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  • Character computing

    Character computing

    Character computing is a trans-disciplinary field of research at the intersection of computer science and psychology. It is any computing that incorporates the human character within its context. Character is defined as all features or characteristics defining an individual and guiding their behavior in a specific situation. It consists of stable trait markers (e.g., personality, background, history, socio-economic embeddings, culture,...) and variable state markers (emotions, health, cognitive state, ...). Character computing aims at providing a holistic psychologically driven model of human behavior. It models and predicts behavior based on the relationships between a situation and character. Three main research modules fall under the umbrella of character computing: character sensing and profiling, character-aware adaptive systems, and artificial characters. == Overview == Character computing can be viewed as an extension of the well-established field of affective computing. Based on the foundations of the different psychology branches, it advocates defining behavior as a compound attribute that is not driven by either personality, emotions, situation or cognition alone. It rather defines behavior as a function of everything that makes up an individual i.e., their character and the situation they are in. Affective computing aims at allowing machines to understand and translate the non-verbal cues of individuals into affect. Accordingly, character computing aims at understanding the character attributes of an individual and the situation to translate it to predicted behavior, and vice versa. ''In practical terms, depending on the application context, character computing is a branch of research that deals with the design of systems and interfaces that can observe, sense, predict, adapt to, affect, understand, or simulate the following: character based on behavior and situation, behavior based on character and situation, or situation based on character and behavior.'' The Character-Behavior-Situation (CBS) triad is at the core of character computing and defines each of the three edges based on the other two. Character computing relies on simultaneous development from a computational and psychological perspective and is intended to be used by researchers in both fields. Its main concept is aligning the computational model of character computing with empirical results from in-lab and in-the-wild psychology experiments. The model is to be continuously built and validated through the emergence of new data. Similar to affective and personality computing, the model is to be used as a base for different applications towards improving user experience. == History == Character computing as such was first coined in its first workshop in 2017. Since then it has had 3 international workshops and numerous publications. Despite its young age, it has already drawn some interest in the research community, leading to the publication of the first book under the same title in early 2020 published by Springer Nature. Research that can be categorized under the field dates much older than 2017. The notion of combining several factors towards the explanation of behavior or traits and states has long been investigated in both Psychology and Computer Science, for example. == Character == The word character originates from the Greek word meaning “stamping tool”, referring to distinctive features and traits. Over the years it has been given many different connotations, like the moral character in philosophy, the temperament in psychology, a person in literature or an avatar in various virtual worlds, including video games. According to character computing character is a unification of all the previous definitions, by referring back to the original meaning of the word. Character is defined as the holistic concept representing all interacting trait and state markers that distinguish an individual. Traits are characteristics that mainly remain stable over time. Traits include personality, affect, socio-demographics, and general health. States are characteristics that vary in short periods of time. They include emotions, well-being, health, cognitive state. Each characteristic has many representation methods and psychological models. The different models can be combined or one model can be preset for each characteristic. This depends on the use-case and the design choices. == Areas == Research into character computing can be divided into three areas, which complement each other but can each be investigated separately. The first area is sensing and predicting character states and traits or ensuing behavior. The second area is adapting applications to certain character states or traits and the behavior they predict. It also deals with trying to change or monitor such behavior. The final area deals with creating artificial agents e.g., chatbots or virtual reality avatars that exhibit certain characteristics. The three areas are investigated separately and build on existing findings in the literature. The results of each of the three areas can also be used as a stepping stone for the next area. Each of the three areas has already been investigated on its own in different research fields with focus on different subsets of character. For example, affective computing and personality computing both cover different areas with a focus on some character components without the others to account for human behavior. == The Character-Behavior-Situation triad == Character computing is based on a holistic psychologically driven model of human behavior. Human behavior is modeled and predicted based on the relationships between a situation and a human's character. To further define character in a more formal or holistic manner, we represent it in light of the Character–Behavior–Situation triad. This highlights that character not only determines who we are but how we are, i.e., how we behave. The triad investigated in Personality Psychology is extended through character computing to the Character–Behavior–Situation triad. Any member of the CBS triad is a function of the two other members, e.g., given the situation and personality, the behavior can be predicted. Each of the components in the triad can be further decomposed into smaller units and features that may best represent the human's behavior or character in a particular situation. Character is thus behind a person's behavior in any given situation. While this is a causality relation, the correlation between the three components is often more easily used to predict the components that are most difficult to measure from those measured more easily. There are infinitely many components to include in the representation of any of C, B, and S. The challenge is always to choose the smallest subset needed for prediction of a person's behavior in a particular situation.

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  • Cross-entropy method

    Cross-entropy method

    The cross-entropy (CE) method is a Monte Carlo method for importance sampling and optimization. It is applicable to both combinatorial and continuous problems, with either a static or noisy objective. The method approximates the optimal importance sampling estimator by repeating two phases: Draw a sample from a probability distribution. Minimize the cross-entropy between this distribution and a target distribution to produce a better sample in the next iteration. Reuven Rubinstein developed the method in the context of rare-event simulation, where tiny probabilities must be estimated, for example in network reliability analysis, queueing models, or performance analysis of telecommunication systems. The method has also been applied to the traveling salesman, quadratic assignment, DNA sequence alignment, max-cut and buffer allocation problems. == Estimation via importance sampling == Consider the general problem of estimating the quantity ℓ = E u [ H ( X ) ] = ∫ H ( x ) f ( x ; u ) d x {\displaystyle \ell =\mathbb {E} _{\mathbf {u} }[H(\mathbf {X} )]=\int H(\mathbf {x} )\,f(\mathbf {x} ;\mathbf {u} )\,{\textrm {d}}\mathbf {x} } , where H {\displaystyle H} is some performance function and f ( x ; u ) {\displaystyle f(\mathbf {x} ;\mathbf {u} )} is a member of some parametric family of distributions. Using importance sampling this quantity can be estimated as ℓ ^ = 1 N ∑ i = 1 N H ( X i ) f ( X i ; u ) g ( X i ) {\displaystyle {\hat {\ell }}={\frac {1}{N}}\sum _{i=1}^{N}H(\mathbf {X} _{i}){\frac {f(\mathbf {X} _{i};\mathbf {u} )}{g(\mathbf {X} _{i})}}} , where X 1 , … , X N {\displaystyle \mathbf {X} _{1},\dots ,\mathbf {X} _{N}} is a random sample from g {\displaystyle g\,} . For positive H {\displaystyle H} , the theoretically optimal importance sampling density (PDF) is given by g ∗ ( x ) = H ( x ) f ( x ; u ) / ℓ {\displaystyle g^{}(\mathbf {x} )=H(\mathbf {x} )f(\mathbf {x} ;\mathbf {u} )/\ell } . This, however, depends on the unknown ℓ {\displaystyle \ell } . The CE method aims to approximate the optimal PDF by adaptively selecting members of the parametric family that are closest (in the Kullback–Leibler sense) to the optimal PDF g ∗ {\displaystyle g^{}} . == Generic CE algorithm == Choose initial parameter vector v ( 0 ) {\displaystyle \mathbf {v} ^{(0)}} ; set t = 1. Generate a random sample X 1 , … , X N {\displaystyle \mathbf {X} _{1},\dots ,\mathbf {X} _{N}} from f ( ⋅ ; v ( t − 1 ) ) {\displaystyle f(\cdot ;\mathbf {v} ^{(t-1)})} Solve for v ( t ) {\displaystyle \mathbf {v} ^{(t)}} , where v ( t ) = argmax v ⁡ 1 N ∑ i = 1 N H ( X i ) f ( X i ; u ) f ( X i ; v ( t − 1 ) ) log ⁡ f ( X i ; v ) {\displaystyle \mathbf {v} ^{(t)}=\mathop {\textrm {argmax}} _{\mathbf {v} }{\frac {1}{N}}\sum _{i=1}^{N}H(\mathbf {X} _{i}){\frac {f(\mathbf {X} _{i};\mathbf {u} )}{f(\mathbf {X} _{i};\mathbf {v} ^{(t-1)})}}\log f(\mathbf {X} _{i};\mathbf {v} )} If convergence is reached then stop; otherwise, increase t by 1 and reiterate from step 2. In several cases, the solution to step 3 can be found analytically. Situations in which this occurs are When f {\displaystyle f\,} belongs to the natural exponential family When f {\displaystyle f\,} is discrete with finite support When H ( X ) = I { x ∈ A } {\displaystyle H(\mathbf {X} )=\mathrm {I} _{\{\mathbf {x} \in A\}}} and f ( X i ; u ) = f ( X i ; v ( t − 1 ) ) {\displaystyle f(\mathbf {X} _{i};\mathbf {u} )=f(\mathbf {X} _{i};\mathbf {v} ^{(t-1)})} , then v ( t ) {\displaystyle \mathbf {v} ^{(t)}} corresponds to the maximum likelihood estimator based on those X k ∈ A {\displaystyle \mathbf {X} _{k}\in A} . == Continuous optimization—example == The same CE algorithm can be used for optimization, rather than estimation. Suppose the problem is to maximize some function S {\displaystyle S} , for example, S ( x ) = e − ( x − 2 ) 2 + 0.8 e − ( x + 2 ) 2 {\displaystyle S(x)={\textrm {e}}^{-(x-2)^{2}}+0.8\,{\textrm {e}}^{-(x+2)^{2}}} . To apply CE, one considers first the associated stochastic problem of estimating P θ ( S ( X ) ≥ γ ) {\displaystyle \mathbb {P} _{\boldsymbol {\theta }}(S(X)\geq \gamma )} for a given level γ {\displaystyle \gamma \,} , and parametric family { f ( ⋅ ; θ ) } {\displaystyle \left\{f(\cdot ;{\boldsymbol {\theta }})\right\}} , for example the 1-dimensional Gaussian distribution, parameterized by its mean μ t {\displaystyle \mu _{t}\,} and variance σ t 2 {\displaystyle \sigma _{t}^{2}} (so θ = ( μ , σ 2 ) {\displaystyle {\boldsymbol {\theta }}=(\mu ,\sigma ^{2})} here). Hence, for a given γ {\displaystyle \gamma \,} , the goal is to find θ {\displaystyle {\boldsymbol {\theta }}} so that D K L ( I { S ( x ) ≥ γ } ‖ f θ ) {\displaystyle D_{\mathrm {KL} }({\textrm {I}}_{\{S(x)\geq \gamma \}}\|f_{\boldsymbol {\theta }})} is minimized. This is done by solving the sample version (stochastic counterpart) of the KL divergence minimization problem, as in step 3 above. It turns out that parameters that minimize the stochastic counterpart for this choice of target distribution and parametric family are the sample mean and sample variance corresponding to the elite samples, which are those samples that have objective function value ≥ γ {\displaystyle \geq \gamma } . The worst of the elite samples is then used as the level parameter for the next iteration. This yields the following randomized algorithm that happens to coincide with the so-called Estimation of Multivariate Normal Algorithm (EMNA), an estimation of distribution algorithm. === Pseudocode === // Initialize parameters μ := −6 σ2 := 100 t := 0 maxits := 100 N := 100 Ne := 10 // While maxits not exceeded and not converged while t < maxits and σ2 > ε do // Obtain N samples from current sampling distribution X := SampleGaussian(μ, σ2, N) // Evaluate objective function at sampled points S := exp(−(X − 2) ^ 2) + 0.8 exp(−(X + 2) ^ 2) // Sort X by objective function values in descending order X := sort(X, S) // Update parameters of sampling distribution via elite samples μ := mean(X(1:Ne)) σ2 := var(X(1:Ne)) t := t + 1 // Return mean of final sampling distribution as solution return μ == Related methods == Simulated annealing Genetic algorithms Harmony search Estimation of distribution algorithm Tabu search Natural Evolution Strategy Ant colony optimization algorithms

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  • Emergent algorithm

    Emergent algorithm

    An emergent algorithm is an algorithm that exhibits emergent behavior. In essence an emergent algorithm implements a set of simple building block behaviors that when combined exhibit more complex behaviors. One example of this is the implementation of fuzzy motion controllers used to adapt robot movement in response to environmental obstacles. An emergent algorithm has the following characteristics: it achieves predictable global effects it does not require global visibility it does not assume any kind of centralized control it is self-stabilizing Other examples of emergent algorithms and models include cellular automata, artificial neural networks and swarm intelligence systems (ant colony optimization, bees algorithm, etc.).

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  • Weak artificial intelligence

    Weak artificial intelligence

    Weak artificial intelligence (weak AI) is artificial intelligence that implements a limited part of the mind, or, as narrow AI, artificial narrow intelligence (ANI), is focused on one narrow task. Weak AI is contrasted with strong AI, which can be interpreted in various ways: Artificial general intelligence (AGI): a machine with the ability to apply intelligence to any problem, rather than just one specific problem. Artificial superintelligence (ASI): a machine with a vastly superior intelligence to the average human being. Artificial consciousness: a machine that has consciousness, sentience and mind (John Searle uses "strong AI" in this sense). Narrow AI can be classified as being "limited to a single, narrowly defined task. Most modern AI systems would be classified in this category." Artificial general intelligence is conversely the opposite. == Applications and risks == Some examples of narrow AI are AlphaGo, self-driving cars, robot systems used in the medical field, and diagnostic doctors. Narrow AI systems are sometimes dangerous if unreliable. And the behavior that it follows can become inconsistent. It could be difficult for the AI to grasp complex patterns and get to a solution that works reliably in various environments. This "brittleness" can cause it to fail in unpredictable ways. Narrow AI failures can sometimes have significant consequences. It could for example cause disruptions in the electric grid, damage nuclear power plants, cause global economic problems, and misdirect autonomous vehicles. Medicines could be incorrectly sorted and distributed. Also, medical diagnoses can ultimately have serious and sometimes deadly consequences if the AI is faulty or biased. Simple AI programs have already worked their way into society, oftentimes unnoticed by the public. Autocorrection for typing, speech recognition for speech-to-text programs, and vast expansions in the data science fields are examples. Narrow AI has also been the subject of some controversy, including resulting in unfair prison sentences, discrimination against women in the workplace for hiring, resulting in death via autonomous driving, among other cases. Despite being "narrow" AI, recommender systems are efficient at predicting user reactions based on their posts, patterns, or trends. For instance, TikTok's "For You" algorithm can determine a user's interests or preferences in less than an hour. Some other social media AI systems are used to detect bots that may be involved in propaganda or other potentially malicious activities. == Weak AI versus strong AI == John Searle contests the possibility of strong AI (by which he means conscious AI). He further believes that the Turing test (created by Alan Turing and originally called the "imitation game", used to assess whether a machine can converse indistinguishably from a human) is not accurate or appropriate for testing whether an AI is "strong". Scholars such as Antonio Lieto have argued that the current research on both AI and cognitive modelling are perfectly aligned with the weak-AI hypothesis (that should not be confused with the "general" vs "narrow" AI distinction) and that the popular assumption that cognitively inspired AI systems espouse the strong AI hypothesis is ill-posed and problematic since "artificial models of brain and mind can be used to understand mental phenomena without pretending that that they are the real phenomena that they are modelling" (as, on the other hand, implied by the strong AI assumption).

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  • 30 Boxes

    30 Boxes

    30 Boxes is a minimalist calendaring IOS application created by 83 Degrees. Originating as a web application in March 2006, 30 Boxes was founded by Webshots cofounder Narendra Rocherolle. The website shut down some time in 2020, but relaunched for the IOS in February 2021. The original website was tailored towards "social media junkies". == Reception == Barry Collins of The Sunday Times appreciated the website's plain-language event adding feature, but did not appreciate that he was unable to see more than one month of events at a time. Collins was also unhappy that the website was not capable of warning him when he had two events scheduled at the same time. In a list of the best web-based calendar software for small businesses, Forbes ranked 30 Boxes second, after Google Calendar. They described 30 Boxes like “buying a new car with manual transmission and lots of extras—you don't just want to drive it, you want to fool around with it to see what it can do”.

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  • Cognitive robotics

    Cognitive robotics

    Cognitive robotics or cognitive technology is a subfield of robotics concerned with endowing a robot with intelligent behavior by providing it with a processing architecture that will allow it to learn and reason about how to behave in response to complex goals in a complex world. Cognitive robotics may be considered the engineering branch of embodied cognitive science and embodied embedded cognition, consisting of robotic process automation, artificial intelligence, machine learning, deep learning, optical character recognition, image processing, process mining, analytics, software development and system integration. == Core issues == While traditional cognitive modeling approaches have assumed symbolic coding schemes as a means for depicting the world, translating the world into these kinds of symbolic representations has proven to be problematic if not untenable. Perception and action and the notion of symbolic representation are therefore core issues to be addressed in cognitive robotics. == Starting point == Cognitive robotics views human or animal cognition as a starting point for the development of robotic information processing, as opposed to more traditional artificial intelligence techniques. Target robotic cognitive capabilities include perception processing, attention allocation, anticipation, planning, complex motor coordination, reasoning about other agents and perhaps even about their own mental states. Robotic cognition embodies the behavior of intelligent agents in the physical world (or a virtual world, in the case of simulated cognitive robotics). Ultimately, the robot must be able to act in the real world. == Learning techniques == === Motor Babble === A preliminary robot learning technique called motor babbling involves correlating pseudo-random complex motor movements by the robot with resulting visual and/or auditory feedback such that the robot may begin to expect a pattern of sensory feedback given a pattern of motor output. Desired sensory feedback may then be used to inform a motor control signal. This is thought to be analogous to how a baby learns to reach for objects or learns to produce speech sounds. For simpler robot systems, where, for instance, inverse kinematics may feasibly be used to transform anticipated feedback (desired motor result) into motor output, this step may be skipped. === Imitation === Once a robot can coordinate its motors to produce a desired result, the technique of learning by imitation may be used. The robot monitors the performance of another agent and then the robot tries to imitate that agent. It is often a challenge to transform imitation information from a complex scene into a desired motor result for the robot. Note that imitation is a high-level form of cognitive behavior and imitation is not necessarily required in a basic model of embodied animal cognition. === Knowledge acquisition === A more complex learning approach is "autonomous knowledge acquisition": the robot is left to explore the environment on its own. A system of goals and beliefs is typically assumed. A somewhat more directed mode of exploration can be achieved by "curiosity" algorithms, such as Intelligent Adaptive Curiosity or Category-Based Intrinsic Motivation. These algorithms generally involve breaking sensory input into a finite number of categories and assigning some sort of prediction system (such as an artificial neural network) to each. The prediction system keeps track of the error in its predictions over time. Reduction in prediction error is considered learning. The robot then preferentially explores categories in which it is learning (or reducing prediction error) the fastest. == Other architectures == Some researchers in cognitive robotics have tried using architectures such as (ACT-R and Soar (cognitive architecture)) as a basis of their cognitive robotics programs. These highly modular symbol-processing architectures have been used to simulate operator performance and human performance when modeling simplistic and symbolized laboratory data. The idea is to extend these architectures to handle real-world sensory input as that input continuously unfolds through time. What is needed is a way to somehow translate the world into a set of symbols and their relationships. == Questions == Some of the fundamental questions to be answered in cognitive robotics are: How much human programming should or can be involved to support the learning processes? How can one quantify progress? Some of the adopted ways are reward and punishment. But what kind of reward and what kind of punishment? In humans, when teaching a child, for example, the reward would be candy or some encouragement, and the punishment can take many forms. But what is an effective way with robots?

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  • Labeled data

    Labeled data

    Labeled data is a group of samples that have been tagged with one or more labels. Labeling typically takes a set of unlabeled data and augments each piece of it with informative tags called judgments. For example, a data label might indicate whether a photo contains a horse or a cow, which words were uttered in an audio recording, what type of action is being performed in a video, what the topic of a news article is, what the overall sentiment of a tweet is, or whether a dot in an X-ray is a tumor. Labels can be obtained by having humans make judgments about a given piece of unlabeled data. Labeled data is significantly more expensive to obtain than the raw unlabeled data. The quality of labeled data directly influences the performance of supervised machine learning models in operation, as these models learn from the provided labels. == Crowdsourced labeled data == In 2006, Fei-Fei Li, the co-director of the Stanford Human-Centered AI Institute, initiated research to improve the artificial intelligence models and algorithms for image recognition by significantly enlarging the training data. The researchers downloaded millions of images from the World Wide Web and a team of undergraduates started to apply labels for objects to each image. In 2007, Li outsourced the data labeling work on Amazon Mechanical Turk, an online marketplace for digital piece work. The 3.2 million images that were labeled by more than 49,000 workers formed the basis for ImageNet, one of the largest hand-labeled database for outline of object recognition. == Automated data labelling == After obtaining a labeled dataset, machine learning models can be applied to the data so that new unlabeled data can be presented to the model and a likely label can be guessed or predicted for that piece of unlabeled data. == Challenges == === Data-driven bias === Algorithmic decision-making is subject to programmer-driven bias as well as data-driven bias. Training data that relies on bias labeled data will result in prejudices and omissions in a predictive model, despite the machine learning algorithm being legitimate. The labeled data used to train a specific machine learning algorithm needs to be a statistically representative sample to not bias the results. For example, in facial recognition systems underrepresented groups are subsequently often misclassified if the labeled data available to train has not been representative of the population,. In 2018, a study by Joy Buolamwini and Timnit Gebru demonstrated that two facial analysis datasets that have been used to train facial recognition algorithms, IJB-A and Adience, are composed of 79.6% and 86.2% lighter skinned humans respectively. === Human error and inconsistency === Human annotators are prone to errors and biases when labeling data. This can lead to inconsistent labels and affect the quality of the data set. The inconsistency can affect the machine learning model's ability to generalize well. === Domain expertise === Certain fields, such as legal document analysis or medical imaging, require annotators with specialized domain knowledge. Without the expertise, the annotations or labeled data may be inaccurate, negatively impacting the machine learning model's performance in a real-world scenario.

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  • Argumentation framework

    Argumentation framework

    In artificial intelligence and related fields, an argumentation framework is a way to deal with contentious information and draw conclusions from it using formalized arguments. In an abstract argumentation framework, entry-level information is a set of abstract arguments that, for instance, represent data or a proposition. Conflicts between arguments are represented by a binary relation on the set of arguments. In concrete terms, an argumentation framework is represented with a directed graph such that the nodes are the arguments, and the arrows represent the attack relation. There exist some extensions of the Dung's framework, like the logic-based argumentation frameworks or the value-based argumentation frameworks. == Abstract argumentation frameworks == === Formal framework === Abstract argumentation frameworks, also called argumentation frameworks à la Dung, are defined formally as a pair: A set of abstract elements called arguments, denoted A {\displaystyle A} A binary relation on A {\displaystyle A} , called attack relation, denoted R {\displaystyle R} For instance, the argumentation system S = ⟨ A , R ⟩ {\displaystyle S=\langle A,R\rangle } with A = { a , b , c , d } {\displaystyle A=\{a,b,c,d\}} and R = { ( a , b ) , ( b , c ) , ( d , c ) } {\displaystyle R=\{(a,b),(b,c),(d,c)\}} contains four arguments ( a , b , c {\displaystyle a,b,c} and d {\displaystyle d} ) and three attacks ( a {\displaystyle a} attacks b {\displaystyle b} , b {\displaystyle b} attacks c {\displaystyle c} and d {\displaystyle d} attacks c {\displaystyle c} ). Dung defines some notions : an argument a ∈ A {\displaystyle a\in A} is acceptable with respect to E ⊆ A {\displaystyle E\subseteq A} if and only if E {\displaystyle E} defends a {\displaystyle a} , that is ∀ b ∈ A {\displaystyle \forall b\in A} such that ( b , a ) ∈ R , ∃ c ∈ E {\displaystyle (b,a)\in R,\exists c\in E} such that ( c , b ) ∈ R {\displaystyle (c,b)\in R} , a set of arguments E {\displaystyle E} is conflict-free if there is no attack between its arguments, formally : ∀ a , b ∈ E , ( a , b ) ∉ R {\displaystyle \forall a,b\in E,(a,b)\not \in R} , a set of arguments E {\displaystyle E} is admissible if and only if it is conflict-free and all its arguments are acceptable with respect to E {\displaystyle E} . === Different semantics of acceptance === ==== Extensions ==== To decide if an argument can be accepted or not, or if several arguments can be accepted together, Dung defines several semantics of acceptance that allows, given an argumentation system, sets of arguments (called extensions) to be computed. For instance, given S = ⟨ A , R ⟩ {\displaystyle S=\langle A,R\rangle } , E {\displaystyle E} is a complete extension of S {\displaystyle S} only if it is an admissible set and every acceptable argument with respect to E {\displaystyle E} belongs to E {\displaystyle E} , E {\displaystyle E} is a preferred extension of S {\displaystyle S} only if it is a maximal element (with respect to the set-theoretical inclusion) among the admissible sets with respect to S {\displaystyle S} , E {\displaystyle E} is a stable extension of S {\displaystyle S} only if it is a conflict-free set that attacks every argument that does not belong in E {\displaystyle E} (formally, ∀ a ∈ A ∖ E , ∃ b ∈ E {\displaystyle \forall a\in A\backslash E,\exists b\in E} such that ( b , a ) ∈ R {\displaystyle (b,a)\in R} , E {\displaystyle E} is the (unique) grounded extension of S {\displaystyle S} only if it is the smallest element (with respect to set inclusion) among the complete extensions of S {\displaystyle S} . There exists some inclusions between the sets of extensions built with these semantics : Every stable extension is preferred, Every preferred extension is complete, The grounded extension is complete, If the system is well-founded (there exists no infinite sequence a 0 , a 1 , … , a n , … {\displaystyle a_{0},a_{1},\dots ,a_{n},\dots } such that ∀ i > 0 , ( a i + 1 , a i ) ∈ R {\displaystyle \forall i>0,(a_{i+1},a_{i})\in R} ), all these semantics coincide—only one extension is grounded, stable, preferred, and complete. Some other semantics have been defined. One introduce the notation E x t σ ( S ) {\displaystyle Ext_{\sigma }(S)} to note the set of σ {\displaystyle \sigma } -extensions of the system S {\displaystyle S} . In the case of the system S {\displaystyle S} in the figure above, E x t σ ( S ) = { { a , d } } {\displaystyle Ext_{\sigma }(S)=\{\{a,d\}\}} for every Dung's semantic—the system is well-founded. That explains why the semantics coincide, and the accepted arguments are: a {\displaystyle a} and d {\displaystyle d} . ==== Labellings ==== Labellings are a more expressive way than extensions to express the acceptance of the arguments. Concretely, a labelling is a mapping that associates every argument with a label in (the argument is accepted), out (the argument is rejected), or undec (the argument is undefined—not accepted or refused). One can also note a labelling as a set of pairs ( a r g u m e n t , l a b e l ) {\displaystyle ({\mathit {argument}},{\mathit {label}})} . Such a mapping does not make sense without additional constraint. The notion of reinstatement labelling guarantees the sense of the mapping. L {\displaystyle L} is a reinstatement labelling on the system S = ⟨ A , R ⟩ {\displaystyle S=\langle A,R\rangle } if and only if : ∀ a ∈ A , L ( a ) = i n {\displaystyle \forall a\in A,L(a)={\mathit {in}}} if and only if ∀ b ∈ A {\displaystyle \forall b\in A} such that ( b , a ) ∈ R , L ( b ) = o u t {\displaystyle (b,a)\in R,L(b)={\mathit {out}}} ∀ a ∈ A , L ( a ) = o u t {\displaystyle \forall a\in A,L(a)={\mathit {out}}} if and only if ∃ b ∈ A {\displaystyle \exists b\in A} such that ( b , a ) ∈ R {\displaystyle (b,a)\in R} and L ( b ) = i n {\displaystyle L(b)={\mathit {in}}} ∀ a ∈ A , L ( a ) = u n d e c {\displaystyle \forall a\in A,L(a)={\mathit {undec}}} if and only if L ( a ) ≠ i n {\displaystyle L(a)\neq {\mathit {in}}} and L ( a ) ≠ o u t {\displaystyle L(a)\neq {\mathit {out}}} One can convert every extension into a reinstatement labelling: the arguments of the extension are in, those attacked by an argument of the extension are out, and the others are undec. Conversely, one can build an extension from a reinstatement labelling just by keeping the arguments in. Indeed, Caminada proved that the reinstatement labellings and the complete extensions can be mapped in a bijective way. Moreover, the other Datung's semantics can be associated to some particular sets of reinstatement labellings. Reinstatement labellings distinguish arguments not accepted because they are attacked by accepted arguments from undefined arguments—that is, those that are not defended cannot defend themselves. An argument is undec if it is attacked by at least another undec. If it is attacked only by arguments out, it must be in, and if it is attacked some argument in, then it is out. The unique reinstatement labelling that corresponds to the system S {\displaystyle S} above is L = { ( a , i n ) , ( b , o u t ) , ( c , o u t ) , ( d , i n ) } {\displaystyle L=\{(a,{\mathit {in}}),(b,{\mathit {out}}),(c,{\mathit {out}}),(d,{\mathit {in}})\}} . === Inference from an argumentation system === In the general case when several extensions are computed for a given semantic σ {\displaystyle \sigma } , the agent that reasons from the system can use several mechanisms to infer information: Credulous inference: the agent accepts an argument if it belongs to at least one of the σ {\displaystyle \sigma } -extensions—in which case, the agent risks accepting some arguments that are not acceptable together ( a {\displaystyle a} attacks b {\displaystyle b} , and a {\displaystyle a} and b {\displaystyle b} each belongs to an extension) Skeptical inference: the agent accepts an argument only if it belongs to every σ {\displaystyle \sigma } -extension. In this case, the agent risks deducing too little information (if the intersection of the extensions is empty or has a very small cardinal). For these two methods to infer information, one can identify the set of accepted arguments, respectively C r σ ( S ) {\displaystyle Cr_{\sigma }(S)} the set of the arguments credulously accepted under the semantic σ {\displaystyle \sigma } , and S c σ ( S ) {\displaystyle Sc_{\sigma }(S)} the set of arguments accepted skeptically under the semantic σ {\displaystyle \sigma } (the σ {\displaystyle \sigma } can be missed if there is no possible ambiguity about the semantic). Of course, when there is only one extension (for instance, when the system is well-founded), this problem is very simple: the agent accepts arguments of the unique extension and rejects others. The same reasoning can be done with labellings that correspond to the chosen semantic : an argument can be accepted if it is in for each labelling and refused if it is out for each labelling, the others being in an undecided state (the status of the arguments can remind the

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  • PhotoLine

    PhotoLine

    PhotoLine is a general purpose bitmap and vector graphics editor developed and published by Computerinsel GmbH for Windows, macOS, and Linux/Wine. It was originally created in 1995 by Gerhard Huber and Martin Huber. The program combines bitmap and vector graphics editing in one seamless working application unlike most graphics software which tend to focus on either bitmap or vector editing and output. PhotoLine is considered as a market competitor to Adobe Photoshop. == Features == PhotoLine edits and composes multi-layer raster and vector images with deep support for masking and alpha compositing and with full color management. Editing and color management in PhotoLine is mostly non-destructive. Image data in layers is preserved without loss of information regardless of the document's image mode or layer transformation. color depth, image resolution, color model, and ICC profile are preserved for each individual layer or group of layers. Layers can be cloned and reused anywhere in the layer stack, including repurposed as layer masks. Layer blending and compositing in PhotoLine supports common blend modes, and features a layer blend range of -200 to +200 percent. It is also possible to control which channels are blended for each layer, adjustment layer, and layer mask or group of layers. Filters, adjustment layers, and brushes have access to Lab and HIS color modes (HIS is a variant of HSL), separately of the color model of the underlying image layer. In Addition to raster and vector editing, PhotoLine can be used for small desktop publishing projects. Multi-page documents with page spreads and text flow between text frames and pages are supported. Character and paragraph styles can be defined. Spot colors, bleed settings, a baseline grid, a table of contents generator, and PDF/X support help with these projects. PhotoLine is however much more limited when compared to dedicated publishing software such as Adobe InDesign or QuarkXPress. PhotoLine incorporates the Open-source software library LibRaw to read raw images from digital cameras for import. Developing these files is non-destructive with a choice of embedding the RAW image data either in the PhotoLine document or link to the external RAW image file. PhotoLine can open raw files as linear unmodified and non color managed source images. Photoshop PSD files can be imported and exported. Core functionality of PhotoLine can be extended through standard Photoshop filter plugins, the G'MIC digital image processing framework, and PSP tubes. External programs can be linked for a seamless round-trip workflow and files can be sent directly for processing in third-party design applications. Custom functionality is further supported through scripting and macro recording. == Early history == Developed by two brothers, Gerhard Huber and Martin Huber, PhotoLine was first released in January 1996 on the Atari ST line of personal computers from Atari Corporation. Previously, Gerhard and Martin had worked on making graphics cards for Atari computers and writing drivers for image scanners. Atari's market share was declining, and the brothers considered developing a video game to expand the business. This led them to search for image editing software that would run on Atari computers and fit their game project. Only an image editor called tms Cranach came close to what Gerhard and Martin had in mind. tms Cranach was a Raster graphics editor running on Atari's MegaST/STe, TT030, and Falcon030 systems. However, Cranach turned out to be expensive software and complicated to use. The brothers contacted tms (Cranach's developers) and this resulted in an offer from tms to purchase Cranach and its source code, as tms intended to exit the Atari software market. After the purchase of Cranach and its source code Gerhard and Martin initially continued to sell Cranach, but sales were low. In 1995 the two decided to start developing a new graphics editor called "PhotoLine". PhotoLine was developed from scratch and written in C++. It nevertheless contained a lot of know-how from Cranach (which was written in C). PhotoLine first release was launched one year later in 1996. With the growing popularity of Microsoft Windows, the release of Windows 95, and the limiting graphics hardware on the Atari platforms, the developers switched development platforms and continued development of PhotoLine for Windows only. The first Windows version (PhotoLine 2.2) was released in the middle of 1997. Shortly after, the Atari version was discontinued and saw its final release as PhotoLine 2.30. The Huber brothers released this final Atari version into the public domain in 2012. The first Classic Mac OS version of PhotoLine 6 appeared in 1999 after many ex-Atari users who had switched to Mac OS pressured the PhotoLine developers to release an Apple port. == Linux Support == PhotoLine runs natively under Windows and MacOS. While a native Linux version of PhotoLine is not available, running PhotoLine under Wine is actively supported and maintained by the developers. Running PhotoLine under Linux/Wine PhotoLine enables the user to allow Little CMS to fully support color management under Linux instead of the native OS CMS. == File format == Native PhotoLine files have the extension .PLD, which is an abbreviation of "PhotoLine Document". It can contain embedded JPEG, PNG, or camera raw images. It contains a preview image in JPEG or PNG format, which is used by the operating system or third-party applications to display a thumbnail of its contents. Thumbnails are natively supported on MacOS X. During installation on Windows the user is presented with an option to install a PLD thumbnail preview driver which enables thumbnails of PLD content in Windows Explorer. Alternatively, the FastPictureViewer Standalone Codec Pack provides the ability to display PLD thumbnails in Windows Explorer. == Version History == PhotoLine was first developed for the Atari ST computer. Version 2 was the first version for Windows, and since version 6 PhotoLine is also available for MacOS.

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  • Concept drift

    Concept drift

    In predictive analytics, data science, machine learning and related fields, concept drift or drift is an evolution of data that invalidates the data model. It happens when the statistical properties of the target variable, which the model is trying to predict, change over time in unforeseen ways. This causes problems because the predictions become less accurate as time passes. Drift detection and drift adaptation are of paramount importance in the fields that involve dynamically changing data and data models. == Predictive model decay == In machine learning and predictive analytics this drift phenomenon is called concept drift. In machine learning, a common element of a data model are the statistical properties, such as probability distribution of the actual data. If they deviate from the statistical properties of the training data set, then the learned predictions may become invalid, if the drift is not addressed. == Data configuration decay == Another important area is software engineering, where three types of data drift affecting data fidelity may be recognized. Changes in the software environment ("infrastructure drift") may invalidate software infrastructure configuration. "Structural drift" happens when the data schema changes, which may invalidate databases. "Semantic drift" is changes in the meaning of data while the structure does not change. In many cases this may happen in complicated applications when many independent developers introduce changes without proper awareness of the effects of their changes in other areas of the software system. For many application systems, the nature of data on which they operate are subject to changes for various reasons, e.g., due to changes in business model, system updates, or switching the platform on which the system operates. In the case of cloud computing, infrastructure drift that may affect the applications running on cloud may be caused by the updates of cloud software. There are several types of detrimental effects of data drift on data fidelity. Data corrosion is passing the drifted data into the system undetected. Data loss happens when valid data are ignored due to non-conformance with the applied schema. Squandering is the phenomenon when new data fields are introduced upstream in the data processing pipeline, but somewhere downstream these data fields are absent. == Inconsistent data == "Data drift" may refer to the phenomenon when database records fail to match the real-world data due to the changes in the latter over time. This is a common problem with databases involving people, such as customers, employees, citizens, residents, etc. Human data drift may be caused by unrecorded changes in personal data, such as place of residence or name, as well as due to errors during data input. "Data drift" may also refer to inconsistency of data elements between several replicas of a database. The reasons can be difficult to identify. A simple drift detection is to run checksum regularly. However the remedy may be not so easy. == Examples == The behavior of the customers in an online shop may change over time. For example, if weekly merchandise sales are to be predicted, and a predictive model has been developed that works satisfactorily. The model may use inputs such as the amount of money spent on advertising, promotions being run, and other metrics that may affect sales. The model is likely to become less and less accurate over time – this is concept drift. In the merchandise sales application, one reason for concept drift may be seasonality, which means that shopping behavior changes seasonally. Perhaps there will be higher sales in the winter holiday season than during the summer, for example. Concept drift generally occurs when the covariates that comprise the data set begin to explain the variation of your target set less accurately — there may be some confounding variables that have emerged, and that one simply cannot account for, which renders the model accuracy to progressively decrease with time. Generally, it is advised to perform health checks as part of the post-production analysis and to re-train the model with new assumptions upon signs of concept drift. == Possible remedies == To prevent deterioration in prediction accuracy because of concept drift, reactive and tracking solutions can be adopted. Reactive solutions retrain the model in reaction to a triggering mechanism, such as a change-detection test or control charts from statistical process control, to explicitly detect concept drift as a change in the statistics of the data-generating process. When concept drift is detected, the current model is no longer up-to-date and must be replaced by a new one to restore prediction accuracy. A shortcoming of reactive approaches is that performance may decay until the change is detected. Tracking solutions seek to track the changes in the concept by continually updating the model. Methods for achieving this include online machine learning, frequent retraining on the most recently observed samples, and maintaining an ensemble of classifiers where one new classifier is trained on the most recent batch of examples and replaces the oldest classifier in the ensemble. Contextual information, when available, can be used to better explain the causes of the concept drift: for instance, in the sales prediction application, concept drift might be compensated by adding information about the season to the model. By providing information about the time of the year, the rate of deterioration of your model is likely to decrease, but concept drift is unlikely to be eliminated altogether. This is because actual shopping behavior does not follow any static, finite model. New factors may arise at any time that influence shopping behavior, the influence of the known factors or their interactions may change. Concept drift cannot be avoided for complex phenomena that are not governed by fixed laws of nature. All processes that arise from human activity, such as socioeconomic processes, and biological processes are likely to experience concept drift. Therefore, periodic retraining, also known as refreshing, of any model is necessary. === Remedy methods === DDM (Drift Detection Method): detects drift by monitoring the model's error rate over time. When the error rate passes a set threshold, it enters a warning phase, and if it passes another threshold, it enters a drift phase. EDDM (Early Drift Detection Method): improves DDM's detection rate by tracking the average distance between two errors instead of only the error rate. ADWIN (Adaptive Windowing): dynamically stores a window of recent data and warns the user if it detects a significant change between the statistics of the window's earlier data compared to more recent data. KSWIN (Kolmogorov–Smirnov Windowing): detects drift based on the Kolmogorov-Smirnov statistical test. DDM and EDDM: Concept Drift Detection online supervised methods that rely on sequential error monitoring to estimate the evolving error rate. ADWIN and KSWIN: Windowing maintain a "window", a subset of the most recent data, of the data stream, which it checks for statistical differences across the window. == Applications in security == Concept drift is a recurring issue in security analytics, especially in malware and intrusion detection. In these systems, models are often trained on past logs, binaries or network traces, but the behaviour of attackers changes over time as new malware families, obfuscation techniques and campaigns appear. When the data no longer resemble the training set, the decision boundaries learned by classifiers or anomaly detectors can become misaligned with the current threat landscape and detection performance can drop unless the models are updated or replaced. Several studies on Windows malware model detection as an evolving data stream and track how performance changes as time passes. They show that classifiers trained on a fixed time window can perform well on nearby data but deteriorate quickly when evaluated on samples collected months or years later, even when large amounts of training data are available. In order to keep up with this, security systems often use sliding or adaptive windows, which restrict training to the most recent portion of the data so that older, less relevant examples are gradually discarded. They also employ drift detectors such as ADWIN and KSWIN that monitor error rates or changes in the distribution of recent observations and signal when the statistics of the incoming stream differ significantly from the past, prompting retraining or model replacement. Related problems appear in spam filtering, fraud detection and intrusion detection, where adversaries change content, patterns of activity or network behavior to evade models trained on historical data. In these settings drift can be gradual, as new types of spam or fraud emerge, or abrupt, after a sudden shift in attack techniques. Common strategies to remain eff

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  • Timeline of artificial intelligence risks in global finance

    Timeline of artificial intelligence risks in global finance

    The following article is a broad timeline of the course of events related to artificial intelligence risks in global finance. The AI boom has led to concerns including the existential risk from artificial intelligence, as the uptake on applications of artificial intelligence increases. By late 2025, global finance and artificial intelligence were "deeply intertwined". A June 2025 Menlo Ventures report raised concerns about the sustainability of future revenue and long-term profitability of AI, given the relatively low rate of consumer monetization. == 2017 == 30 NovemberThe New York Times said that new AI reports by McKinsey & Company, the National Bureau of Economic Research, and an AI Index created by university researchers, indicated an early AI boom. The Index built on a project—"The One Hundred Year Study on Artificial Intelligence" launched in 2014. == 2018 == 2018 was a year of incremental AI growth in finance. == 2022 == The release of ChatGPT by OpenAI became the catalyst for an artificial intelligence boom that continues to remake the global economy. According to a European Central Bank report, public interest in AI increased rapidly as evidenced with rising Google searches, AI jobs, models, patents, and innovations since late 2022. At that time Europe led the US in the size of its AI workforce. == 2023 == The regulatory body, the International Monetary Fund (IMF), published their report, "Generative Artificial Intelligence in Finance: Risk Considerations", drawing attention to oversight gaps and the need for regulations. The report explores the risks posed by using generative artificial intelligence (GenAI) systems in the financial sector including "broader risks to financial stability." == 2024 == January 12 In January 2024 Bloomberg's published its list of the "Magnificent Seven" Big Tech companies on the stock market based on their strength, size and market capitalization:Apple, Microsoft, Alphabet (Google), Amazon, Meta Platforms (Facebook), Nvidia, and Tesla. 21 June During the AI boom, Nvidia became the world's most valuable company, surpassing Microsoft, as its value increased to over US$4 trillion. In 2023 and 2024, the "Magnificent Seven" stocks were the primary drivers behind the increase in equity indexes, according to Reuters. == 2025 == === January === 23 January President Donald Trump's AI policy was announced calling for United States global leadership in artificial intelligence. The Economist noted that this politic shift in which the United States seeks "global dominance" in AI includes trimming regulations and assisting in expansion of infrastructure and increase in number of AI workers. Governments of Gulf nations were also investing trillions of dollars in AI. 27 January Against the backdrop of a tech war between China and the United States over AI dominance, within days of the launch of China's free DeepSeek App, it was the most downloaded app in the United States, rising to the first place in the Apple app store. President Trump responded immediately, saying this "sudden rise" should be a "wake-up" call to the United States, and called on US companies to be more competitive. === June === 26 June In their June 2025 report, Menlo Ventures estimated that only about 3% of consumers paid for artificial intelligence-related services, representing about $USD12 billion in annual spending. This is relatively low in contrast to the massive capital expenditure by AI infrastructure companies, which raises concerns about revenue sustainability and long-term profitability. === July === 23 July The Trump administration launched the US AI Action Plan, positioning the United States in a high-stakes technological race with China for global dominance in artificial intelligence, emphasizing that neither nation can afford to fall behind due to the exponential nature of AI advancement. The plan, a new government website and policy speech called for accelerated AI adoption across federal agencies, and a number of initiatives to make is easier for AI infrastructure expansion, and other measures to ensure American leadership in AI standards. Some leading experts warned that the administration failed to provide sufficient regulations and safeguards for AI safety. Concerns were raised about the negative impacts of cuts to research funding and tightened visa policies for scientists, potentially undermining public trust and America's ability to compete internationally. === September === 7 September The Economist cautioned that AI revenues are relatively modest compared to the high cost and investments in the creation of new data centers. Even Sam Altman, OpenAI CEO and one of the leading figures of the AI boom,, raised concerns about investors' outsized hopes for financial returns. At the same time, history has shown that new technologies, like railways and electricity, endured and spread after the initial hype faded. 12 September Economists warn that U.S. households' direct and indirect investments—mutual funds or retirement plans—in the stock market reached an unprecedented historically high level, now representing 45% of all financial assets, or about $USD51.2 trillion. Compared to the Dot-com bubble this represents a sharp increase in exposure. This makes U.S. households vulnerable to market downturns which in turn would result in decreasing consumer spending. U.S. household net worth rose to a record $176.3 trillion in the second quarter, an increase of $7.3 trillion since early 2025 and about $46 trillion higher than before the pandemic. Federal Reserve data attribute the surge primarily to gains in stock markets and housing values. However, the rise in wealth on paper coincided with increased household borrowing and growing government debt. 18 September Questions were being raised about how quickly the data centers, chips, servers, and GPUs assets of major AI companies will depreciate in value. Comparisons have been made to the Railway Mania in the aftermath of the stock market bubble where a valuable physical infrastructure remained standing, and the telecoms crash after the dot-com bubble which left fiber networks. 28 September There were warnings that record-high American stock ownership during the AI-fueled market boom is a red flag for systemic risk, as the current concentration in equities exceeds levels seen before the dot-com bubble burst in 2000, and could amplify the impact of any future stock market correction. === October === 3 October In 2025 alone, venture capitalists invested almost $USD200 billion in the artificial intelligence sector. 29 October Nvidia was the first company in the world to be valued at US$5 trillion, largely due to AI demand and strategic partnerships with leading technology and AI firms. Nvidia's increase in value was "meteoric". === November === 2 November Forbes reported that, since April, the 'Magnificent Seven' tech giants together contributed over 40% of the S&P 500's return, highlighting their outsized influence and the growing impact of AI on market valuations. CNN warned that while there is a current benefit to investors, with such a high concentration in the S&P 500, they are highly exposed to the fate of the Mag Seven. 2 November Globally there are 11,000 datacentres—huge campuses for AI infrastructure, including thousands of chips, GPUS, and servers. This represents a 500% increase over the last two decades. It is anticipated that $3USDtn more will be spent on increasing that number over the next two or three years. 5 November Concerns about the potential for a market bubble were raised as six of the AI-related Big Tech "Magnificent Seven"—that contribute to the AI boom—reported losing ground in the stock market. Global markets and artificial intelligence have become "deeply intertwined", according to a Reuters report. As of November 2025, more than 50% of the 20 largest S&P firms were deeply exposed to AI. In contrast, in 2000, the 20 S&P 500 firms represented 39% of its total value only 11 of these companies were exposed to the internet. If AI fails to deliver strong returns on their investments, these top S&P firms would be significantly impacted, according to the Economist. Analysts suggest that the AI market in 2025 may not behave like a traditional one, as investors are simultaneously aware of the risks and driven by the potential for outsized rewards. Leading AI labs may believe that the first company to achieve artificial general intelligence (AGI), when an AI system surpasses all human cognitive abilities and becomes capable of self-improvement—could dominate the future of technology and finance. While some have estimated that the potential value of such a breakthrough could be as high as $1.46 quadrillion, this figure is speculative and widely debated. 5 November Bloomberg described Nvidia's H100 Hopper-Blackwell AI chips as the "King of AI chips". Nvidia dominates the AI chip market with over 78% of the market share because of both speed and cost. According to B

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  • Autognostics

    Autognostics

    Autognostics is a new paradigm that describes the capacity for computer networks to be self-aware. It is considered one of the major components of Autonomic Networking. == Introduction == One of the most important characteristics of today's Internet that has contributed to its success is its basic design principle: a simple and transparent core with intelligence at the edges (the so-called "end-to-end principle"). Based on this principle, the network carries data without knowing the characteristics of that data (e.g., voice, video, etc.) - only the end-points have application-specific knowledge. If something goes wrong with the data, only the edge may be able to recognize that since it knows about the application and what the expected behavior is. The core has no information about what should happen with that data - it only forwards packets. Although an effective and beneficial attribute, this design principle has also led to many of today's problems, limitations, and frustrations. Currently, it is almost impossible for most end-users to know why certain network-based applications do not work well and what they need to do to make it better. Also, network operators who interact with the core in low-level terms such as router configuration have problems expressing their high-level goals into low-level actions. In high-level terms, this may be summarized as a weak coupling between the network and application layers of the overall system. As a consequence of the Internet end-to-end principle, the network performance experienced by a particular application is difficult to attribute based on the behavior of the individual elements. At any given moment, the measure of performance between any two points is typically unknown and applications must operate blindly. As a further consequence, changes to the configuration of given element, or changes in the end-to-end path, cannot easily be validated. Optimization and provisioning cannot then be automated except against only the simplest design specifications. There is an increasing interest in Autonomic Networking research, and a strong conviction that an evolution from the current networking status quo is necessary. Although to date there have not been any practical implementations demonstrating the benefits of an effective autonomic networking paradigm, there seems to be a consensus as to the characteristics which such implementations would need to demonstrate. These specifically include continuous monitoring, identifying, diagnosing and fixing problems based on high-level policies and objectives. Autognostics, as a major part of the autonomic networking concept, intends to bring networks to a new level of awareness and eliminate the lack of visibility which currently exists in today's networks. == Definition == Autognostics is a new paradigm that describes the capacity for computer networks to be self-aware, in part and as a whole, and dynamically adapt to the applications running on them by autonomously monitoring, identifying, diagnosing, resolving issues, subsequently verifying that any remediation was successful, and reporting the impact with respect to the application's use (i.e., providing visibility into the changes to networks and their effects). Although similar to the concept of network awareness, i.e., the capability of network devices and applications to be aware of network characteristics (see References section below), it is noteworthy that autognostics takes that concept one step further. The main difference is the auto part of autognostics, which entails that network devices are self-aware of network characteristics, and have the capability to adapt themselves as a result of continuous monitoring and diagnostics. == Path to autognostics == Autognostics, or in other words deep self-knowledge, can be best described as the ability of a network to know itself and the applications that run on it. This knowledge is used to autonomously adapt to dynamic network and application conditions such as utilization, capacity, quality of service/application/user experience, etc. In order to achieve autognosis, networks need a means to: Continuously monitor/test the network for application-specific performance Analyze the monitoring/test data to detect problems (e.g., performance degradation) Diagnose, identify and localize sources of degradation Automatically take actions to resolve problems via remediation/provisioning Verify the problems have been resolved (potentially rolling back changes if ineffective) Subsequently, continue to monitor/test for performance

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  • Afghan Girls Robotics Team

    Afghan Girls Robotics Team

    The Afghan Girls Robotics Team, also known as the Afghan Dreamers, is an all-girl robotics team from Herat, Afghanistan, founded through the Digital Citizen Fund (DCF) in 2017 by Roya Mahboob and Alireza Mehraban. It is made up of girls between ages 12 and 18 and their mentors. Several members of the team were relocated to Qatar and Mexico by humanitarian and tech entrepreneur Sarah Porter following the fall of Kabul in August 2021. A documentary film featuring members of the team, titled Afghan Dreamers, was released by MTV Documentary Films in 2023. == Origins == The Afghan Girls Robotics Team was co-founded in 2017 by Roya Mahboob, who is their coach, mentor and sponsor, and founder of the Digital Citizen Fund (DCF), which is the parent organization for the team. Dean Kamen was planning a 2017 competition in the United States and had recruited Mahboob to form a team from Afghanistan. Out of 150 girls, 12 were selected for the first team. Before parts were sent by Kamen, they trained in the basement of the home of Mahboob's parents, with scrap metal and without safety equipment under the guidance of their coach, Mahboob's brother Alireza Mehraban, who is also a co-founder of the team. == 2017 and 2018 == In 2017, six members of the Afghan Girls Robotics Team traveled to the United States to participate in the international FIRST Global Challenge robotics competition. Their visas were rejected twice after they made two journeys from Herat to Kabul through Taliban-controlled areas, before officials in the United States government intervened to allow them to enter the United States. Customs officials also detained their robotics kits, which left them two weeks to construct their robot, unlike some teams that had more time. They were awarded a Silver medal for Courageous Achievement. One week after they returned home from the competition, the father of team captain Fatemah Qaderyan, Mohammad Asif Qaderyan, was killed in a suicide bombing. After their United States visas expired, the team participated in competitions in Estonia and Istanbul. Three of the 12 members participated in the 2017 Entrepreneurial Challenge at the Robotex festival in Estonia, and won the competition for their solar-powered robot designed to assist farmers. In 2018, the team trained in Canada, continued to travel in the United States for months and participate in competitions. == 2019 == The Afghan Girls Robotics team had aspirations to develop a science and technology school for girls in Afghanistan. Roya Mahboob interfaced with the School of Engineering and Applied Sciences (SEAS), the School of Architecture, and the Whitney and Betty MacMillan Center for International and Area Studies Yale University to design the infrastructure for what they named The Dreamer Institute. == 2020 == In March 2020, the governor of Herat at the time, in response to the COVID-19 pandemic in Afghanistan and a scarcity of ventilators, sought help with the design of low-cost ventilators, and the Afghan Girls Robotics Team was one of six teams contacted by the government. Using a design from Massachusetts Institute of Technology and with guidance from MIT engineers and Douglas Chin, a surgeon in California, the team developed a prototype with Toyota Corolla parts and a chain drive from a Honda motorcycle. UNICEF also supported the team with the acquisition of necessary parts during the three months they spent building the prototype that was completed in July 2020. Their design costs around $500 compared to $50,000 for a ventilator. In December 2020, Minister of Industry and Commerce Nizar Ahmad Ghoryani donated funding and obtained land for a factory to produce the ventilators. Under the direction of their mentor Roya Mahboob, the Afghan Dreamers also designed a UVC Robot for sanitization, and a Spray Robot for disinfection, both of which were approved by the Ministry of Health for production. == 2021 == In early August 2021, Somaya Faruqi, former captain of the team, was quoted by Public Radio International about the future of Afghanistan, stating, "We don’t support any group over another but for us what’s important is that we be able to continue our work. Women in Afghanistan have made a lot of progress over the past two decades and this progress must be respected." On August 17, 2021, the Afghan Girls Robotics Team and their coaches were reported to be attempting to evacuate, but unable to obtain a flight out of Afghanistan, and a lawyer appealed to Canada for assistance regarding the evacuation of the team members. As of August 19, 2021, nine members of the team and their coaches had evacuated to Qatar. The founder of the team, Roya Mahboob, and DCF board member, Elizabeth Schaeffer Brown, were previously in contact with the Qatari government to assist the team members in their evacuation from Afghanistan. By August 25, 2021, some members arrived in Mexico. Saghar, a team member who evacuated to Mexico, said, "We wanted to continue the path that we started to continue to go for our achievements and to go for having our dreams through reality. So that's why we decided to leave Afghanistan and go for somewhere safe" in an interview with The Associated Press. The members who have left Afghanistan participated in an online robotics competition in September and plan to continue their education. A documentary film titled Afghan Dreamers, produced by Beth Murphy and directed by David Greenwald, was in post-production when the team began to evacuate. == 2022 == The Afghan Dreamers were involved in a training program at the Texas A&M University at Qatar’s STEM Hub. == 2023 == The Afghan Girls Robotics Team had a booth at the 5th UN Conference on the Least Developed Countries, where they displayed some of the robots the team had constructed. == Afghan Dreamers documentary == The Afghan Dreamers documentary from MTV Documentary Films premiered in May 2023 on Paramount+. The film was directed by David Greenwald and produced by David Cowan and Beth Murphy. In a review for Screen Daily, Wendy Ide wrote, "This film, with its likeable cast of girl nerds and positive message, should enjoy a warm reception on the festival circuit, and will be of particular interest to events seeking to showcase women's stories from around the world. It also serves as a timely cautionary tale – a case study on just how quickly the rights and the opportunities of women can be curtailed, at the behest of the men in power." == Honors and awards == 2017 Silver medal for Courageous Achievement at the FIRST Global Challenge, science and technology 2017 Benefiting Humanity in AI Award at World Summit AI 2017 Winner, Entrepreneurship Challenge at Robotex in Estonia 2018 Permission to Dream Award, Raw Film Festival 2018 Conrad Innovation Challenge, Raw Film Festival 2018 Rookie All Star – District Championship, Canada 2018 Asia Game Changer Award Honoree 2019 Inspiring in Engineering Award – FIRST Detroit World Championship 2019 Asia Game Changer Award of California 2019 Safety Award – FIRST Global, Dubai 2021 Forbes 30 Under 30 Asia 2022 World Championships, Genoa, Switzerland

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  • Gibberlink

    Gibberlink

    GibberLink is an acoustic data transmission project, with an open-source client available on GitHub, in which two conversational AI agents switch from speaking to one another in a Human-listenable language (such as English) to their own unique language that consists of a sound-level protocol after confirming they are both AI agents. The project was created by Anton Pidkuiko and Boris Starkov. == Reception == The project won the global top prize at the ElevenLabs Worldwide Hackathon. It has also been cited as raising questions around AI ethics and oversight. On February 23, 2025, a YouTube video of two independent conversational ElevenLabs AI agents being prompted to chat about booking a hotel (one as a caller, one as a receptionist) received coverage for going viral. In this video, both agents are prompted to switch to ggwave data-over-sound protocol when they identify the other side as AI, and keep speaking in English otherwise.

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  • Information space analysis

    Information space analysis

    Within the field of information science, information space analysis is a deterministic method, enhanced by machine intelligence, for locating and assessing resources for team-centric efforts. Organizations need to be able to quickly assemble teams backed by the support services, information, and material to do the job. To do so, these teams need to find and assess sources of services that are potential participants in the team effort. To support this initial team and resource development, information needs to be developed via analysis tools that help make sense of sets of data sources in an Intranet or Internet. Part of the process is to characterize them, partition them, and sort and filter them. These tools focus on three key issues in forming a collaborative team: Help individuals responsible for forming the team understand what is available. Assist team members in identifying the structure and categorize the information available to them in a manner specifically suited to the task at hand. Aid team members to understand the mappings of their information between their organization and that used by others who might participate. Information space analysis tools combine multiple methods to assist in this task. This causes the tools to be particularly well-suited to integrating additional technologies in order to create specialized systems.

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