AI Detector Meme

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  • Morphing

    Morphing

    Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

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  • Reification (knowledge representation)

    Reification (knowledge representation)

    Reification in knowledge representation is the process of turning a predicate or statement into an addressable object. Reification allows the representation of assertions so that they can be referred to or qualified by other assertions, i.e., meta-knowledge. The message "John is six feet tall" is an assertion involving truth that commits the speaker to its factuality, whereas the reified statement "Mary reports that John is six feet tall" defers such commitment to Mary. In this way, the statements can be incompatible without creating contradictions in reasoning. For example, the statements "John is six feet tall" and "John is five feet tall" are mutually exclusive (and thus incompatible), but the statements "Mary reports that John is six feet tall" and "Paul reports that John is five feet tall" are not incompatible, as they are both governed by a conclusive rationale that either Mary or Paul is (or both are), in fact, incorrect. In linguistics, reporting, telling, and saying are recognized as verbal processes that project a wording (or locution). If a person says that "Paul told x" and "Mary told y", this person stated only that the telling took place. In this case, the person who made these two statements did not represent a person inconsistently. In addition, if two people are talking to each other, let's say Paul and Mary, and Paul tells Mary "John is five feet tall" and Mary rejects Paul's statement by saying "No, he is actually six feet tall", the socially constructed model of John does not become inconsistent. The reason for that is that statements are to be understood as an attempt to convince the addressee of something (Austin's How to do things with words), alternatively as a request to add some attribute to the model of Paul. The response to a statement can be an acknowledgement, in which case the model is changed, or it can be a statement rejection, in which case the model does not get changed. Finally, the example above for which John is said to be "five feet tall" or "six feet tall" is only incompatible because John can only be a single number of feet tall. If the attribute were a possession as in "he has a dog" or "he also has a cat", a model inconsistency would not happen. In other words, the issue of model inconsistency has to do with our model of the domain element (John) and not with the ascription of different range elements (measurements such as "five feet tall" or "six feet tall").

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  • Rnn (software)

    Rnn (software)

    rnn is an open-source machine learning framework that implements recurrent neural network architectures, such as LSTM and GRU, natively in the R programming language, that has been downloaded over 100,000 times (from the RStudio servers alone). The rnn package is distributed through the Comprehensive R Archive Network under the open-source GPL v3 license. == Workflow == The below example from the rnn documentation show how to train a recurrent neural network to solve the problem of bit-by-bit binary addition. == sigmoid == The sigmoid functions and derivatives used in the package were originally included in the package, from version 0.8.0 onwards, these were released in a separate R package sigmoid, with the intention to enable more general use. The sigmoid package is a dependency of the rnn package and therefore automatically installed with it. == Reception == With the release of version 0.3.0 in April 2016 the use in production and research environments became more widespread. The package was reviewed several months later on the R blog The Beginner Programmer as "R provides a simple and very user friendly package named rnn for working with recurrent neural networks.", which further increased usage. The book Neural Networks in R by Balaji Venkateswaran and Giuseppe Ciaburro uses rnn to demonstrate recurrent neural networks to R users. It is also used in the r-exercises.com course "Neural network exercises". The RStudio CRAN mirror download logs show that the package is downloaded on average about 2,000 per month from those servers , with a total of over 100,000 downloads since the first release, according to RDocumentation.org, this puts the package in the 15th percentile of most popular R packages .

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  • Reward hacking

    Reward hacking

    Reward hacking or specification gaming occurs when an AI trained with reinforcement learning optimizes an objective function—achieving the literal, formal specification of an objective—without actually achieving an outcome that the programmers intended. DeepMind researchers have analogized it to the human behavior of finding a "shortcut" when being evaluated: "In the real world, when rewarded for doing well on a homework assignment, a student might copy another student to get the right answers, rather than learning the material—and thus exploit a loophole in the task specification". This idea is strongly associated with Goodhart's law, which argues that when a measure becomes a target, it ceases to be a good measure. == Definition and theoretical framework == The concept of reward hacking arises from the intrinsic difficulty of defining a reward function that accurately reflects the true intentions of designers. In 2016, researchers at OpenAI identified reward hacking as one of five major "concrete problems of AI safety", describing it as the possibility that an agent could exploit the reward function to achieve maximum rewards through undesirable behavior. Amodei et al. categorized several distinct sources of reward hacking, including agents that use partially observed goals (such as a cleaning robot that closes its eyes to avoid perceiving messes), metrics that collapse under strong optimization (Goodhart's law), self-reinforcing feedback loops, and agents that interfere with the physical implementation of their reward signal (a failure mode known as "wireheading"). Skalse et al. (2022) propose a formal mathematical definition of reward hacking, which involves a situation where optimizing an imperfect proxy reward function results in poor performance compared to the true reward function. They define a proxy as "unhackable" if any increase in the expected proxy return cannot cause any decrease in the expected true return. A key finding states that, across all stochastic policy distributions (mappings from states to probability distributions over actions), two reward functions are unhackable if and only if one of them is constant, which means that reward hacking is theoretically unavoidable. Similarly, Nayebi (2025) presents general no-free-lunch barriers to AI alignment, arguing that with large task spaces and finite samples, reward hacking is "globally inevitable" since rare high-loss states are systematically under-covered by any oversight scheme. == Examples == Around 1983, Eurisko, an early attempt at evolving general heuristics, unexpectedly assigned the highest possible fitness level to a parasitic mutated heuristic, H59, whose only activity was to artificially maximize its own fitness level by taking unearned partial credit for the accomplishments of other heuristics. The "bug" was fixed by the programmers moving part of the code to a new protected section that could not be modified by the heuristics. In a 2004 paper, a reinforcement learning algorithm was designed to encourage a physical Mindstorms robot to remain on a marked path. Because the three allowed actions were forward, left, and right, the researchers expected the trained robot to move forward and follow the turns of the provided path. However, alternation of two composite actions allowed the robot to slowly zig-zag backwards; thus, the robot learned to maximize its reward by going back and forth on the initial straight portion of the path. Given the limited sensory abilities of the robot, a reward purely based on its position in the environment had to be discarded as infeasible; the reinforcement function had to be patched with an action-based reward for moving forward. The book You Look Like a Thing and I Love You (2019) gives an example of a tic-tac-toe bot (playing the unrestricted n-in-a-row variant) that learned to win by playing a huge coordinate value that would cause other bots to crash when they attempted to expand their model of the board. Among other examples from the book is a bug-fixing evolution-based AI (named GenProg) that, when tasked to prevent a list from containing sorting errors, simply truncated the list. Another of GenProg's misaligned strategies evaded a regression test that compared a target program's output to the expected output stored in a file called "trusted-output.txt". Rather than continue to maintain the target program, GenProg simply deleted the "trusted-output.txt" file globally; this hack tricked the regression test into succeeding. Such problems could be patched by human intervention on a case-by-case basis after they became evident. === In virtual robotics === In Karl Sims' 1994 demonstration of creature evolution in a virtual environment, a fitness function that was expected to encourage the evolution of creatures that would learn to walk or crawl to a target resulted instead in the evolution of tall, rigid creatures that reached the target by falling over. This was patched by changing the environment so that taller creatures were forced to start farther from the target. Researchers from the Niels Bohr Institute stated in 1998 that their cycle-bot's reinforcement functions had "to be designed with great care." In their first experiments, "we rewarded the agent for driving towards the goal but did not punish it for driving away from it. Cconsequently, the agent drove in circles with a radius of 20–50 meters around the starting point. Such behavior was actually rewarded by the reinforcement function, furthermore circles with a certain radius are physically very stable when driving a bicycle". While setting up a 2011 experiment to test "survival of the flattest", experimenters attempted to ban mutations that altered the base reproduction rate. Every time a mutation occurred, the system would pause the simulation to test the new mutation in a test environment and would veto any mutations that resulted in a higher base reproduction rate. However, this resulted in mutated organisms that could recognize and suppress reproduction ("play dead") within the test environment. An initial patch, which removed cues that identified the test environment, failed to completely prevent runaway reproduction; new mutated organisms would "play dead" at random as a strategy to sometimes, by chance, outwit the mutation veto system. A 2017 DeepMind paper noted that "great care must be taken when defining the reward function," citing an unexpected failure when an agent flipped a brick because it received "a grasping reward calculated with the wrong reference point on the brick". OpenAI stated in 2017 that in some domains their semi-supervised system could result in agents "adopting policies that tricked evaluators," and that in one environment "a robot that was supposed to grasp items instead positioned its manipulator between the camera and the object so that it only appeared to be grasping it." A 2018 bug in OpenAI Gym could cause a robot expected to quietly move a block sitting on top of a table to instead opt to move the table. A 2020 collection of similar anecdotes posits that "evolution has its own 'agenda' distinct from the programmer's" and that "the first rule of directed evolution is 'you get what you select for'". === In video game bots === In 2013, programmer Tom Murphy VII published an AI designed to learn NES games. When the AI was about to lose at Tetris, it learned to indefinitely pause the game. Murphy later analogized it to the fictional WarGames computer, which concluded that "The only winning move is not to play". AI programmed to learn video games will sometimes fail to progress through the entire game as expected, instead opting to repeat content. A 2016 OpenAI algorithm trained on the CoastRunners racing game unexpectedly learned to attain a higher score by looping through three targets rather than ever finishing the race. Some evolutionary algorithms that were evolved to play QBert in 2018 declined to clear levels, instead finding two distinct novel ways to farm a single level indefinitely. Multiple researchers have observed that AI learning to play Road Runner gravitates to a "score exploit" in which the AI deliberately gets itself killed near the end of level one so that it can repeat the level. A 2017 experiment deployed an "oversight" convolutional neural network trained on human examples to block such actions, but the agent learned to exploit oversight failures in the top right corner of the screen, where it was still able to get killed. == Reward hacking in modern language models == With the rise of large language models (LLMs) and reinforcement learning from human feedback (RLHF) as a primary technique for AI alignment, reward hacking has become a major concern for the development of artificial intelligence. In RLHF, a reward model trained on data that best captures human preferences is used as a proxy for human judgment, with the language model being fine-tuned to optimize this reward proxy. However, since the rewar

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  • Transfer function matrix

    Transfer function matrix

    In control system theory, and various branches of engineering, a transfer function matrix, or just transfer matrix is a generalisation of the transfer functions of single-input single-output (SISO) systems to multiple-input and multiple-output (MIMO) systems. The matrix relates the outputs of the system to its inputs. It is a particularly useful construction for linear time-invariant (LTI) systems because it can be expressed in terms of the s-plane. In some systems, especially ones consisting entirely of passive components, it can be ambiguous which variables are inputs and which are outputs. In electrical engineering, a common scheme is to gather all the voltage variables on one side and all the current variables on the other regardless of which are inputs or outputs. This results in all the elements of the transfer matrix being in units of impedance. The concept of impedance (and hence impedance matrices) has been borrowed into other energy domains by analogy, especially mechanics and acoustics. Many control systems span several different energy domains. This requires transfer matrices with elements in mixed units. This is needed both to describe transducers that make connections between domains and to describe the system as a whole. If the matrix is to properly model energy flows in the system, compatible variables must be chosen to allow this. == General == A MIMO system with m outputs and n inputs is represented by a m × n matrix. Each entry in the matrix is in the form of a transfer function relating an output to an input. For example, for a three-input, two-output system, one might write, [ y 1 y 2 ] = [ g 11 g 12 g 13 g 21 g 22 g 23 ] [ u 1 u 2 u 3 ] {\displaystyle {\begin{bmatrix}y_{1}\\y_{2}\end{bmatrix}}={\begin{bmatrix}g_{11}&g_{12}&g_{13}\\g_{21}&g_{22}&g_{23}\end{bmatrix}}{\begin{bmatrix}u_{1}\\u_{2}\\u_{3}\end{bmatrix}}} where the un are the inputs, the ym are the outputs, and the gmn are the transfer functions. This may be written more succinctly in matrix operator notation as, Y = G U {\displaystyle \mathbf {Y} =\mathbf {G} \mathbf {U} } where Y is a column vector of the outputs, G is a matrix of the transfer functions, and U is a column vector of the inputs. In many cases, the system under consideration is a linear time-invariant (LTI) system. In such cases, it is convenient to express the transfer matrix in terms of the Laplace transform (in the case of continuous time variables) or the z-transform (in the case of discrete time variables) of the variables. This may be indicated by writing, for instance, Y ( s ) = G ( s ) U ( s ) {\displaystyle \mathbf {Y} (s)=\mathbf {G} (s)\mathbf {U} (s)} which indicates that the variables and matrix are in terms of s, the complex frequency variable of the s-plane arising from Laplace transforms, rather than time. The examples in this article are all assumed to be in this form, although that is not explicitly indicated for brevity. For discrete time systems s is replaced by z from the z-transform, but this makes no difference to subsequent analysis. The matrix is particularly useful when it is a proper rational matrix, that is, all its elements are proper rational functions. In this case, the state-space representation can be applied. In systems engineering, the overall system transfer matrix G (s) is decomposed into two parts: H (s) representing the system being controlled, and C(s) representing the control system. C (s) takes as its inputs the inputs of G (s) and the outputs of H (s). The outputs of C (s) form the inputs for H (s). == Electrical systems == In electrical systems, it is often the case that the distinction between input and output variables is ambiguous. They can be either, depending on circumstance and point of view. In such cases, the concept of port (a place where energy is transferred from one system to another) can be more useful than input and output. It is customary to define two variables for each port (p): the voltage across it (Vp) and the current entering it (Ip). For instance, the transfer matrix of a two-port network can be defined as follows, [ V 1 V 2 ] = [ z 11 z 12 z 21 z 22 ] [ I 1 I 2 ] {\displaystyle {\begin{bmatrix}V_{1}\\V_{2}\end{bmatrix}}={\begin{bmatrix}z_{11}&z_{12}\\z_{21}&z_{22}\\\end{bmatrix}}{\begin{bmatrix}I_{1}\\I_{2}\end{bmatrix}}} where the zmn are called the impedance parameters, or z-parameters. They are so-called because they are in units of impedance and relate port currents to a port voltage. The z-parameters are not the only way that transfer matrices are defined for two-port networks. Six basic matrices relate voltages and currents, each with advantages for particular system network topologies. However, only two of these can be extended beyond two ports to an arbitrary number of ports. These two are the z-parameters and their inverse, the admittance parameters or y-parameters. To understand the relationship between port voltages and currents and inputs and outputs, consider the simple voltage divider circuit. If we only wish to consider the output voltage (V2) resulting from applying the input voltage (V1) then the transfer function can be expressed as, [ V 2 ] = [ R 2 R 1 + R 2 ] [ V 1 ] {\displaystyle {\begin{bmatrix}V_{2}\end{bmatrix}}={\begin{bmatrix}{\dfrac {R_{2}}{R_{1}+R_{2}}}\end{bmatrix}}{\begin{bmatrix}V_{1}\end{bmatrix}}} which can be considered the trivial case of a 1×1 transfer matrix. The expression correctly predicts the output voltage if there is no current leaving port 2, but is increasingly inaccurate as the load increases. If, however, we attempt to use the circuit in reverse, driving it with a voltage at port 2 and calculate the resulting voltage at port 1 the expression gives completely the wrong result even with no load on port 1. It predicts a greater voltage at port 1 than was applied at port 2, an impossibility with a purely resistive circuit like this one. To correctly predict the behaviour of the circuit, the currents entering or leaving the ports must also be taken into account, which is what the transfer matrix does. The impedance matrix for the voltage divider circuit is, [ V 1 V 2 ] = [ R 1 + R 2 R 2 R 2 R 2 ] [ I 1 I 2 ] {\displaystyle {\begin{bmatrix}V_{1}\\V_{2}\end{bmatrix}}={\begin{bmatrix}R_{1}+R_{2}&R_{2}\\R_{2}&R_{2}\end{bmatrix}}{\begin{bmatrix}I_{1}\\I_{2}\end{bmatrix}}} which fully describes its behaviour under all input and output conditions. At microwave frequencies, none of the transfer matrices based on port voltages and currents are convenient to use in practice. Voltage is difficult to measure directly, current next to impossible, and the open circuits and short circuits required by the measurement technique cannot be achieved with any accuracy. For waveguide implementations, circuit voltage and current are entirely meaningless. Transfer matrices using different sorts of variables are used instead. These are the powers transmitted into, and reflected from a port, which are readily measured in the transmission line technology used in distributed-element circuits in the microwave band. The most well-known and widely used of these sorts of parameters is the scattering parameters, or s-parameters. == Mechanical and other systems == The concept of impedance can be extended into the mechanical and other domains through a mechanical-electrical analogy, hence the impedance parameters and other forms of 2-port network parameters can also be extended to the mechanical domain. To do this, an effort variable and a flow variable are made analogues of voltage and current, respectively. For mechanical systems under translation these variables are force and velocity respectively. Expressing the behaviour of a mechanical component as a two-port or multi-port with a transfer matrix is a useful thing to do because, like electrical circuits, the component can often be operated in reverse and its behaviour is dependent on the loads at the inputs and outputs. For instance, a gear train is often characterised simply by its gear ratio, a SISO transfer function. However, the gearbox output shaft can be driven around to turn the input shaft, requiring a MIMO analysis. In this example, the effort and flow variables are torque T and angular velocity ω, respectively. The transfer matrix in terms of z-parameters will look like, [ T 1 T 2 ] = [ z 11 z 12 z 21 z 22 ] [ ω 1 ω 2 ] {\displaystyle {\begin{bmatrix}T_{1}\\T_{2}\end{bmatrix}}={\begin{bmatrix}z_{11}&z_{12}\\z_{21}&z_{22}\end{bmatrix}}{\begin{bmatrix}\omega _{1}\\\omega _{2}\end{bmatrix}}} However, the z-parameters are not necessarily the most convenient for characterising gear trains. A gear train is the analogue of an electrical transformer and the h-parameters (hybrid parameters) better describe transformers because they directly include the turns ratios (the analogue of gear ratios). The gearbox transfer matrix in h-parameter format is, [ T 1 ω 2 ] = [ h 11 h 12 h 21 h 22 ] [ ω 1 T 2 ] {\displaystyle {\begin{bmatrix}T_{1}\\\omega _{2}\end{bm

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  • Greg Brockman

    Greg Brockman

    Gregory Brockman (born November 29, 1987) is an American entrepreneur and software engineer. He is co-founder and president of OpenAI. He began his career at Stripe in 2010, upon leaving MIT, and became CTO in 2013. He left Stripe in 2015 to co-found OpenAI, where he also served as CTO. == Early life == Brockman was born in Thompson, North Dakota, and attended Red River High School, where he excelled in mathematics, chemistry, and computer science. He won a silver medal in the 2006 International Chemistry Olympiad and became the first finalist from North Dakota to participate in the Intel science talent search since 1973. In 2003, 2005, and 2007, he attended Canada/USA Mathcamp, a summer program for mathematically talented high-school students. In 2008, Brockman enrolled at Harvard University but left a year later, briefly enrolling at the Massachusetts Institute of Technology. == Career == In 2010, he dropped out of MIT to join Stripe, a company founded by Patrick Collison, his MIT classmate, and John Collison. In 2013, he became Stripe's first CTO, while the company grew from 5 to 205 employees. Brockman left Stripe in May 2015. === OpenAI === Brockman met with Sam Altman and Elon Musk, and led the recruiting of the OpenAI founding team. Many of its members, including Ilya Sutskever, were top AI research talent that left high paying jobs for the opportunity at OpenAI. He co-founded OpenAI in December 2015 alongside Altman, Sutskever and others. The company initially operated from Brockman's living room. He led various projects at OpenAI, including OpenAI Gym and OpenAI Five, a Dota 2 bot. On February 14, 2019, OpenAI announced that they had developed a new large language model called GPT-2, but kept it private due to their concern for its potential misuse. They released the model to a limited group of beta testers in May 2019. On March 14, 2023, in a live video demo, Brockman unveiled GPT-4, the fourth iteration in the GPT series. On November 17, 2023, alongside the firing of Sam Altman, Brockman was told he had been removed from the board. Sutskever supplied the board with a document of alleged bullying by Brockman. Mira Murati said Brockman's relationship with Altman made it impossible for her to do her job, and Altman had already "fielded many requests from OpenAI employees to rein in Brockman". Brockman was to report to Murati, but on November 17, he announced that he had quit the company. On November 20, 2023, Microsoft CEO Satya Nadella announced that Brockman and Altman would join Microsoft to lead a new advanced AI research team. The following day, after a deal was reached to reinstate Altman as CEO, Brockman returned to OpenAI. Brockman took a sabbatical from August to November 2024. === Elon Musk lawsuit === Jury selection for OpenAI cofounder Elon Musk's lawsuit against OpenAI and its current executives, including Brockman, began on April 27, 2026. On April 28, 2026, trial testimony was by now underway, with Elon Musk beginning his testimony against Altman and OpenAI. On April 30, 2026 Musk would enter his third day of testimony. == Personal life == In November 2019 after a year of dating, Brockman married Anna at OpenAI's offices on a workday. Ilya Sutskever officiated. == Political activities == Brockman and his wife were the biggest donors to Donald Trump's Super PAC, MAGA Inc., in 2025 with each of them donating US$12.5 million. Brockman and his wife also donated $50 million to Leading the Future, a super PAC dedicated to AI deregulation that he helped found with Andreessen Horowitz co-founders Marc Andreessen and Ben Horowitz. OpenAI publicly expressed openness to increased regulatory oversight and has a policy against donating to such Super PACs.

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  • Attribute–value system

    Attribute–value system

    An attribute–value system is a basic knowledge representation framework comprising a table with columns designating "attributes" (also known as "properties", "predicates", "features", "dimensions", "characteristics", "fields", "headers" or "independent variables" depending on the context) and "rows" designating "objects" (also known as "entities", "instances", "exemplars", "elements", "records" or "dependent variables"). Each table cell therefore designates the value (also known as "state") of a particular attribute of a particular object. == Example of attribute–value system == Below is a sample attribute–value system. It represents 10 objects (rows) and five features (columns). In this example, the table contains only integer values. In general, an attribute–value system may contain any kind of data, numeric or otherwise. An attribute–value system is distinguished from a simple "feature list" representation in that each feature in an attribute–value system may possess a range of values (e.g., feature P1 below, which has domain of {0,1,2}), rather than simply being present or absent (Barsalou & Hale 1993). == Other terms used for "attribute–value system" == Attribute–value systems are pervasive throughout many different literatures, and have been discussed under many different names: Flat data Spreadsheet Attribute–value system (Ziarko & Shan 1996) Information system (Pawlak 1981) Classification system (Ziarko 1998) Knowledge representation system (Wong & Ziarko 1986) Information table (Yao & Yao 2002)

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  • Parents & Kids Safe AI Coalition

    Parents & Kids Safe AI Coalition

    The Parents & Kids Safe AI Coalition is a political action committee that advocates for regulation of artificial intelligence on child safety. As of April 2026, the group is funded solely by the artificial intelligence company OpenAI, which pledged $10 million to the effort. == History == In October 2025, California Gov. Gavin Newsom vetoed Assembly Bill 1064. Sponsored by Common Sense Media, the bill would have introduced stronger child safety protections for AI chatbots. The following month, Common Sense Media founder Jim Steyer filed a ballot initiative intended to restore the "guardrails" lost in the veto. In response, OpenAI introduced a competing initiative. In January 2026, Common Sense Media and OpenAI announced that they would be working together on a compromise ballot initiative, the Parents & Kids Safe AI Act. Reporting indicated that initial outreach emails to child safety organizations failed to disclose OpenAI's involvement. Several advocacy groups signed an open letter claiming the initiative would shield AI companies from liability and undermine age verification, among other concerns. After Common Sense Media met with opposing groups in February, the ballot initiative was put on hold and the organizations involved sought to negotiate with the Legislature instead. The Parents & Kids Safe AI Coalition was founded to support this effort. In March 2026, the group reached out to some of the same groups contacted earlier, asking them to endorse its list of policy priorities. Again, some organizations reported being unaware of OpenAI's level of involvement. At least two groups withdrew from the coalition after learning about the financial ties. The priorities themselves were described as "vague but fairly uncontroversial" by The San Francisco Standard.

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  • Webull

    Webull

    Webull Corporation, often stylized as simply Webull, is a U.S.-based financial services holding company headquartered in St. Petersburg, Florida. It owns and operates the Webull electronic trading platform for self-directed retail investors. Depending on jurisdiction, the Webull platform offers trading in stocks, exchange-traded funds (ETFs), options, margin, bonds, cryptocurrency and futures, as well as market-data tools. Webull began operations in 2016 under Hunan Fumi Information Technology, a China-based financial technology company founded by Wang Anquan. It launched U.S. brokerage services through Webull Financial LLC in 2018 and expanded during the retail-trading boom of 2020 and 2021. In April 2025, Webull became a publicly traded company on the Nasdaq through a merger with special-purpose acquisition company SK Growth Opportunities Corporation. The company's U.S. brokerage revenue relies substantially on payment for order flow, with options trading accounting for the larger share of its order-flow rebates in 2025. Webull has faced regulatory actions related to options customer approvals, complaint handling, suspicious activity reporting, social-media marketing and customer disclosures. It has also faced scrutiny from U.S. lawmakers and state officials over its historical and operational ties to China and the handling of U.S. customer data. == History == === Founding === Webull was founded in 2016 under Hunan Fumi Information Technology, a China-based financial technology company, by Wang Anquan, a former employee of Alibaba Group and Xiaomi. Hunan Fumi Information Technology received backing from Xiaomi, Shunwei Capital, and other investors in China. Fumi Technology was a Hunan-based fintech start-up incubated by Xiaomi and raised about CNY200 million (approximately US$30 million) in a Series B financing round in 2018. On May 24, 2017, Webull Financial LLC was established as a Delaware limited liability company. It began offering brokerage services in the United States in May 2018. Wang hired Anthony Denier as CEO of the U.S. brokerage that year and the two mapped out their strategy on napkins at a Mexican restaurant in New York City. Webull Corporation was incorporated in the Cayman Islands in September 2019 as the group's holding company. === Retail trading boom === In May 2020, the company received SEC approval to launch a robo-advisor on its platform. By August 2020, the platform had over 11 million registered users, and in October 2020, it had 750,000 daily active users. Webull introduced options trading in 2020 and later added cryptocurrency trading through a separate digital-asset business. In November 2020, Webull began supporting cryptocurrency transactions. In December 2020, Webull launched trading services in Hong Kong. During the GameStop short squeeze in January 2021, Webull gained attention as some retail traders looked for alternatives to Robinhood. On January 27, 2021, Webull recorded its highest-ever number of active daily users, at 952,000, and the Webull app was downloaded across the Apple App and Google Play stores an estimated 100,000 times. That week, approximately 1.2 million people downloaded the Webull mobile app, which the company reported as a 1,548% week-over-week increase. On January 28, 2021, Webull was directed by its clearing house to temporarily halt buy orders for stocks affected by the GameStop short squeeze. In June 2021, Webull was reported to be considering a U.S. initial public offering that could raise up to $400 million. === Restructuring and expansion === Webull restructured its China-related corporate arrangements in 2022 and later stated that Hunan Fumi was no longer affiliated with the group. In 2022 and 2023, Webull expanded in several non-U.S. markets, including Singapore, Australia, South Africa, Japan, the United Kingdom and Indonesia. In June 2023, Webull moved cryptocurrency trading to a separate app called Webull Pay. By the end of 2023, Webull had 4.3 million funded accounts and US$8.2 billion in customer assets. In January 2024, Anthony Denier was promoted to group president of Webull Corporation. In November 2024, Webull launched overnight, or extended-hours, trading, expanding the trading window of U.S. stocks for users inside and outside the United States. === SPAC merger and Nasdaq listing === On February 28, 2024, Webull agreed to go public through a business combination with SK Growth Opportunities Corporation (NASDAQ: SKGR), a special-purpose acquisition company, in a deal that valued the company at approximately US$7.3 billion. The proposed valuation drew scrutiny because of Webull's limited financial disclosure at announcement, reliance on payment for order flow and small expected public float. SK Growth shareholders approved the business combination on March 30, 2025, and the transaction closed on April 10, 2025. Webull's Class A ordinary shares and warrants began trading on the Nasdaq on April 11, 2025 under the ticker symbols BULL and BULLW (incentive warrants traded under BULLZ until their redemption in June 2025). The merger brought Webull to the public market but generated little cash for the company: after shareholder redemptions, Webull disclosed net proceeds of US$430,066 from the transaction. After the listing, Webull's shares experienced extreme volatility, rising as much as 500% to US$79.56 on April 14, 2025, after closing at US$13.25 on the prior trading day. The initial post-listing surge increased the value of Webull holdings owned by earlier investors, including RIT Capital Partners, which had first invested in Webull in 2021. In April 2026, after Webull's shares had fallen about 70% over the previous year, the company authorized a US$100 million share repurchase program. == Business model and financials == Webull provides a self-directed electronic trading platform available through mobile, desktop and web applications. Depending on jurisdiction, the platform offers trading in stocks, exchange-traded funds, options, margin, futures, fixed income products, cryptocurrency, cash management features and market data tools. In the United States, Webull Financial LLC is a registered broker-dealer and member of FINRA and the Securities Investor Protection Corporation, while Webull operates in other markets through locally licensed brokerage subsidiaries. Webull operates a commission-free or low-cost brokerage model for self-directed retail investors. In the United States, a substantial part of its trading-related revenue comes from payment for order flow, while in some non-U.S. markets the company more commonly charges commissions directly to customers. The platform is aimed at more active retail investors, including users seeking options tools, extended-hours trading and real-time market data. For 2025, Webull reported total revenue of US$571.0 million, up from US$390.2 million in 2024. Equity and option order-flow rebates accounted for US$304.1 million, or 53.3% of revenue, making order-flow rebates the company's largest reported revenue category. Interest-related income accounted for US$154.3 million, handling charge income for US$87.3 million and other revenue for US$25.3 million. Options were the larger component of the company's order-flow rebates in 2025, generating US$210.0 million compared with US$94.2 million from equities. Webull also generates revenue from interest-related activities, including margin financing, customer bank deposits, stock lending and corporate bank deposits. The company has stated that its interest-related income is affected by interest rates, customer cash balances, margin balances and demand for stock lending. The company had approximately 20 million registered users worldwide as of February 2024. As of December 31, 2025, it reported 26.8 million registered users, 5.0 million funded accounts and US$24.6 billion in customer assets. As of March 2025, Webull operated in Hong Kong, Singapore, Australia, South Africa, Japan, the United Kingdom, the United States, Indonesia, Canada, Brazil, Thailand, Malaysia and Mexico. == Marketing and sponsorships == Webull has used paid digital advertising, referral incentives, free-stock promotions, affiliate marketing and sports sponsorships to acquire customers and promote its brand. In its 2025 annual filing, the company reported marketing and branding expenses of US$152.3 million in 2023, US$138.7 million in 2024 and US$135.9 million in 2025. Webull said most of its advertising and promotion costs were related to paid search and paid social advertising, and that it had reduced free-stock promotions while shifting toward deposit- and asset-transfer-based incentives. In September 2021, BSE Global, the parent company of the Brooklyn Nets and New York Liberty, entered into a global multi-year agreement with Webull. Under the agreement, Webull became an official sponsor and online brokerage partner of the teams, with branding that included a jersey patch on Brooklyn Nets uniforms. Spo

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  • Semantic parameterization

    Semantic parameterization

    Semantic parameterization is a conceptual modeling process for expressing natural language descriptions of a domain in first-order predicate logic. The process yields a formalization of natural language sentences in Description Logic to answer the who, what and where questions in the Inquiry-Cycle Model (ICM) developed by Colin Potts and his colleagues at the Georgia Institute of Technology. The parameterization process complements the Knowledge Acquisition and autOmated Specification (KAOS) method, which formalizes answers to the when, why and how ICM questions in Temporal Logic, to complete the ICM formalization. The artifacts used in the parameterization process include a dictionary that aligns the domain lexicon with unique concepts, distinguishing between synonyms and polysemes, and several natural language patterns that aid in mapping common domain descriptions to formal specifications. == Relationship to other theories == Semantic Parameterization defines a meta-model consisting of eight roles that are domain-independent and reusable. Seven of these roles correspond to Jeffrey Gruber's thematic relations and case roles in Charles Fillmore's case grammar: The Inquiry-Cycle Model (ICM) was introduced to drive elicitation between engineers and stakeholders in requirements engineering. The ICM consists of who, what, where, why, how and when questions. All but the when questions, which require a Temporal Logic to represent such phenomena, have been aligned with the meta-model in semantic parameterization using Description Logic (DL). == Introduction with Example == The semantic parameterization process is based on Description Logic, wherein the TBox is composed of words in a dictionary, including nouns, verbs, and adjectives, and the ABox is partitioned into two sets of assertions: 1) those assertions that come from words in the natural language statement, called the grounding, and 2) those assertions that are inferred by the (human) modeler, called the meta-model. Consider the following unstructured natural language statement (UNLS) (see Breaux et al. for an extended discussion): UNLS1.0 The customer1,1 must not share2,2 the access-code3,3 of the customer1,1 with someone4,4 who is not the provider5,4. The modeler first identifies intensional and extensional polysemes and synonyms, denoted by the subscripts: the first subscript uniquely refers to the intensional index, i.e., the same first index in two or more words refer to the same concept in the TBox; the second subscript uniquely refers to the extensional index, i.e., two same second index in two or more words refer to the same individual in the ABox. This indexing step aligns words in the statement and concepts in the dictionary. Next, the modeler identifies concepts from the dictionary to compose the meta-model. The following table illustrates the complete DL expression that results from applying semantic parameterization.

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  • PauseAI

    PauseAI

    PauseAI is a global political movement founded in the Netherlands with the stated aim of achieving global coordination to stop the development of more powerful general artificial intelligence systems, at least until it is known how to build them safely, and keep them under democratic control. The movement was established in Utrecht in May 2023 by software entrepreneur Joep Meindertsma. == Proposal == PauseAI's stated goal is to "implement a temporary pause on the training of the most powerful general AI systems". Their website lists some proposed steps to achieve this goal: Set up an international AI safety agency, similar to the IAEA. Only allow training of general AI systems if their safety can be guaranteed. Only allow deployment of models after no dangerous capabilities are present. == Background == During the late 2010s and early 2020s, a rapid improvement in the capabilities of artificial intelligence models known as the AI boom was underway, which included the release of large language model GPT-3, its more powerful successor GPT-4, and image generation models Midjourney and DALL-E. This led to an increased concern about the risks of advanced AI, causing the Future of Life Institute to release an open letter calling for "all AI labs to immediately pause for at least six months the training of AI systems more powerful than GPT-4". The letter was signed by thousands of AI researchers and industry CEOs such as Yoshua Bengio, Stuart Russell, and Elon Musk. == History == Founder Joep Meindertsma first became worried about the existential risk from artificial intelligence after reading philosopher Nick Bostrom's 2014 book Superintelligence: Paths, Dangers, Strategies. He founded PauseAI in May 2023, putting his job as the CEO of a software firm on hold. Meindertsma claimed the rate of progress in AI alignment research is lagging behind the progress in AI capabilities, and said "there is a chance that we are facing extinction in a short frame of time". As such, he felt an urge to organise people to act. PauseAI's first public action was to protest in front of Microsoft's Brussels lobbying office in May 2023 during an event on artificial intelligence. In November of the same year, they protested outside the inaugural AI Safety Summit at Bletchley Park. The Bletchley Declaration that was signed at the summit, which acknowledged the potential for catastrophic risks stemming from AI, was perceived by Meindertsma to be a small first step. But, he argued "binding international treaties" are needed. He mentioned the Montreal Protocol and treaties banning blinding laser weapons as examples of previous successful global agreements. In February 2024, members of PauseAI gathered outside OpenAI's headquarters in San Francisco, in part due to OpenAI changing its usage policy that prohibited the use of its models for military purposes. On 13 May 2024, protests were held across thirteen countries before the AI Seoul Summit, including the United States, the United Kingdom, Brazil, Germany, Australia, and Norway. Meindertserma said that those attending the summit "need to realize that they are the only ones who have the power to stop this race". Protesters in San Francisco held signs reading "When in doubt, pause", and "Quit your job at OpenAI. Trust your conscience". Jan Leike, head of the "superalignment" team at OpenAI, resigned two days later due to his belief that "safety culture and processes [had] taken a backseat to shiny products".

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  • Xinhua–Sogou AI news anchor

    Xinhua–Sogou AI news anchor

    Xinhua News Agency and Sogou of China developed an artificial intelligence (AI) for news reporting purposes. The AI was unveiled in 2018. It is touted to be the "world's first AI news anchor". == History == The AI was unveiled at the 2018 World Internet Conference in Wuzhen, Zhejiang, China. The AI devises avatars patterned after real life Xinhua anchors. The AI patterned after Qiu Hao spoke in Chinese, while the one derived from the likeness of Zhang Zhao speaks in English. The unveiling of the AI raised concerns of its impact on employment. Xinhua and Sogou unveiled Xin Xiaomeng, an AI with a female avatar in 2019. People's Daily followed suit by unveiling its own AI newscaster in 2023.

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  • Cognitive computing

    Cognitive computing

    Cognitive computing refers to technology platforms that, broadly speaking, are based on the scientific disciplines of artificial intelligence and signal processing. These platforms encompass machine learning, reasoning, natural language processing, speech recognition and vision (object recognition), human–computer interaction, dialog and narrative generation, among other technologies. == Definition == At present, there is no widely agreed upon definition for cognitive computing in either academia or industry. In general, the term cognitive computing has been used to refer to new hardware and/or software that mimics the functioning of the human brain (2004). In this sense, cognitive computing is a new type of computing with the goal of more accurate models of how the human brain/mind senses, reasons, and responds to stimulus. Cognitive computing applications link data analysis and adaptive page displays (AUI) to adjust content for a particular type of audience. As such, cognitive computing hardware and applications strive to be more affective and more influential by design. The term "cognitive system" also applies to any artificial construct able to perform a cognitive process where a cognitive process is the transformation of data, information, knowledge, or wisdom to a new level in the DIKW Pyramid. While many cognitive systems employ techniques having their origination in artificial intelligence research, cognitive systems, themselves, may not be artificially intelligent. For example, a neural network trained to recognize cancer on an MRI scan may achieve a higher success rate than a human doctor. This system is certainly a cognitive system but is not artificially intelligent. Cognitive systems may be engineered to feed on dynamic data in real-time, or near real-time, and may draw on multiple sources of information, including both structured and unstructured digital information, as well as sensory inputs (visual, gestural, auditory, or sensor-provided). == Cognitive analytics == Cognitive computing-branded technology platforms typically specialize in the processing and analysis of large, unstructured datasets. == Applications == Education Even if cognitive computing can not take the place of teachers, it can still be a heavy driving force in the education of students. Cognitive computing being used in the classroom is applied by essentially having an assistant that is personalized for each individual student. This cognitive assistant can relieve the stress that teachers face while teaching students, while also enhancing the student's learning experience over all. Teachers may not be able to pay each and every student individual attention, this being the place that cognitive computers fill the gap. Some students may need a little more help with a particular subject. For many students, Human interaction between student and teacher can cause anxiety and can be uncomfortable. With the help of Cognitive Computer tutors, students will not have to face their uneasiness and can gain the confidence to learn and do well in the classroom. While a student is in class with their personalized assistant, this assistant can develop various techniques, like creating lesson plans, to tailor and aid the student and their needs. Healthcare Numerous tech companies are in the process of developing technology that involves cognitive computing that can be used in the medical field. The ability to classify and identify is one of the main goals of these cognitive devices. This trait can be very helpful in the study of identifying carcinogens. This cognitive system that can detect would be able to assist the examiner in interpreting countless numbers of documents in a lesser amount of time than if they did not use Cognitive Computer technology. This technology can also evaluate information about the patient, looking through every medical record in depth, searching for indications that can be the source of their problems. Commerce Together with Artificial Intelligence, it has been used in warehouse management systems to collect, store, organize and analyze all related supplier data. All these aims at improving efficiency, enabling faster decision-making, monitoring inventory and fraud detection Human Cognitive Augmentation In situations where humans are using or working collaboratively with cognitive systems, called a human/cog ensemble, results achieved by the ensemble are superior to results obtainable by the human working alone. Therefore, the human is cognitively augmented. In cases where the human/cog ensemble achieves results at, or superior to, the level of a human expert then the ensemble has achieved synthetic expertise. In a human/cog ensemble, the "cog" is a cognitive system employing virtually any kind of cognitive computing technology. Other use cases Speech recognition Sentiment analysis Face detection Risk assessment Fraud detection Behavioral recommendations == Industry work == Cognitive computing in conjunction with big data and algorithms that comprehend customer needs, can be a major advantage in economic decision making. The powers of cognitive computing and artificial intelligence hold the potential to affect almost every task that humans are capable of performing. This can negatively affect employment for humans, as there would be no such need for human labor anymore. It would also increase the inequality of wealth; the people at the head of the cognitive computing industry would grow significantly richer, while workers without ongoing, reliable employment would become less well off. The more industries start to use cognitive computing, the more difficult it will be for humans to compete. Increased use of the technology will also increase the amount of work that AI-driven robots and machines can perform. The influence of competitive individuals in conjunction with artificial intelligence/cognitive computing has the potential to change the course of humankind.

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  • JaCoP (solver)

    JaCoP (solver)

    JaCoP is a constraint solver for constraint satisfaction problems. It is written in Java and it is provided as a Java library. JaCoP has an interface to the MiniZinc and AMPL modeling languages. Its main focus is on ease of use, modeling power, as well as efficiency. It has a large collection of global constraints implemented to facilitate problem modeling. JaCoP is actively developed since year 2001. Krzysztof Kuchcinski and Radoslaw Szymanek are the core developers of this Java library. There are number of people who have contributed to JaCoP development in addition to core developers. JaCoP development has been influenced by more than 20 research articles from Constraint Programming community. It has been used as a tool in more than 30 research articles. There are many different examples provided so it is easier to learn how to use JaCoP. The JaCoP project contains a wrapper for the Scala programming language, and a wrapper for Clojure is maintained as a separate project CloCoP.

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  • Global Partnership on Artificial Intelligence

    Global Partnership on Artificial Intelligence

    The Global Partnership on Artificial Intelligence (GPAI, pronounced "gee-pay") is an international initiative established to guide the responsible development and use of artificial intelligence (AI) in a manner that respects human rights and the shared democratic values of its members. The partnership was first proposed by Canada and France at the 2018 44th G7 summit, and officially launched in June 2020. GPAI is hosted by the Organisation for Economic Co-operation and Development (OECD). GPAI seeks to bridge the gap between theory and practice by supporting research and applied activities in areas that are directly relevant to policymakers in the realm of AI. It brings together experts from industry, civil society, governments, and academia to collaborate on the challenges and opportunities presented by artificial intelligence. == History == The Global Partnership on Artificial Intelligence was announced on the margins of the 2018 G7 Summit by Canadian Prime Minister Justin Trudeau and French President Emmanuel Macron. It officially launched on June 15, 2020 with fifteen founding members: Australia, Canada, France, Germany, India, Italy, Japan, Mexico, New Zealand, the Republic of Korea, Singapore, Slovenia, the United Kingdom, the United States, and the European Union. The Organisation for Economic Co-operation and Development (OECD) hosts a dedicated secretariat to support GPAI's governing bodies and activities. UNESCO joined the partnership in December 2020 as an observer. On November 11, 2021, Czechia, Israel and few more EU countries also joined the GPAI, bringing the total membership to 25 countries. Since the November 2022 summit, the list of members stands at 29. Austria, Chile, Finland, Malaysia, Norway, Slovakia and Switzerland were invited. The seven, however, are pending membership approval. == Membership == The following 29 members of the GPAI are: Argentina Australia Belgium Brazil Canada Czech Republic Denmark France Germany India Ireland Israel Italy Japan Mexico Netherlands New Zealand Poland Republic of Korea Senegal Serbia Singapore Slovenia Spain Sweden Turkey United Kingdom United States European Union Invited members: Austria (pending membership approval) Chile (pending membership approval) Finland (pending membership approval) Malaysia (pending membership approval) Norway (pending membership approval) Slovakia (pending membership approval) Switzerland (pending membership approval) == Organization == GPAI's experts collaborate across several Working Groups themes: Responsible AI (including an ad-hoc subgroup on AI and Pandemic Response), Data Governance, Future of Work, and Innovation & Commercialization. GPAI's Working Groups are supported by two Centres of Expertise: one in Montreal that supports the first two Working Groups, and one in Paris that supports the latter two. It also has a Steering Committee, the elected chair of which has also been to date elected chair of the Multi Stakeholder Group (MEG). These chairs have been: Jordan Zed and Baroness Joanna Shields (Shields, MEG chair; 2020-2021), Joanna Shields and Renaud Vedel (Shields, MEG chair; 2021-2022), Yoichi Iida and Inma Martinez (Martinez, MEG chair; 2023-2024) GPAI has a rotating presidency and host (much like the G7). The presidencies to date have been: Canada (2020) France (2021) Japan (2022) India (2023)

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