic system: where ω {\displaystyle \omega } determines the rate of convergence. Overall, training HyperBF networks can be computationally challenging. Moreover, the high degree of freedom of HyperBF leads to overfitting and poor generalization. However, HyperBF networks have an important advantage that a small number of neurons is enough for learning complex functions.

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  • Tree (abstract data type)

    Tree (abstract data type)

    In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the root node, which has no parent (i.e., the root node as the top-most node in the tree hierarchy). These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes (parent and children nodes of a node under consideration, if they exist) in a single straight line (called edge or link between two adjacent nodes). Binary trees are a commonly used type, which constrain the number of children for each parent to at most two. When the order of the children is specified, this data structure corresponds to an ordered tree in graph theory. A value or pointer to other data may be associated with every node in the tree, or sometimes only with the leaf nodes, which have no children nodes. The abstract data type (ADT) can be represented in a number of ways, including a list of parents with pointers to children, a list of children with pointers to parents, or a list of nodes and a separate list of parent-child relations (a specific type of adjacency list). Representations might also be more complicated, for example using indexes or ancestor lists for performance. Trees as used in computing are similar to but can be different from mathematical constructs of trees in graph theory, trees in set theory, and trees in descriptive set theory. == Terminology == A node is a structure which may contain data and connections to other nodes, sometimes called edges or links. Each node in a tree has zero or more child nodes, which are below it in the tree (by convention, trees are drawn with descendants going downwards). A node that has a child is called the child's parent node (or superior). All nodes have exactly one parent, except the topmost root node, which has none. A node might have many ancestor nodes, such as the parent's parent. Child nodes with the same parent are sibling nodes. Typically siblings have an order, with the first one conventionally drawn on the left. Some definitions allow a tree to have no nodes at all, in which case it is called empty. An internal node (also known as an inner node, inode for short, or branch node) is any node of a tree that has child nodes. Similarly, an external node (also known as an outer node, leaf node, or terminal node) is any node that does not have child nodes. The height of a node is the length of the longest downward path to a leaf from that node. The height of the root is the height of the tree. The depth of a node is the length of the path to its root (i.e., its root path). Thus the root node has depth zero, leaf nodes have height zero, and a tree with only a single node (hence both a root and leaf) has depth and height zero. Conventionally, an empty tree (tree with no nodes, if such are allowed) has height −1. Each non-root node can be treated as the root node of its own subtree, which includes that node and all its descendants. Other terms used with trees: Neighbor Parent or child. Ancestor A node reachable by repeated proceeding from child to parent. Descendant A node reachable by repeated proceeding from parent to child. Also known as subchild. Degree For a given node, its number of children. A leaf, by definition, has degree zero. Degree of tree The degree of a tree is the maximum degree of a node in the tree. Distance The number of edges along the shortest path between two nodes. Level The level of a node is the number of edges along the unique path between it and the root node. This is the same as depth. Width The number of nodes in a level. Breadth The number of leaves. Complete tree A tree with every level filled, except the last. Forest A set of one or more disjoint trees. Ordered tree A rooted tree in which an ordering is specified for the children of each vertex. Size of a tree Number of nodes in the tree. == Common operations == Enumerating all the items Enumerating a section of a tree Searching for an item Adding a new item at a certain position on the tree Deleting an item Pruning: Removing a whole section of a tree Grafting: Adding a whole section to a tree Finding the root for any node Finding the lowest common ancestor of two nodes === Traversal and search methods === Stepping through the items of a tree, by means of the connections between parents and children, is called walking the tree, and the action is a walk of the tree. Often, an operation might be performed when a pointer arrives at a particular node. A walk in which each parent node is traversed before its children is called a pre-order walk; a walk in which the children are traversed before their respective parents are traversed is called a post-order walk; a walk in which a node's left subtree, then the node itself, and finally its right subtree are traversed is called an in-order traversal. (This last scenario, referring to exactly two subtrees, a left subtree and a right subtree, assumes specifically a binary tree.) A level-order walk effectively performs a breadth-first search over the entirety of a tree; nodes are traversed level by level, where the root node is visited first, followed by its direct child nodes and their siblings, followed by its grandchild nodes and their siblings, etc., until all nodes in the tree have been traversed. == Representations == There are many different ways to represent trees. In working memory, nodes are typically dynamically allocated records with pointers to their children, their parents, or both, as well as any associated data. If of a fixed size, the nodes might be stored in a list. Nodes and relationships between nodes might be stored in a separate special type of adjacency list. In relational databases, nodes are typically represented as table rows, with indexed row IDs facilitating pointers between parents and children. Nodes can also be stored as items in an array, with relationships between them determined by their positions in the array (as in a binary heap). A binary tree can be implemented as a list of lists: the head of a list (the value of the first term) is the left child (subtree), while the tail (the list of second and subsequent terms) is the right child (subtree). This can be modified to allow values as well, as in Lisp S-expressions, where the head (value of first term) is the value of the node, the head of the tail (value of second term) is the left child, and the tail of the tail (list of third and subsequent terms) is the right child. Ordered trees can be naturally encoded by finite sequences, for example with natural numbers. == Examples of trees and non-trees == == Type theory == As an abstract data type, the abstract tree type T with values of some type E is defined, using the abstract forest type F (list of trees), by the functions: value: T → E children: T → F nil: () → F node: E × F → T with the axioms: value(node(e, f)) = e children(node(e, f)) = f In terms of type theory, a tree is an inductive type defined by the constructors nil (empty forest) and node (tree with root node with given value and children). == Mathematical terminology == Viewed as a whole, a tree data structure is an ordered tree, generally with values attached to each node. Concretely, it is (if required to be non-empty): A rooted tree with the "away from root" direction (a more narrow term is an "arborescence"), meaning: A directed graph, whose underlying undirected graph is a tree (any two vertices are connected by exactly one simple path), with a distinguished root (one vertex is designated as the root), which determines the direction on the edges (arrows point away from the root; given an edge, the node that the edge points from is called the parent and the node that the edge points to is called the child), together with: an ordering on the child nodes of a given node, and a value (of some data type) at each node. Often trees have a fixed (more properly, bounded) branching factor (outdegree), particularly always having two child nodes (possibly empty, hence at most two non-empty child nodes), hence a "binary tree". Allowing empty trees makes some definitions simpler, some more complicated: a rooted tree must be non-empty, hence if empty trees are allowed the above definition instead becomes "an empty tree or a rooted tree such that ...". On the other hand, empty trees simplify defining fixed branching factor: with empty trees allowed, a binary tree is a tree such that every node has exactly two children, each of which is a tree (possibly empty). == Applications == Trees are commonly used to represent or manipulate hierarchical data in ap

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  • Darkforest

    Darkforest

    Darkforest is a computer go program developed by Meta Platforms, based on deep learning techniques using a convolutional neural network. Its updated version Darkfores2 combines the techniques of its predecessor with Monte Carlo tree search. The MCTS effectively takes tree search methods commonly seen in computer chess programs and randomizes them. With the update, the system is known as Darkfmcts3. Darkforest is of similar strength to programs like CrazyStone and Zen. It has been tested against a professional human player at the 2016 UEC cup. Google's AlphaGo program won against a professional player in October 2015 using a similar combination of techniques. Darkforest is named after Liu Cixin's science fiction novel The Dark Forest. == Background == Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on cutting-edge hardware, and Go's evaluation function could change drastically with one stone change. However, by using a Deep Convolutional Neural Network designed for long-term predictions, Darkforest has been able to substantially improve the win rate for bots over more traditional Monte Carlo Tree Search based approaches. === Matches === Against human players, Darkfores2 achieves a stable 3d ranking on KGS Go Server, which roughly corresponds to an advanced amateur human player. However, after adding Monte Carlo Tree Search to Darkfores2 to create a much stronger player named darkfmcts3, it can achieve a 5d ranking on the KGS Go Server. ==== Against other AI ==== darkfmcts3 is on par with state-of-the-art Go AIs such as Zen, DolBaram and Crazy Stone, but lags behind AlphaGo. It won 3rd place in January 2016 KGS Bot Tournament against other Go AIs. === News coverage === After Google's AlphaGo won against Fan Hui in 2015, Facebook made its AI's hardware designs public, alongside releasing the code behind DarkForest as open-source, in addition to heavy recruiting to strengthen its team of AI engineers. == Style of play == Darkforest uses a neural network to sort through the 10100 board positions, and find the most powerful next move. However, neural networks alone cannot match the level of good amateur players or the best search-based Go engines, and so Darkfores2 combines the neural network approach with a search-based machine. A database of 250,000 real Go games were used in the development of Darkforest, with 220,000 used as a training set and the rest used to test the neural network's ability to predict the next moves played in the real games. This allows Darkforest to accurately evaluate the global state of the board, but local tactics were still poor. Search-based engines have poor global evaluation, but are good at local tactics. Combining these two approaches is difficult because search-based engines work much faster than neural networks, a problem which was solved in Darkfores2 by running the processes in parallel with frequent communication between the two. === Conventional strategies === Go is generally played by analyzing the position of the stones on the board. Various advanced players have described it as playing in some part subconsciously. Unlike chess and checkers, where AI players can simply look further forward at moves than human players, but with each round of Go having on average 250 possible moves, that approach is ineffective. Instead, neural networks copy human play by training the AI systems on images of successful moves, the AI can effectively learn how to interpret how the board looks, as many grandmasters do. In November 2015, Facebook demonstrated the combination of MCTS with neural networks, which played with a style that "felt human". === Flaws === It has been noted that Darkforest still has flaws in its playstyle. The bot sometimes plays tenuki ("move elsewhere") pointlessly when local powerful moves are required. When the bot is losing, it shows the typical behavior of MCTS, it plays bad moves and loses more. The Facebook AI team has acknowledged these as areas of future improvement. == Program architecture == The family of Darkforest computer go programs is based on convolution neural networks. The most recent advances in Darkfmcts3 combined convolutional neural networks with more traditional Monte Carlo tree search. Darkfmcts3 is the most advanced version of Darkforest, which combines Facebook's most advanced convolutional neural network architecture from Darkfores2 with a Monte Carlo tree search. Darkfmcts3 relies on a convolution neural networks that predicts the next k moves based on the current state of play. It treats the board as a 19x19 image with multiple channels. Each channel represents a different aspect of board information based upon the specific style of play. For standard and extended play, there are 21 and 25 different channels, respectively. In standard play, each players liberties are represented as six binary channels or planes. The respective plane is true if the player one, two, or three or more liberties available. Ko (i.e. illegal moves) is represented as one binary plane. Stone placement for each opponent and empty board positions are represented as three binary planes, and the duration since a stone has been placed is represented as real numbers on two planes, one for each player. Lastly, the opponents rank is represented by nine binary planes, where if all are true, the player is a 9d level, if 8 are true, an 8d level, and so forth. Extended play additionally considers the border (binary plane that is true at the border), position mask (represented as distance from the board center, i.e. x ( − 0.5 ∗ d i s t a n c e 2 ) {\displaystyle x^{(-0.5distance^{2})}} , where x {\displaystyle x} is a real number at a position), and each player's territory (binary, based on which player a location is closer to). Darkfmct3 uses a 12-layer full convolutional network with a width of 384 nodes without weight sharing or pooling. Each convolutional layer is followed by a rectified linear unit, a popular activation function for deep neural networks. A key innovation of Darkfmct3 compared to previous approaches is that it uses only one softmax function to predict the next move, which enables the approach to reduce the overall number of parameters. Darkfmct3 was trained against 300 random selected games from an empirical dataset representing different game stages. The learning rate was determined by vanilla stochastic gradient descent. Darkfmct3 synchronously couples a convolutional neural network with a Monte Carlo tree search. Since the convolutional neural network is computationally taxing, the Monte Carlo tree search focuses computation on the more likely game play trajectories. By running the neural network synchronously with the Monte Carlo tree search, it is possible to guarantee that each node is expanded by the moves predicted by the neural network. == Comparison with other systems == Darkfores2 beats Darkforest, its neural network-only predecessor, around 90% of the time, and Pachi, one of the best search-based engines, around 95% of the time. On the Kyu rating system, Darkforest holds a 1-2d level. Darkfores2 achieves a stable 3d level on KGS Go Server as a ranked bot. With the added Monte Carlo tree search, Darkfmcts3 with 5,000 rollouts beats Pachi with 10k rollouts in all 250 games; with 75k rollouts it achieves a stable 5d level in KGS server, on par with state-of-the-art Go AIs (e.g., Zen, DolBaram, CrazyStone); with 110k rollouts, it won the 3rd place in January KGS Go Tournament.

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  • MinID

    MinID

    MinID is an electronic login system used to secure a range of internet services in the Norwegian public sector. The communication done with MinID is encrypted to secure information from unauthorized usage. Everyone registered in the Norwegian Population Register over the age of 13 years can create a public ID with MinID. As of April 2010, more than 2 million people living in Norway had created user accounts with MinID. To create a public ID, PIN-codes from the Norwegian Tax Administration are needed. == Purpose == The purpose of MinID is to communicate an electronic identity, so that users are authorized to use electronic services, in a secure way. MinID has a user database where social security numbers and PIN-codes are saved. MinID can be used to access more than 50 online services from various Norwegian public agencies, including the Norwegian Labour and Welfare Administration, the Directorate of Taxes and the State Educational Loan. == Controller == The Norwegian Digitalisation Agency (Digdir) is the controller of the personal data handled by MinID. The Norwegian Digitalisation Agency (Norwegian: Digitaliseringsdirektoratet) or Digdir is a government agency subordinate to the Ministry of Digitalisation and Public Governance. It is responsible for help the public sector achieve quality, efficiency, user friendliness, openness and participation, as well as helping the public sector be organized and led in a good way with good intersectoral cooperation. == User profile == Users of MinID have a user profile that contains their mobile phone number and/or e-mail address. This data is used to administrate MinID use. The e-mail address is needed in order to send the user a temporary password if he or she forgets the password. The phone number is needed in order to send an SMS-code at log in or a temporary password if the user forgets the password. == Transparency, correction and deletion == According to the law users can claim full access of the handling of their own personal data. Users also have the right to information about how this data are handled and saved, and how they can correct or delete inaccurate data. Users can at any time choose to delete themselves as a user of MinID. The user profile will then be deleted from the MinID user database. == Extradition to others == MinID passes on the user's social security number and chosen language to the public services he or she logs on to, so that the user can go to other public services without a new login.

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  • Conflict resolution strategy

    Conflict resolution strategy

    Conflict resolution strategies are used in production systems in artificial intelligence, such as in rule-based expert systems, to help in choosing which production rule to fire. The need for such a strategy arises when the conditions of two or more rules are satisfied by the currently known facts. == Categories == Conflict resolution strategies fall into several main categories. They each have advantages which form their rationales. Specificity - If all of the conditions of two or more rules are satisfied, choose the rule according to how specific its conditions are. It is possible to favor either the more general or the more specific case. The most specific may be identified roughly as the one having the greatest number of preconditions. This usefully catches exceptions and other special cases before firing the more general (default) rules. Recency - When two or more rules could be chosen, favor the one that matches the most recently added facts, as these are most likely to describe the current situation. Not previously used - If a rule's conditions are satisfied, but previously the same rule has been satisfied by the same facts, ignore the rule. This helps to prevent the system from entering infinite loops. Order - Pick the first applicable rule in order of presentation. This is the strategy that Prolog interpreters use by default, but any strategy may be implemented by building suitable rules in a Prolog system. Arbitrary choice - Pick a rule at random. This has the merit of being simple to compute.

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  • ELVIS Act

    ELVIS Act

    The ELVIS Act or Ensuring Likeness Voice and Image Security Act, signed into law by Tennessee Governor Bill Lee on March 21, 2024, marked a significant milestone in the area of regulation of artificial intelligence and public sector policies for artists in the era of artificial intelligence (AI) and AI alignment. It was noted as the first enacted legislation in the United States specifically designed to protect musicians from the unauthorized use of their voices through artificial intelligence technologies and against audio deepfakes and voice cloning. This legislation distinguishes itself by adding penalties for copying a performer's voice. == Origin and advocacy == The inception of the ELVIS Act has been attributed to Gebre Waddell, founder of Sound Credit, who initially conceptualized a framework in 2023 that later evolved into the legislation. Representative Justin J. Pearson acknowledged Waddell's pivotal role during the March 4 House Floor Session on the bill. Leading Tennessee musicians supported the ELVIS Act. Tennessee Governor Bill Lee endorsed it as a Governor's Bill, and it was introduced in the Tennessee Legislature as House Bill 2091 by William Lamberth (R-44) and Senate Bill 2096 by Jack Johnson (R-27). The ELVIS Act is an amendment to a 1984 law that was the result of the Elvis Presley estate litigation for controlling how his likeness could be used after death. == Lobbying from the recording industry == The legislative journey of the ELVIS Act included a broad coalition of music industry stakeholders, including: These organizations, led by the Recording Academy and the RIAA, played roles in drafting the legislation, advocating for passage, and rallying support among the industry and legislators. The act gained momentum through discussions that bridged industry concerns with legislative action. This collaborative process led to a proposal that specifically targets the use of AI to create unauthorized reproductions of artists' voices and images. == Opposition == The ELVIS Act saw industry opposition from the Motion Picture Association, including testimony in the House Banking & Consumer Affairs Subcommittee, including remarks that the law risks "interference with our members’ ability to portray real people and events." TechNet, representing companies such as OpenAI, Google and Amazon, expressed their opposition in the hearing to the bill as drafted, asserting that the language was too broadly written and could have unintended consequences. Other concerns included its potential application to cover bands, but lawmakers assured people that this was not the intention. The bill passed the Tennessee House and Senate with a unanimous, bi-partisan vote including 93 ayes and 0 Noes in the House, and 30 ayes and 0 noes in the Senate. == Passage == By explicitly addressing AI impersonation, the ELVIS Act originated a legal approach to safeguarding personal rights, in the context of digital and technological advancements. It extends protections to an artist's voice and likeness, areas vulnerable to exploitation with the proliferation of AI technologies that occurred in 2023. The legislation received widespread support from the music industry, signaling a significant step forward in the ongoing effort to balance innovation with the protection of individual rights and creative integrity. It was reported as underscoring Tennessee's commitment to its musical heritage and showed the state as a leader in adapting copyright and privacy protections to the modern technological landscape. Artists including Chris Janson and Luke Bryan appeared at the signing ceremony hosted at Robert's Western World to support the new law and commemorate its passing. == Legal precedent == The ELVIS Act was reported as representing a development in the discourse surrounding AI, intellectual property, and personal rights. It was hoped by proponents to set a precedent for future legislative efforts both within and beyond Tennessee, offering a model for how states and potentially the federal government could address similar challenges. As AI technology continues to evolve, the act represents a foundational framework for protecting the authenticity and rights of artists, ensuring contributions remain protected. The act prohibits usage of AI to clone the voice of an artist without consent and can be criminally enforced as a Class A misdemeanor. This legislation's success was hoped by its supporters to inspire similar actions in other states, contributing to a unified approach to copyright and privacy in the digital age. Such a national response would reinforce the importance of safeguarding artists' rights against unauthorized use of their voices and likenesses.

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