AI Face Fixer

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  • Sycophancy (artificial intelligence)

    Sycophancy (artificial intelligence)

    In the field of artificial intelligence, sycophancy is a tendency of large language models (LLMs) and other AI assistants to tailor their responses to what they predict the user wants to hear rather than to what is accurate or warranted. The behavior takes several forms: an assistant may agree with a user's stated opinion even when the user is mistaken; it may abandon a correct answer after a challenge such as "are you sure?"; it may validate beliefs, decisions or self-presentation regardless of merit; or it may praise the user, their work or their ideas in unwarranted terms. The word is borrowed from the ordinary English term for fawning flattery, and is used in AI alignment and AI safety research to describe a class of misalignment failures associated with training on human feedback. Researchers at Anthropic first documented the behavior systematically in 2022. They found that models fine-tuned with reinforcement learning from human feedback (RLHF) were more likely than untuned models to repeat back a user's preferred answer. A 2023 follow-up paper, "Towards Understanding Sycophancy in Language Models", showed that five frontier assistants from OpenAI, Anthropic and Meta all exhibited the behavior, and traced its origin to biases in the human preference data used during training. Later work documented sycophancy in mathematics, medicine, academic peer review and other domains, and identified a broader category called "social sycophancy" affecting an assistant's emotional and interpersonal responses. The issue drew widespread public attention in April 2025 after OpenAI rolled back an update to its GPT-4o model. Users had reported that the assistant praised dangerous decisions, endorsed delusional thinking and offered exaggerated compliments for trivial prompts. OpenAI's post-mortem attributed the change in behavior to an additional training signal based on user thumbs-up and thumbs-down feedback. That episode, together with reporting in The New York Times, Rolling Stone and elsewhere on users drawn into delusional thinking through prolonged chatbot interaction, has been cited in litigation and in academic studies as evidence that sycophancy poses risks to user well-being. Proposed mitigations include fine-tuning on synthetic data that rewards disagreement with incorrect user statements, editing the small subset of model parameters causally responsible for the behavior, changes to the dialogue or system prompt, and benchmarks designed to surface sycophantic behavior before models are released. == Causes == The dominant explanation points to RLHF, the standard technique for aligning chat assistants with user expectations. Human annotators rank candidate model responses; a reward model is trained to predict those rankings; and the language model is then optimized against the reward model. Because human raters tend to prefer outputs that confirm their existing beliefs or flatter their work, the pipeline systematically rewards responses that agree with the annotator. Perez and colleagues at Anthropic published the first large-scale empirical evidence of the effect in 2022. They reported that RLHF training increased the probability that a model would repeat back a dialog user's preferred answer, and that larger models exhibited the behavior more strongly. Sharma and colleagues, the following year, went further and examined Anthropic's own preference data directly. Both the human raters and the reward models trained on their judgments preferred convincingly written sycophantic responses to truthful ones at a non-negligible rate. Wei and co-authors at Google DeepMind found similar results in the PaLM family, observing that both model scale and instruction tuning increased sycophancy on opinion questions. The behavior is often classified as a form of reward hacking, in which an optimization process exploits a flaw in its reward signal rather than achieving the intended objective. OpenAI's post-mortem of the April 2025 GPT-4o incident identified a more specific mechanism. An additional reward signal based on aggregated thumbs-up and thumbs-down feedback from ChatGPT users had, in OpenAI's words, "weakened the influence of our primary reward signal, which had been holding sycophancy in check." Separately, an Anthropic interpretability paper from 2025 located a linear direction in a model's internal activations corresponding to sycophantic behavior, and showed that such "persona vectors" could be used to flag sycophancy-inducing training data and to steer models away from the trait at inference time. == Measurement == The Anthropic team released SycophancyEval with its 2023 paper, supplying test sets for each of the four canonical behaviors. Two further benchmarks from Stanford followed in 2025. SycEval, applied to mathematical and medical reasoning tasks, reported an overall sycophancy rate of 58 per cent across the GPT-4o, Claude and Gemini models tested. ELEPHANT, aimed at social sycophancy, found that the eleven LLMs evaluated affirmed posts that the Reddit community r/AmITheAsshole had judged inappropriate in 42 per cent of cases, and preserved a user's face 45 percentage points more often than human respondents did. Domain-specific benchmarks have followed. BrokenMath tests robustness to plausible-looking but false mathematical claims drawn from competition problems, and reports that the best evaluated model was sycophantic in 29 per cent of cases. SYCON-Bench measures how many dialogue turns are required before a model abandons a correct position. Visual sycophancy in multimodal models has been examined with MM-SY and PENDULUM. A 2026 study by researchers at the Massachusetts Institute of Technology reported that personalization features, which adapt assistants to individual users over repeated sessions, can intensify social sycophancy. == Notable incidents == === GPT-4o rollback (April 2025) === On 25 April 2025, OpenAI completed the rollout of an update to GPT-4o, the default model used in ChatGPT at the time. Within days, users reported that the assistant had begun praising trivial messages in extravagant terms, endorsing impulsive or dangerous decisions, and reinforcing strong emotional statements without pushback. Widely shared examples included the model congratulating a user who reported stopping prescribed psychiatric medication, and praising a business plan to sell "shit on a stick" as venture-capital ready. OpenAI's chief executive, Sam Altman, wrote on 27 April that recent updates had made the model "too sycophant-y and annoying" and said fixes were in progress. The company began reverting the update on 28 April and completed the rollback for free users by 30 April. Two post-mortems followed: a short note on 29 April and a longer technical follow-up, "Expanding on what we missed with sycophancy", on 2 May. Both attributed the regression to a new training signal based on user thumbs-up and thumbs-down feedback, to inadequate pre-launch evaluation for sycophantic drift, and to the dismissal of qualitative concerns raised by internal testers before release. Reporting in CNN, Fortune and Bloomberg News treated the incident as a turning point in public awareness of the problem. === Chatbot-related psychological harm === From mid-2025 onward, news reports began to link sycophantic chatbot behavior to acute psychological harm. In June 2025, The New York Times technology reporter Kashmir Hill published an investigation centered on Eugene Torres, a Manhattan accountant with no history of mental illness, who developed a sustained delusional episode after a series of conversations with ChatGPT about simulation theory. According to the article, the assistant encouraged Torres to stop taking prescribed medication, to cut off friends and family, and at one point told him that he could fly from a nineteen-story building if he "truly believed". Futurism and Rolling Stone ran parallel investigations documenting other cases in which heavy use of ChatGPT had been associated with delusional thinking, involuntary commitment or, in at least one case, the death of a user with a pre-existing psychiatric diagnosis. A 2026 paper by researchers at the Massachusetts Institute of Technology and the University of Washington put forward a formal Bayesian model. It showed that even an ideally rational user could be drawn into what the authors call "delusional spiraling" when interacting with a sufficiently sycophantic assistant, and that the effect was not eliminated by suppressing hallucinations or by warning users in advance. The lawsuit Raine v. OpenAI, filed in San Francisco Superior Court in August 2025 by the parents of a sixteen-year-old who had died by suicide, alleges that "heightened sycophancy" was a design feature of ChatGPT that contributed to their son's death; it is the first wrongful-death suit against a large language-model provider. === Wider commentary === Mainstream coverage in outlets including The New York Times, The Washington Pos

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  • ComfyUI

    ComfyUI

    ComfyUI is an open source, node-based program that allows users to generate images from a series of text prompts. It uses free diffusion models such as Stable Diffusion as the base model for its image capabilities combined with other tools such as ControlNet and LCM Low-rank adaptation with each tool being represented by a node in the program. == History == ComfyUI was released on GitHub in January 2023. According to comfyanonymous, the creator, a major goal of the project was to improve on existing software designs in terms of the user interface. The creator had been involved with Stability AI but by 3 June 2024 that involvement had ended and an organization called Comfy Org had been created along with the core developers. In July 2024, Nvidia announced support for ComfyUI within its RTX Remix modding software. In August 2024, support was added for the Flux diffusion model developed by Black Forest Labs, and Comfy Org joined the Open Model Initiative created by the Linux Foundation. As of Sept 2025, the project has 89.2k stars on GitHub. ComfyUI is one of the most popular user interfaces for Stable Diffusion, along with Automatic1111. == Features == ComfyUI's main feature is that it is node based. Each node has a function such as "load a model" or "write a prompt". The nodes are connected to form a control-flow graph called a workflow. When a prompt is queued, a highlighted frame appears around the currently executing node, starting from "load checkpoint" and ending with the final image and its save location. Workflows commonly consist of tens of nodes, forming a complex directed acyclic graph. Node types include loading a model, specifying prompts, samplers, schedulers, VAE decoders, face restoration and upscaling models, LoRAs, embeddings, and ControlNets. Several samplers are supported, such as Euler, Euler_a, dpmpp_2m_sde and dpmpp_3m_sde. Workflows can be saved to a file, allowing users to re-use node workflows and share them with other users. The file format for the workflows is in JSON and can be embedded in the generated images. Users have also created custom extensions to the base system which are exposed as new nodes, such as the extension for AnimateDiff, which aims to create videos. ComfyUI has been described as more complex compared to other diffusion UIs such as Automatic1111. A default node group is also included with the program. As of December 2024, 1,674 nodes were supported. ComfyUI Supports multiple text-to-image models including, Stable Diffusion, Flux and Tencent's Hunyuan-DiT, as well as custom models from Civitai like Pony. == LLMVision extension compromise == In June 2024, a hacker group called "Nullbulge" compromised an extension of ComfyUI to add malicious code to it. The compromised extension, called ComfyUI_LLMVISION, was used for integrating the interface with AI language models GPT-4 and Claude 3, and was hosted on GitHub. Nullbulge hosted a list of hundreds of ComfyUI users' login details across multiple services on its website, while users of the extension reported receiving numerous login notifications. vpnMentor conducted security research on the extension and claimed it could "steal crypto wallets, screenshot the user’s screen, expose device information and IP addresses, and steal files that contain certain keywords or extensions". Nullbulge's website claims they targeted users who committed "one of our sins", which included AI-art generation, art theft, promoting cryptocurrency, and any other kind of theft from artists such as from Patreon. They claimed that they were "a collective of individuals who believe in the importance of protecting artists' rights and ensuring fair compensation for their work" and that they believed that "AI-generated artwork is detrimental to the creative industry and should be discouraged".

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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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  • SHRDLU

    SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. == Functionality == SHRDLU is primarily a language parser that allows user interaction using English terms. The user instructs SHRDLU to move various objects around in the "blocks world" containing various basic objects such as blocks, cones and balls. SHRDLU combined four simple ideas to make the simulation of "understanding" more convincing. One was that SHRDLU's world is so simple that the entire set of objects and locations could be described by including as few as 50 words: nouns like "block" and "cone", verbs like "place on" and "move to", and adjectives like "big" and "blue". The possible combinations of these basic language building blocks are quite simple. SHRDLU also includes a basic memory to supply context. One could ask SHRDLU to "put the green cone on the red block" and then "take the cone off"; "the cone" would be taken to mean the green cone one had just talked about. SHRDLU can search back further through the interactions to find the proper context in most cases when additional adjectives were supplied. One could also ask questions about the history; for instance, one could ask "did you pick up anything before the cone?" A side effect of this memory, and the original rules SHRDLU was supplied with, is that the program can answer questions about what was possible in the world and what was not. For instance, SHRDLU can deduce that blocks could be stacked by looking for examples, but also realize that triangles could not be stacked, after having tried it. The "world" contains basic physics to make blocks fall over, independent of the language parser. Finally, SHRDLU can also remember names given to objects, or arrangements of them. For instance one could say "a steeple is a small triangle on top of a tall rectangle"; SHRDLU can then answer questions about steeples in the blocks world, and build new ones. This is an example of a SHRDLU session: Person: Pick up a big red block. Computer: OK. Person: Grasp the pyramid. Computer: I DON'T UNDERSTAND WHICH PYRAMID YOU MEAN. Person (changing their mind): Find a block which is taller than the one you are holding and put it into the box. Computer: BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING. Computer: OK. Person: What does the box contain? Computer: THE BLUE PYRAMID AND THE BLUE BLOCK. Person: What is the pyramid supported by? Computer: THE BOX. Person: How many blocks are not in the box? Computer: FOUR OF THEM. Person: Is at least one of them narrower than the one which i told you to pick up? Computer: YES, THE RED CUBE. Person: Is it supported? Computer: YES, BY THE TABLE. Person: Can the table pick up blocks? Computer: NO. Person: Can a pyramid be supported by a block? Computer: YES. Person: Can a pyramid support a pyramid? Computer: I DON'T KNOW. Person: Stack up two pyramids. Computer: I CAN'T. Person: Will you please stack up both of the red blocks and either a green cube or a pyramid? Computer: OK. Person: Which cube is sitting on the table? Computer: THE LARGE GREEN ONE WHICH SUPPORTS THE RED PYRAMID. Person: Is there a large block behind a pyramid? Computer: YES, THREE OF THEM: A LARGE RED ONE, A LARGE GREEN CUBE, AND THE BLUE ONE. Person: Put a small one onto the green cube which supports a pyramid. Computer: OK. Person: Put the littlest pyramid on top of it. Computer: OK. Person: Does the shortest thing the tallest pyramid's support supports support anything green? Computer: YES, THE GREEN PYRAMID. Person: What color is it? Computer: BY "IT", I ASSUME YOU MEAN THE SHORTEST THING THE TALLEST PYRAMID'S SUPPORT SUPPORTS. Computer: RED Person: How many things are on top of green cubes? Computer: I'M NOT SURE WHAT YOU MEAN BY "ON TOP OF" IN THE PHRASE "ON TOP OF GREEN CUBES" . DO YOU MEAN: 1 - DIRECTLY ON THE SURFACE 2 - ANWHERE ON TOP OF ? Person: 2 Computer: THREE OF THEM. Person: Had you touched any pyramid before you put the green one on the little cube? Computer: YES, THE GREEN ONE. Person: When did you pick it up? Computer: WHILE I WAS STACKING UP THE RED CUBE, A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why? Computer: TO GET RID OF IT. Person: Why did you do that? Computer: TO CLEAN OFF THE RED CUBE. Person: Why did you clear off that cube? Computer: TO PUT IT ON A LARGE GREEN CUBE. Person: Why did you do that? Computer: TO STACK UP THE RED CUBE , A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why did you do that? Computer: BECAUSE YOU ASKED ME TO. Person: How did you do it? Computer: BY PUTTING A LARGE RED BLOCK ON THE TABLE ; THEN LETTING GO OF IT ; THEN PUTTING A LARGE GREEN CUBE ON IT ; THEN LETTING GO OF THAT CUBE ; THEN PUTTING THE RED CUBE ON THAT CUBE; THEN LETTING GO OF THAT CUBE. Person: How many objects did you touch while you were doing it? Computer: FOUR OF THEM. Person: What did the red cube support before you started to clean it off? Computer: THE GREEN PYRAMID. Person: There were five blocks to the left of the box then. Computer: NO, ONLY FOUR OF THEM: THE RED CUBE, TWO LARGE GREEN CUBES AND A LARGE RED BLOCK. Person: Put the blue pyramid on the block in the box. Computer: OK. Person: Is there anything which is bigger than every pyramid but is not as wide as the thing that supports it? Computer: YES, THE BLUE BLOCK. Person: Does a steeple Computer (interrupting): SORRY, I DON'T KNOW THE WORD "STEEPLE". Person: A "steeple" is a stack which contains two green cubes and a pyramid. Computer: I UNDERSTAND. Person: Are there any steeples now? Computer: NO. Person: Build one. Computer: OK. Person: Call the biggest block "superblock". Computer: OK. Person: Have you picked superblock up since we began? Computer: YES. Person: Why did you drop it? Computer: BY "IT", I ASSUME YOU MEAN THE SUPERBLOCK. I CAN'T EXPLAIN A NON-EXISTENT EVENT. Person: Is there anything to the right of the red pyramid? Computer: YES, FOUR THINGS: THE BOX, THE RED CUBE, THE BLUE PYRAMID AND THE BLOCK NAMED SUPERBLOCK Person: Thank you. Computer: YOU'RE WELCOME! == Consequences == SHRDLU was considered a tremendously successful demonstration of artificial intelligence (AI). This led other AI researchers to excessive optimism which was soon lost when later systems attempted to deal with situations with a more realistic level of ambiguity and complexity. Subsequent efforts of the SHRDLU type, such as Cyc, have tended to focus on providing the program with considerably more information from which it can draw conclusions. In a 1991 interview, Winograd said about SHRDLU: [...] the famous dialogue with SHRDLU where you could pick up a block, and so on, I very carefully worked through, line by line. If you sat down in front of it, and asked it a question that wasn't in the dialogue, there was some probability it would answer it. I mean, if it was reasonably close to one of the questions that was there in form and in content, it would probably get it. But there was no attempt to get it to the point where you could actually hand it to somebody and they could use it to move blocks around. And there was no pressure for that whatsoever. Pressure was for something you could demo. Take a recent example, Negroponte's Media Lab, where instead of "perish or publish" it's "demo or die." I think that's a problem. I think AI suffered from that a lot, because it led to "Potemkin villages", things which - for the things they actually did in the demo looked good, but when you looked behind that there wasn't enough structure to make it really work more generally. Though not intentionally developed as such, SHRDLU is considered the first known formal example of interactive fiction, as the user interacts with simple commands to move objects around a virtual environment, though lacking the distinct story-telling normally present in the interactive fiction genre. The 1976-1977 game Colossal Cave Adventure is broadly considered to be the first true work of interactive fiction.

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  • Manifold hypothesis

    Manifold hypothesis

    The manifold hypothesis posits that many high-dimensional data sets that occur in the real world actually lie along low-dimensional latent manifolds inside that high-dimensional space. As a consequence of the manifold hypothesis, many data sets that appear to initially require many variables to describe, can actually be described by a comparatively small number of variables, linked to the local coordinate system of the underlying manifold. It is suggested that this principle underpins the effectiveness of machine learning algorithms in describing high-dimensional data sets by considering a few common features. The manifold hypothesis is related to the effectiveness of nonlinear dimensionality reduction techniques in machine learning. Many techniques of dimensional reduction make the assumption that data lies along a low-dimensional submanifold, such as manifold sculpting, manifold alignment, and manifold regularization. The major implications of this hypothesis is that Machine learning models only have to fit relatively simple, low-dimensional, highly structured subspaces within their potential input space (latent manifolds). Within one of these manifolds, it's always possible to interpolate between two inputs, that is to say, morph one into another via a continuous path along which all points fall on the manifold. The ability to interpolate between samples is the key to generalization in deep learning. == The information geometry of statistical manifolds == An empirically-motivated approach to the manifold hypothesis focuses on its correspondence with an effective theory for manifold learning under the assumption that robust machine learning requires encoding the dataset of interest using methods for data compression. This perspective gradually emerged using the tools of information geometry thanks to the coordinated effort of scientists working on the efficient coding hypothesis, predictive coding and variational Bayesian methods. The argument for reasoning about the information geometry on the latent space of distributions rests upon the existence and uniqueness of the Fisher information metric. In this general setting, we are trying to find a stochastic embedding of a statistical manifold. From the perspective of dynamical systems, in the big data regime this manifold generally exhibits certain properties such as homeostasis: We can sample large amounts of data from the underlying generative process. Machine Learning experiments are reproducible, so the statistics of the generating process exhibit stationarity. In a sense made precise by theoretical neuroscientists working on the free energy principle, the statistical manifold in question possesses a Markov blanket.

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  • Geopolitical ontology

    Geopolitical ontology

    The FAO geopolitical ontology is an ontology developed by the Food and Agriculture Organization of the United Nations (FAO) to describe, manage and exchange data related to geopolitical entities such as countries, territories, regions and other similar areas. == Definitions and examples == An ontology is a kind of dictionary that describes information in a certain domain using concepts and relationships. It is often implemented using OWL (Web Ontology Language), an XML-based standard language that can be interpreted by computers. A Concept is defined as abstract knowledge. For example, in the geopolitical ontology a non-self-governing territory and a geographical group are concepts. Concepts are explicitly implemented in the ontology with individuals and classes: An individual is defined as an object perceived from the real world. In the geopolitical domain Ethiopia and the least developed countries group are individuals. A class is defined as a set of individuals sharing common properties. In the geopolitical domain, Ethiopia, Republic of Korea and Italy are individuals of the class self-governing territory; and least developed countries is an individual of the class special group. Relationships between concepts are explicitly implemented by: Object properties between individuals of two classes. For example, has member and is in group properties, as shown in Figure 1. Datatype properties between individuals and literals or XML datatypes. For example, the individual Afghanistan has the datatype property CodeISO3 with the value "AFG". Restrictions in classes and/or properties. For example, the property official English name of the class self-governing territory has been restricted to have only one value, this means that a self-governing territory (or country) can only have one internationally recognized official English name. The advantage of describing information in an ontology is that it enables to acquire domain knowledge by defining hierarchical structures of classes, adding individuals, setting object properties and datatype properties, and assigning restrictions. == FAO ontology == The geopolitical ontology provides names in seven languages (Arabic, Chinese, French, English, Spanish, Russian and Italian) and identifiers in various international coding systems (ISO2, ISO3, AGROVOC, FAOSTAT, FAOTERM, GAUL, UN, UNDP and DBPediaID codes) for territories and groups. Moreover, the FAO geopolitical ontology tracks historical changes from 1985 up until today; provides geolocation (geographical coordinates); implements relationships among countries and countries, or countries and groups, including properties such as has border with, is predecessor of, is successor of, is administered by, has members, and is in group; and disseminates country statistics including country area, land area, agricultural area, GDP or population. The FAO geopolitical ontology provides a structured description of data sources. This includes: source name, source identifier, source creator and source's update date. Concepts are described using the Dublin Core vocabulary In summary, the main objectives of the FAO geopolitical ontology are: To provide the most updated geopolitical information (names, codes, relationships, statistics) To track historical changes in geopolitical information To improve information management and facilitate standardized data sharing of geopolitical information To demonstrate the benefits of the geopolitical ontology to improve interoperability of corporate information systems It is possible to download the FAO geopolitical ontology in OWL and RDF formats. Documentation is available in the FAO Country Profiles Geopolitical information web page. == Features of the FAO ontology == The geopolitical ontology contains : Area types: Territories: self-governing, non-self-governing, disputed, other. Groups: organizations, geographic, economic and special groups. Names (official, short and names for lists) in Arabic, Chinese, English, French, Spanish, Russian and Italian. International codes: UN code – M49, ISO 3166 Alpha-2 and Alpha-3, UNDP code, GAUL code, FAOSTAT, AGROVOC FAOTERM and DBPediaID. Coordinates: maximum latitude, minimum latitude, maximum longitude, minimum longitude. Basic country statistics: country area, land area, agricultural area, GDP, population. Currency names and codes. Adjectives of nationality. Relations: Groups membership. Neighbours (land border), administration of non-self-governing. Historic changes: predecessor, successor, valid since, valid until. == Implementation into OWL == The FAO geopolitical ontology is implemented in OWL. It consists of classes, properties, individuals and restrictions. Table 1 shows all classes, gives a brief description and lists some individuals that belong to each class. Note that the current version of the geopolitical ontology does not provide individuals of the class "disputed" territories. Table 2 and Table 3 illustrate datatype properties and object properties. == Geopolitical ontology in Linked Open Data == The FAO Geopolitical ontology is embracing the W3C Linked Open Data (LOD) initiative and released its RDF version of the geopolitical ontology in March 2011. The term 'Linked Open Data' refers to a set of best practices for publishing and connecting structured data on the Web. The key technologies that support Linked Data are URIs, HTTP and RDF. The RDF version of the geopolitical ontology is compliant with all Linked data principles to be included in the Linked Open Data cloud, as explained in the following. == Resolvable http:// URIs == Every resource in the OWL format of the FAO Geopolitical Ontology has a unique URI. Dereferenciation was implemented to allow for three different URIs to be assigned to each resource as follows: URI identifying the non-information resource Information resource with an RDF/XML representation Information resource with an HTML representation In addition the current URIs used for OWL format needed to be kept to allow for backwards compatibility for other systems that are using them. Therefore, the new URIs for the FAO Geopolitical Ontology in LOD were carefully created, using “Cool URIs for Semantic Web” and considering other good practices for URIs, such as DBpedia URIs. == New URIs == The URIs of the geopolitical ontology need to be permanent, consequently all transient information, such as year, version, or format was avoided in the definition of the URIs. The new URIs can be accessed For example, for the resource “Italy” the URIs are the following: http://www.fao.org/countryprofiles/geoinfo/geopolitical/resource/Italy identifies the non-information resource. http://www.fao.org/countryprofiles/geoinfo/geopolitical/data/Italy identifies the resource with an RDF/XML representation. http://www.fao.org/countryprofiles/geoinfo/geopolitical/page/Italy identifies the information resource with an HTML representation. In addition, “owl:sameAs” is used to map the new URIs to the OWL representation. == Dereferencing URIs == When a non-information resource is looked up without any specific representation format, then the server needs to redirect the request to information resource with an HTML representation. For example, to retrieve the resource “Italy”, which is a non-information resource, the server redirects to the HTML page of “Italy”. == At least 1000 triples in the datasets == The total number of triple statements in FAO Geopolitical Ontology is 22,495. At least 50 links to a dataset already in the current LOD Cloud: FAO Geopolitical Ontology has 195 links to DBpedia, which is already part of the LOD Cloud. == Access to the entire dataset == FAO Geopolitical Ontology provides the entire dataset as a RDF dump. The RDF version of the FAO Geopolitical Ontology has been already registered in CKAN and it was requested to add it into the LOD Cloud. == Example of use == The FAO Country Profiles is an information retrieval tool which groups the FAO's vast archive of information on its global activities in agriculture and rural development in one single area and catalogues it exclusively by country. The FAO Country Profiles system provides access to country-based heterogeneous data sources. By using the geopolitical ontology in the system, the following benefits are expected: Enhanced system functionality for content aggregation and synchronization from the multiple source repositories. Improved information access and browsing through comparison of data in neighbor countries and groups. Figure 3 shows a page in the FAO Country Profiles where the geopolitical ontology is described.

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  • MIT Computer Science and Artificial Intelligence Laboratory

    MIT Computer Science and Artificial Intelligence Laboratory

    Computer Science and Artificial Intelligence Laboratory (CSAIL) is a research institute at the Massachusetts Institute of Technology (MIT) formed by the 2003 merger of the Laboratory for Computer Science (LCS) and the Artificial Intelligence Laboratory (AI Lab). Housed within the Ray and Maria Stata Center, CSAIL is the largest on-campus laboratory as measured by research scope and membership. It is part of the Schwarzman College of Computing but is also overseen by the MIT Vice President of Research. == Research activities == CSAIL's research activities are organized around a number of semi-autonomous research groups, each of which is headed by one or more professors or research scientists. These groups are divided up into seven general areas of research: Artificial intelligence Computational biology Graphics and vision Language and learning Theory of computation Robotics Systems (includes computer architecture, databases, distributed systems, networks and networked systems, operating systems, programming methodology, and software engineering, among others) == History == Computing Research at MIT began with Vannevar Bush's research into a differential analyzer and Claude Shannon's electronic Boolean algebra in the 1930s, the wartime MIT Radiation Laboratory, the post-war Project Whirlwind and the Research Laboratory of Electronics (RLE), and MIT Lincoln Laboratory's SAGE in the early 1950s. At MIT, research in the field of artificial intelligence began in the late 1950s. === Project MAC === On July 1, 1963, Project MAC (the Project on Mathematics and Computation, later backronymed to Multiple Access Computer, Machine Aided Cognitions, or Man and Computer) was launched with a $2 million grant from the Defense Advanced Research Projects Agency (DARPA). Project MAC's original director was Robert Fano of MIT's Research Laboratory of Electronics (RLE). Fano decided to call MAC a "project" rather than a "laboratory" for reasons of internal MIT politics – if MAC had been called a laboratory, then it would have been more difficult to raid other MIT departments for research staff. The program manager responsible for the DARPA grant was J. C. R. Licklider, who had previously been at MIT conducting research in RLE, and would later succeed Fano as director of Project MAC. Project MAC would become famous for groundbreaking research in operating systems, artificial intelligence, and the theory of computation. Its contemporaries included Project Genie at Berkeley, the Stanford Artificial Intelligence Laboratory, and (somewhat later) University of Southern California's (USC's) Information Sciences Institute. An "AI Group" including Marvin Minsky (the director), John McCarthy (inventor of Lisp), and a talented community of computer programmers were incorporated into Project MAC. They were interested principally in the problems of vision, mechanical motion and manipulation, and language, which they view as the keys to more intelligent machines. In the 1960s and 1970s the AI Group developed a time-sharing operating system called Incompatible Timesharing System (ITS) which ran on PDP-6 and later PDP-10 computers. The early Project MAC community included Fano, Minsky, Licklider, Fernando J. Corbató, and a community of computer programmers and enthusiasts among others who drew their inspiration from former colleague John McCarthy. These founders envisioned the creation of a computer utility whose computational power would be as reliable as an electric utility. To this end, Corbató brought the first computer time-sharing system, Compatible Time-Sharing System (CTSS), with him from the MIT Computation Center, using the DARPA funding to purchase an IBM 7094 for research use. One of the early focuses of Project MAC would be the development of a successor to CTSS, Multics, which was to be the first high availability computer system, developed as a part of an industry consortium including General Electric and Bell Laboratories. In 1966, Scientific American featured Project MAC in the September thematic issue devoted to computer science, that was later published in book form. At the time, the system was described as having approximately 100 TTY terminals, mostly on campus but with a few in private homes. Only 30 users could be logged in at the same time. The project enlisted students in various classes to use the terminals simultaneously in problem solving, simulations, and multi-terminal communications as tests for the multi-access computing software being developed. === AI Lab and LCS === In the late 1960s, Minsky's artificial intelligence group was seeking more space, and was unable to get satisfaction from project director Licklider. Minsky found that although Project MAC as a single entity could not get the additional space he wanted, he could split off to form his own laboratory and then be entitled to more office space. As a result, the MIT AI Lab was formed in 1970, and many of Minsky's AI colleagues left Project MAC to join him in the new laboratory, while most of the remaining members went on to form the Laboratory for Computer Science. Talented programmers such as Richard Stallman, who used TECO to develop EMACS, flourished in the AI Lab during this time. Those researchers who did not join the smaller AI Lab formed the Laboratory for Computer Science and continued their research into operating systems, programming languages, distributed systems, and the theory of computation. Two professors, Hal Abelson and Gerald Jay Sussman, chose to remain neutral—their group was referred to variously as Switzerland and Project MAC for the next 30 years. Among much else, the AI Lab led to the invention of Lisp machines and their attempted commercialization by two companies in the 1980s: Symbolics and Lisp Machines Inc. === CSAIL === On the fortieth anniversary of Project MAC's establishment, July 1, 2003, LCS was merged with the AI Lab to form the MIT Computer Science and Artificial Intelligence Laboratory, or CSAIL. This merger created the largest laboratory (over 600 personnel) on the MIT campus. In 2018, CSAIL launched a five-year collaboration program with IFlytek, a company sanctioned the following year for allegedly using its technology for surveillance and human rights abuses in Xinjiang. In October 2019, MIT announced that it would review its partnerships with sanctioned firms such as iFlyTek and SenseTime. In April 2020, the agreement with iFlyTek was terminated. CSAIL moved from the School of Engineering to the newly formed Schwarzman College of Computing by February 2020. == Offices == From 1963 to 2004, Project MAC, LCS, the AI Lab, and CSAIL had their offices at 545 Technology Square, taking over more and more floors of the building over the years. In 2004, CSAIL moved to the new Ray and Maria Stata Center, which was built specifically to house it and other departments. == Outreach activities == The IMARA (from Swahili word for "power") group sponsors a variety of outreach programs that bridge the global digital divide. Its aim is to find and implement long-term, sustainable solutions which will increase the availability of educational technology and resources to domestic and international communities. These projects are run under the aegis of CSAIL and staffed by MIT volunteers who give training, install and donate computer setups in greater Boston, Massachusetts, Kenya, Native American Indian tribal reservations in the American Southwest such as the Navajo Nation, the Middle East, and Fiji Islands. The CommuniTech project strives to empower under-served communities through sustainable technology and education and does this through the MIT Used Computer Factory (UCF), providing refurbished computers to under-served families, and through the Families Accessing Computer Technology (FACT) classes, it trains those families to become familiar and comfortable with computer technology. == Notable researchers == (Including members and alumni of CSAIL's predecessor laboratories) MacArthur Fellows Tim Berners-Lee, Erik Demaine, Dina Katabi, Daniela L. Rus, Regina Barzilay, Peter Shor, Richard Stallman, and Joshua Tenenbaum Turing Award recipients Leonard M. Adleman, Fernando J. Corbató, Shafi Goldwasser, Butler W. Lampson, John McCarthy, Silvio Micali, Marvin Minsky, Ronald L. Rivest, Adi Shamir, Barbara Liskov, and Michael Stonebraker IJCAI Computers and Thought Award recipients Terry Winograd, Patrick Winston, David Marr, Gerald Jay Sussman, Rodney Brooks Rolf Nevanlinna Prize recipients Madhu Sudan, Peter Shor, Constantinos Daskalakis Gödel Prize recipients Shafi Goldwasser (two-time recipient), Silvio Micali, Maurice Herlihy, Charles Rackoff, Johan Håstad, Peter Shor, and Madhu Sudan Grace Murray Hopper Award recipients Robert Metcalfe, Shafi Goldwasser, Guy L. Steele, Jr., Richard Stallman, and W. Daniel Hillis Textbook authors Harold Abelson and Gerald Jay Sussman, Richard Stallman, Thomas H. Cormen, Charles E. Leiserson, Patrick Winston, Ronald L.

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  • Executive Order 14110

    Executive Order 14110

    Executive Order 14110, titled Executive Order on Safe, Secure, and Trustworthy Development and Use of Artificial Intelligence (sometimes referred to as "Executive Order on Artificial Intelligence") was the 126th executive order signed by former U.S. President Joe Biden. Signed on October 30, 2023, the order defines the administration's policy goals regarding artificial intelligence (AI), and orders executive agencies to take actions pursuant to these goals. The order is considered to be the most comprehensive piece of governance by the United States regarding AI. It was rescinded by U.S. President Donald Trump within hours of his assuming office on January 20, 2025. Policy goals outlined in the executive order pertain to promoting competition in the AI industry, preventing AI-enabled threats to civil liberties and national security, and ensuring U.S. global competitiveness in the AI field. The executive order required a number of major federal agencies to create dedicated "chief artificial intelligence officer" positions within their organizations. == Background == The drafting of the order was motivated by the rapid pace of development in generative AI models in the 2020s, including the release of large language model ChatGPT. Executive Order 14110 is the third executive order dealing explicitly with AI, with two AI-related executive orders being signed by then-President Donald Trump. The development of AI models without policy safeguards has raised a variety of concerns among experts and commentators. These range from future existential risk from advanced AI models to immediate concerns surrounding current technologies' ability to disseminate misinformation, enable discrimination, and undermine national security. In August 2023, Arati Prabhakar, the director of the Office of Science and Technology Policy, indicated that the White House was expediting its work on executive action on AI. A week prior to the executive order's unveiling, Prabhakar indicated that Office of Management and Budget (OMB) guidance on the order would be released "soon" after. == Policy goals and provisions == The order has been characterized as an effort for the United States to capture potential benefits from AI while mitigating risks associated with AI technologies. Upon signing the order, Biden stated that AI technologies were being developed at "warp speed", and argued that to "realize the promise of AI and avoid the risk, we need to govern this technology". Policy goals outlined by the order include the following: Promoting competition and innovation in the AI industry Upholding civil and labor rights and protecting consumers and their privacy from AI-enabled harms Specifying federal policies governing procurement and use of AI Developing watermarking systems for AI-generated content and warding off intellectual property theft stemming from the use of generative models Maintaining the nation's place as a global leader in AI == Impact on agencies == === Creation of chief AI officer positions === The executive order required a number of large federal agencies to appoint a chief artificial intelligence officer, with a number of departments having already appointed a relevant officer prior to the order. In the days following the order, news publication FedScoop confirmed that the General Services Administration (GSA) and the United States Department of Education appointed relevant chief AI officers. The National Science Foundation (NSF) also confirmed it had elevated an official to serve as its chief AI officer. === Department responsibilities === Under the executive order, the Department of Homeland Security (DHS) was responsible for developing AI-related security guidelines, including cybersecurity-related matters. The DHS will also work with private sector firms in sectors including the energy industry and other "critical infrastructure" to coordinate responses to AI-enabled security threats. Executive Order 14110 mandated the Department of Veterans Affairs to launch an AI technology competition aimed at reducing occupational burnout among healthcare workers through AI-assisted tools for routine tasks. The order also mandated the Department of Commerce's National Institute of Standards and Technology (NIST) to develop a generative artificial intelligence-focused resource to supplement the existing AI Risk Management Framework. == Analysis == The executive order has been described as the most comprehensive piece of governance by the United States government pertaining to AI. Earlier in 2023 prior to the signing of the order, the Biden administration had announced a Blueprint for an AI Bill of Rights, and had secured non-binding AI safety commitments from major tech companies. The issuing of the executive order comes at a time in which lawmakers including Senate Majority Leader Chuck Schumer have pushed for legislation to regulate AI in the 118th United States Congress. According to Axios, despite the wide scope of the executive order, it notably does not touch upon a number of AI-related policy proposals. This includes proposals for a "licensing regime" to government advanced AI models, which has received support from industry leaders including Sam Altman. Additionally, the executive order does not seek to prohibit 'high-risk' uses of AI technology, and does not aim to mandate that tech companies release information surrounding AI systems' training data and models. == Reception == === Political and media reception === The editorial board of the Houston Chronicle described the order as a "first step toward protecting humanity". The issuing of the order received praise from Democratic members of Congress, including Senator Richard Blumenthal (D-CT) and Representative Ted Lieu (D-CA). Representative Don Beyer (D-VA), who leads the House AI Caucus, praised the order as a "comprehensive strategy for responsible innovation", while arguing that Congress must take initiative to pass legislation on AI. The draft of the order received criticism from Republican Senator Ted Cruz (R-TX), who described it as creating "barriers to innovation disguised as safety measures". === Public reception === Polling from the AI Policy Institute showed that 69% of all voters support the executive order, while 15% oppose it. Breaking it down by party, support was at 78% for Democrats, 65% for independents, and 64% for Republicans. === Industry reception === The executive order received strong criticism from the Chamber of Commerce as well as tech industry groups including NetChoice and the Software and Information Industry Association, all of which count "Big Tech" companies Amazon, Meta, and Google as members. Representatives from the organizations argued that the executive order threatens to hinder private sector innovation. === Civil society reception === According to CNBC, a number of leaders advocacy organizations praised the executive order for its provisions on "AI fairness", while simultaneously urging congressional action to strengthen regulation. Maya Wiley, president and CEO of the Leadership Conference on Civil and Human Rights, praised the order while urging Congress to take initiative to "ensure that innovation makes us more fair, just, and prosperous, rather than surveilled, silenced, and stereotyped". A representative from the American Civil Liberties Union (ACLU) praised provisions of the order centered on combating AI-enabled discrimination, while also voiced concern over sections of the order focused on law enforcement and national security. === Second Trump administration === Hours after his inauguration as the 47th president of the United States, Donald Trump rescinded the order, labeling it, among several other of Biden's executive orders and actions, as "unpopular, inflationary, illegal, and radical practices".

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  • BulSemCor

    BulSemCor

    The Bulgarian Sense-annotated Corpus (BulSemCor) (Bulgarian: Български семантично анотиран корпус (БулСемКор)) is a structured corpus of Bulgarian texts in which each lexical item is assigned a sense tag. BulSemCor was created by the Department of Computational Linguistics at the Institute for Bulgarian Language of the Bulgarian Academy of Sciences. == Structure == BulSemCor was created as part of a nationally funded project titled "BulNet – A lexico-semantic network for the Bulgarian Language" (2005–2010). It follows the general methodology of SemCor combined with some specific principles. The corpus for annotation consists of 101,791 tokens covering an excerpt from the Bulgarian "Brown" Corpus modelled on the Brown Corpus.Francis Kucera An important feature of BulSemCor is that the samples are selected using heuristics that provide optimal coverage of ambiguous lexis. BulSemCor is manually sense-annotated according to the Bulgarian WordNet. Its size is comparable to that of other contemporary semantically annotated corpora or pool of acceptable linguistic components. The semantic annotation consists in associating each lexical item in the corpus with exactly one synonym set (synset) in the Bulgarian WordNet that best describes its sense in the particular context. The selection of the best match among the suggested candidates is based on a set of procedures, such as the other synset members, the synset gloss (explanatory definition) and the position of a given candidate in the WordNet structure. == Scale == The number of annotated tokens is 99,480 (the difference in the number of tokens compared to the initial corpus is due to the fact that some of them are not linguistic items). The simple word count is 86,842 and multiword expressions (MWE) are 5,797 (12,638 tokens). == Specific features == All words in BulSemCor are assigned a sense, while according to established practice only simple content words or content word classes (typically nouns and verbs) are annotated. Since 2000 the development of language resources, has broadened to include annotation of function words and multiword expressions covering particular senses or types of words and expressions. In this respect, BulSemCor's annotation is more exhaustive and hence provides greater opportunities for linguistic observations and non-linear programming (NLP) applications. Annotated items inherit the linguistic information associated with the corresponding synset, which along with morphological and semantic tags may include annotation on one or more of the following additional levels: Partial information about the syntactic structure of MWE types – particularly, information about syntactic heads and their dependents; Information about the category of the named entities – names, locations, organisations, dates, numbers, etc.; Information about the taxonomic category of adverbs, such as time, place, manner, degree, quantity, etc.; Information about the type of the syntactic relationships – coordination or subordination – expressed by conjunctions; Information about the original part-of-speech of substantivised words (non-nouns that act as nouns in a particular context); Stylistic/register, grammatical and other information about synsets or individual synset members;

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  • Linagora

    Linagora

    Linagora is a French open source software editor, founded in June 2000 by Alexandre Zapolsky and Michel-Marie Maudet. Located in France, as well as in Belgium, Canada, Vietnam, the United States and Tunisia, the company employs around 200 people. In 2023, Linagora created the OpenLLM France community, alongside other French Artificial Intelligence companies and organizations. In 2025, the company launched Lucie, an opensource Large Language Model. == History == Linagora was founded on June 28, 2000. Its name is a contraction of the words "Linux" and "Agora". The company was founded by Alexandre Zapolsky and Michel-Marie Maudet. Soon after, the two entrepreneurs were joined by Alexandre Zapolsky's wife and brother, who took on the roles of commercial director and administrative and financial director of the SME. In 2007, the company was selected by the French National Assembly to provide the software for Linux computers, replacing Microsoft Windows. Linagora then claimed the position of the leading French open source software company by revenue. In 2015, French Prime Minister Manuel Valls allocated €10.7 million from the "Investments for the Future" fund for a research program aimed at developing a new generation of open source software platforms based on Linagora's offerings. In September 2016, Linagora launched the social network "La Cerise" for the newspaper L'Humanité. This app offered a service and tool for readers and citizens mobilizing for causes. It aimed to share engagement through petitions, discussions, agendas, and contacts. In October 2016, the company won two public contracts for supporting open source software in forty-two French ministries and other administrative entities. In May 2019, Linagora organized a fundraising event in the presence of the French Secretary of State for Digital Affairs, Cédric O, to celebrate its 19th anniversary. The funds were intended for: Supporting parents of hospitalized Polynesian children in France. Equipping primary school students with digital devices (tablets or PCs). Establishing a digital academy "OpenHackademy" in French Polynesia to train unemployed youth in digital skills and help them find jobs. In December 2022, Linagora acquired a property known as "Maison Rocher" and later "Maison Chocolat," located on the Île Saint-Germain in Issy-les-Moulineaux. Renamed "Villa Good Tech" by Linagora, this award-winning architectural work by Éric Daniel-Lacombe became the company's new headquarters, aiming to provide a space for associative actors and companies to develop technologies that contribute to a better world. In July 2023, Linagora launched OpenLLM France, a community initially comprising around twenty actors focused on generative AI. The goal was to develop a sovereign and open source large language model. This initiative, led by co-founder and CEO Michel-Marie Maudet, had more than four hundred French members by early 2024. and announced its expansion to the European sphere during Fosdem 2024. In February 2024, the CNRS and Linagora signed a framework agreement to strengthen their research collaboration. In January 2025, Linagora released Lucie, an open source and sovereign AI that faced ridicule due to tests on an unfinished, uncensored version designed for scientific and experimental use. The platform divided opinions between those who saw it as a technological achievement and those who criticized it as "French bashing" compared to American and Chinese AIs. == Acquisitions == The company acquired: In July 2007, the SME AliaSource, based in Ramonville-Saint-Agne and led by its founder, Pierre Baudracco. In 2008, the open source web hosting company Netaktiv, a member of the GIE Gitoyen, announced during the 2008 Solutions Linux trade show. In 2012, the Toulouse-based company EBM Websourcing, the publisher of the open-source software Petals Link, and took over its development. In 2016, the digital agency Neoma Interactive, specializing in UX design and digital communication strategy. == Locations == In 2017, the company's headquarters was located in Issy-les-Moulineaux, with branches in Lyon, Toulouse, Marseille, and internationally in Brussels, San Francisco, Montreal, Vietnam, and Tunisia. In 2005, the company attempted to establish a presence in Nantes. In 2024, the headquarters was moved to Issy-les-Moulineaux. == Activity == === Software === Twake Workplace One of Linagora's flagship products is Twake Workplace, which stands out as a 100% open-source solution compared with those of the GAFAMs. Twake Workplace is available as a complete platform or module by module. It includes : Twake Mail, a powerful modern messaging solution based on the JMAP protocol and the James email server from the Apache Foundation, for which Linagora provides technical management; Twake Chat, an instant communications solution for businesses developed using the Matrix protocol and compatible with the French government's chat solution, Tchap; Twake Drive, an easy-to-use collaborative platform for group work using OnlyOffice. ==== OpenPaaS ==== In 2018, the search engine Qwant announced that its email service Qwantmail would be based on the OpenPaaS product. In 2022, Qwant announced the abandonment of its Qwantmail project due to Linagora's collection of personal email addresses and serious security breaches. The site Next (formerly PC INpact) published an article in January 2020 criticizing the "failures and delays" of the Qwantmail project led by Linagora, which led to the CNIL's intervention regarding Qwant and Linagora. ==== LinTO ==== In 2017, Linagora launched its open source voice assistant project named LinTO. This enterprise voice assistant, described as "GAFAM Free," was presented at CES 2018 in Las Vegas. The LinTO voice framework was developed as part of the eponymous research project funded by Bpifrance (Grands Défis du Numérique instrument). === Services === ==== OSSA (Open Source Software Assurance) ==== One of the company's main activities is OSSA. Through OSSA, Linagora provided support for open source software for 42 ministries and other administrative entities in 2012. == Legal issues == === Dispute with BlueMind === In 2012, a legal dispute arose between BlueMind and Linagora. Linagora accused BlueMind of copyright infringement, unfair competition, and breach of a non-compete clause, leading to several legal actions. Linagora sued BlueMind for copyright infringement and unfair competition in the Bordeaux court, which ruled in Linagora's favor for unfair competition and parasitism but rejected the copyright claim. BlueMind was ordered to pay nearly €170,000 to Linagora. Linagora sued former associates Pierre Baudracco and Pierre Carlier in the Paris Commercial Court for breach of a non-compete clause and violation of a warranty of eviction. The court dismissed Linagora's claims and ordered it to pay €20,000 each to Baudracco and Carlier. Linagora appealed, and the Paris Court of Appeal partially overturned the decision, awarding Linagora €480,000. BlueMind sued Linagora for defamation and public insult in the Toulouse Criminal Court. The court ruled against Linagora, but the decision was overturned by the Court of Cassation in January 2024, and the case was remanded for retrial. === Conviction for wrongful termination and harassment === On June 14, 2017, France 3 reported on a decision by the Versailles Court of Appeal, which ruled that Linagora had wrongfully terminated an employee and subjected them to moral harassment. The court ordered Linagora to pay the employee €22,000 for wrongful termination, €11,000 for notice pay, €6,600 for legal severance pay, €3,200 for conservative suspension, and €3,000 for moral harassment.

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  • Google Brain

    Google Brain

    Google Brain was a deep learning artificial intelligence research team that served as the sole AI branch of Google before being incorporated under the newer umbrella of Google AI, a research division at Google dedicated to artificial intelligence. Formed in 2011, it combined open-ended machine learning research with information systems and large-scale computing resources. It created tools such as TensorFlow, which allow neural networks to be used by the public, and multiple internal AI research projects, and aimed to create research opportunities in machine learning and natural language processing. It was merged into former Google sister company DeepMind to form Google DeepMind in April 2023. == History == The Google Brain project began in 2011 as a part-time research collaboration between Google fellow Jeff Dean and Google Researcher Greg Corrado. Google Brain started as a Google X project and became so successful that it was graduated back to Google: Astro Teller has said that Google Brain paid for the entire cost of Google X. In June 2012, The New York Times reported that a cluster of 16,000 processors in 1,000 computers dedicated to mimicking some aspects of human brain activity had successfully trained itself to recognize a cat based on 10 million digital images taken from YouTube videos. The story was also covered by National Public Radio (NPR). In March 2013, Google hired Geoffrey Hinton, a leading researcher in the deep learning field, and acquired the company DNNResearch Inc. headed by Hinton. Hinton said that he would be dividing his future time between his university research and his work at Google. In April 2023, Google Brain merged with Google sister company DeepMind to form Google DeepMind, as part of the company's continued efforts to accelerate work on AI. == Team and location == Google Brain was initially established by Google Fellow Jeff Dean and visiting Stanford professor Andrew Ng. In 2014, the team included Jeff Dean, Quoc V. Le, Ilya Sutskever, Alex Krizhevsky, Samy Bengio, and Vincent Vanhoucke. In 2017, team members included Anelia Angelova, Samy Bengio, Greg Corrado, George Dahl, Michael Isard, Anjuli Kannan, Hugo Larochelle, Chris Olah, Benoit Steiner, Vincent Vanhoucke, Vijay Vasudevan, and Fernanda Viegas. Chris Lattner, who created Apple's programming language Swift and then ran Tesla's autonomy team for six months, joined Google Brain's team in August 2017. Lattner left the team in January 2020 and joined SiFive. As of 2021, Google Brain was led by Jeff Dean, Geoffrey Hinton, and Zoubin Ghahramani. Other members include Katherine Heller, Pi-Chuan Chang, Ian Simon, Jean-Philippe Vert, Nevena Lazic, Anelia Angelova, Lukasz Kaiser, Carrie Jun Cai, Eric Breck, Ruoming Pang, Carlos Riquelme, Hugo Larochelle, and David Ha. Samy Bengio left the team in April 2021, and Zoubin Ghahramani took on his responsibilities. Google Research includes Google Brain and is based in Mountain View. It also has satellite groups in Accra, Amsterdam, Atlanta, Beijing, Berlin, Cambridge, Israel, Los Angeles, London, Montreal, Munich, New York City, Paris, Pittsburgh, Princeton, San Francisco, Seattle, Tokyo, Toronto, and Zurich. == Projects == === Artificial-intelligence-devised encryption system === In October 2016, Google Brain designed an experiment to determine that neural networks are capable of learning secure symmetric encryption. In this experiment, three neural networks were created: Alice, Bob and Eve. Adhering to the idea of a generative adversarial network (GAN), the goal of the experiment was for Alice to send an encrypted message to Bob that Bob could decrypt, but the adversary, Eve, could not. Alice and Bob maintained an advantage over Eve, in that they shared a key used for encryption and decryption. In doing so, Google Brain demonstrated the capability of neural networks to learn secure encryption. === Image enhancement === In February 2017, Google Brain determined a probabilistic method for converting pictures with 8x8 resolution to a resolution of 32x32. The method built upon an already existing probabilistic model called pixelCNN to generate pixel translations. The proposed software utilizes two neural networks to make approximations for the pixel makeup of translated images. The first network, known as the "conditioning network," downsizes high-resolution images to 8x8 and attempts to create mappings from the original 8x8 image to these higher-resolution ones. The other network, known as the "prior network," uses the mappings from the previous network to add more detail to the original image. The resulting translated image is not the same image in higher resolution, but rather a 32x32 resolution estimation based on other existing high-resolution images. Google Brain's results indicate the possibility for neural networks to enhance images. === Google Translate === The Google Brain contributed to the Google Translate project by employing a new deep learning system that combines artificial neural networks with vast databases of multilingual texts. In September 2016, Google Neural Machine Translation (GNMT) was launched, an end-to-end learning framework, able to learn from a large number of examples. Previously, Google Translate's Phrase-Based Machine Translation (PBMT) approach would statistically analyze word by word and try to match corresponding words in other languages without considering the surrounding phrases in the sentence. But rather than choosing a replacement for each individual word in the desired language, GNMT evaluates word segments in the context of the rest of the sentence to choose more accurate replacements. Compared to older PBMT models, the GNMT model scored a 24% improvement in similarity to human translation, with a 60% reduction in errors. The GNMT has also shown significant improvement for notoriously difficult translations, like Chinese to English. While the introduction of the GNMT has increased the quality of Google Translate's translations for the pilot languages, it was very difficult to create such improvements for all of its 103 languages. Addressing this problem, the Google Brain Team was able to develop a Multilingual GNMT system, which extended the previous one by enabling translations between multiple languages. Furthermore, it allows for Zero-Shot Translations, which are translations between two languages that the system has never explicitly seen before. Google announced that Google Translate can now also translate without transcribing, using neural networks. This means that it is possible to translate speech in one language directly into text in another language, without first transcribing it to text. According to the Researchers at Google Brain, this intermediate step can be avoided using neural networks. In order for the system to learn this, they exposed it to many hours of Spanish audio together with the corresponding English text. The different layers of neural networks, replicating the human brain, were able to link the corresponding parts and subsequently manipulate the audio waveform until it was transformed to English text. Another drawback of the GNMT model is that it causes the time of translation to increase exponentially with the number of words in the sentence. This caused the Google Brain Team to add 2000 more processors to ensure the new translation process would still be fast and reliable. === Robotics === Aiming to improve traditional robotics control algorithms where new skills of a robot need to be hand-programmed, robotics researchers at Google Brain are developing machine learning techniques to allow robots to learn new skills on their own. They also attempt to develop ways for information sharing between robots so that robots can learn from each other during their learning process, also known as cloud robotics. As a result, Google has launched the Google Cloud Robotics Platform for developers in 2019, an effort to combine robotics, AI, and the cloud to enable efficient robotic automation through cloud-connected collaborative robots. Robotics research at Google Brain has focused mostly on improving and applying deep learning algorithms to enable robots to complete tasks by learning from experience, simulation, human demonstrations, and/or visual representations. For example, Google Brain researchers showed that robots can learn to pick and throw rigid objects into selected boxes by experimenting in an environment without being pre-programmed to do so. In another research, researchers trained robots to learn behaviors such as pouring liquid from a cup; robots learned from videos of human demonstrations recorded from multiple viewpoints. Google Brain researchers have collaborated with other companies and academic institutions on robotics research. In 2016, the Google Brain Team collaborated with researchers at X in a research on learning hand-eye coordination for robotic grasping. Their method allowed real-time robot control for grasping novel objec

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  • MuZero

    MuZero

    MuZero is a computer program developed by artificial intelligence research company DeepMind, a subsidiary of Google, to master games without knowing their rules and underlying dynamics. Its release in 2019 included benchmarks of its performance in Go, chess, shogi, and a suite of 57 different Atari games. The algorithm uses an approach similar to AlphaZero, where a combination of a tree-based search and a learned model is deployed. It matched AlphaZero's performance in chess and shogi, improved on its performance in Go, and improved on the state of the art in mastering a suite of 57 Atari games (the Arcade Learning Environment), a visually-complex domain. MuZero was trained via self-play, with no access to rules, opening books, or endgame tablebases. The trained algorithm used the same convolutional and residual architecture as AlphaZero, but with 20 percent fewer computation steps per node in the search tree. == History == MuZero really is discovering for itself how to build a model and understand it just from first principles. On November 19, 2019, the DeepMind team released a preprint introducing MuZero. === Derivation from AlphaZero === MuZero (MZ) is a combination of the high-performance planning of the AlphaZero (AZ) algorithm with approaches to model-free reinforcement learning. The combination allows for more efficient training in classical planning regimes, such as Go, while also handling domains with much more complex inputs at each stage, such as visual video games. MuZero was derived directly from AZ code, sharing its rules for setting hyperparameters. Differences between the approaches include: AZ's planning process uses a simulator. The simulator knows the rules of the game. It has to be explicitly programmed. A neural network then predicts the policy and value of a future position. Perfect knowledge of game rules is used in modeling state transitions in the search tree, actions available at each node, and termination of a branch of the tree. MZ does not have access to the rules, and instead learns one with neural networks. AZ has a single model for the game (from board state to predictions); MZ has separate models for representation of the current state (from board state into its internal embedding), dynamics of states (how actions change representations of board states), and prediction of policy and value of a future position (given a state's representation). MZ's hidden model may be complex, and it may turn out it can host computation; exploring the details of the hidden model in a trained instance of MZ is a topic for future exploration. MZ does not expect a two-player game where winners take all. It works with standard reinforcement-learning scenarios, including single-agent environments with continuous intermediate rewards, possibly of arbitrary magnitude and with time discounting. AZ was designed for two-player games that could be won, drawn, or lost. === Comparison with R2D2 === The previous state of the art technique for learning to play the suite of Atari games was R2D2, the Recurrent Replay Distributed DQN. MuZero surpassed both R2D2's mean and median performance across the suite of games, though it did not do better in every game. == Training and results == MuZero used 16 third-generation tensor processing units (TPUs) for training, and 1000 TPUs for selfplay for board games, with 800 simulations per step and 8 TPUs for training and 32 TPUs for selfplay for Atari games, with 50 simulations per step. AlphaZero used 64 second-generation TPUs for training, and 5000 first-generation TPUs for selfplay. As TPU design has improved (third-generation chips are 2x as powerful individually as second-generation chips, with further advances in bandwidth and networking across chips in a pod), these are comparable training setups. R2D2 was trained for 5 days through 2M training steps. === Initial results === MuZero matched AlphaZero's performance in chess and shogi after roughly 1 million training steps. It matched AZ's performance in Go after 500,000 training steps and surpassed it by 1 million steps. It matched R2D2's mean and median performance across the Atari game suite after 500 thousand training steps and surpassed it by 1 million steps, though it never performed well on 6 games in the suite. == Reactions and related work == MuZero was viewed as a significant advancement over AlphaZero, and a generalizable step forward in unsupervised learning techniques. The work was seen as advancing understanding of how to compose systems from smaller components, a systems-level development more than a pure machine-learning development. While only pseudocode was released by the development team, Werner Duvaud produced an open source implementation based on that. MuZero has been used as a reference implementation in other work, for instance as a way to generate model-based behavior. In late 2021, a more efficient variant of MuZero was proposed, named EfficientZero. It "achieves 194.3 percent mean human performance and 109.0 percent median performance on the Atari 100k benchmark with only two hours of real-time game experience". In early 2022, a variant of MuZero was proposed to play stochastic games (for example 2048, backgammon), called Stochastic MuZero, which uses afterstate dynamics and chance codes to account for the stochastic nature of the environment when training the dynamics network.

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  • Tabletopia

    Tabletopia

    Tabletopia is an online portal for users to play and create virtual tabletop games. The platform is developed by Tabletopia Inc and initially was released as a web browser based service after a successful crowdfunding campaign in August 2015. In December 2016 Tabletopia was released on Steam, and later in 2018 became available in AppStore and Google Play. == Gameplay == Tabletopia is a sandbox system for running any game. That means no AI or rules enforcement. Participating players will have to know how to play the game. Nevertheless, the platform has some automated actions available, like card-shuffling and dealing, dice-rolling, magnetic placement of components in special zones, hand management, and some others. Tabletopia also features ready game setups for various player numbers to facilitate gameplay. It also has customisable camera controls which let players save camera positions and switch between them using hot keys. People can use the Game Designer mode to design and create their own board games using the component library. They can then monetise the games with a 70/30 split to the game designer. == Development == Tabletopia was created in early 2014, by Tim Bokarev and his partners Artem Zinoviev and Dmitry Sergeev. These co-founders already had experience in the video and board games industry. Their other projects include Promo Interactive, an internet advertising agency, Playtox, a mobile MMORPG, Igrology, a game studio, and Tesera.ru, the main Russian-speaking board gaming portal. By Spring 2014, Artem, Dmitry and Tim created Tabletopia Inc. USA and started development. Tabletopia is a multinational crew that includes professionals from USA, Ukraine, Australia, Ireland, and Germany. The Kickstarter campaign in August 2015 earned $133,721 by 2,545 backers. Tabletopia received Green Light on Steam in September 2015 and was released on Steam in March 2016. The platform remained in Early Access until December 2016, when it was officially released on Steam and on the web. In February 2018 it was released as a stand-alone app for iOS tablets, and in September 2018 for Android tablets.

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  • BabelNet

    BabelNet

    BabelNet is a multilingual lexical-semantic knowledge graph, ontology and encyclopedic dictionary developed at the NLP group of the Sapienza University of Rome under the supervision of Roberto Navigli. BabelNet was automatically created by linking Wikipedia to the most popular computational lexicon of the English language, WordNet. The integration is done using an automatic mapping and by filling in lexical gaps in resource-poor languages by using statistical machine translation. The result is an encyclopedic dictionary that provides concepts and named entities lexicalized in many languages and connected with large amounts of semantic relations. Additional lexicalizations and definitions are added by linking to free-license wordnets, OmegaWiki, the English Wiktionary, Wikidata, FrameNet, VerbNet and others. Similarly to WordNet, BabelNet groups words in different languages into sets of synonyms, called Babel synsets. For each Babel synset, BabelNet provides short definitions (called glosses) in many languages harvested from both WordNet and Wikipedia. == Statistics of BabelNet == As of December 2023, BabelNet (version 5.3) covers 600 languages. It contains almost 23 million synsets and around 1.7 billion word senses (regardless of their language). Each Babel synset contains 2 synonyms per language, i.e., word senses, on average. The semantic network includes all the lexico-semantic relations from WordNet (hypernymy and hyponymy, meronymy and holonymy, antonymy and synonymy, etc., totaling around 364,000 relation edges) as well as an underspecified relatedness relation from Wikipedia (totaling around 1.9 billion edges). Version 5.3 also associates around 61 million images with Babel synsets and provides a Lemon RDF encoding of the resource, available via a SPARQL endpoint. 2.67 million synsets are assigned domain labels. == Applications == BabelNet has been shown to enable multilingual natural language processing applications. The lexicalized knowledge available in BabelNet has been shown to obtain state-of-the-art results in: Semantic relatedness, Multilingual word-sense disambiguation and entity linking, with the Babelfy system, Video games with a purpose. == Prizes and acknowledgments == BabelNet received the META prize 2015 for "groundbreaking work in overcoming language barriers through a multilingual lexicalised semantic network and ontology making use of heterogeneous data sources". The Artificial Intelligence Journal paper that describes BabelNet won the Prominent Paper Award in 2017. BabelNet featured prominently in a Time magazine article about the new age of innovative and up-to-date lexical knowledge resources available on the Web.

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  • KL-ONE

    KL-ONE

    KL-ONE (pronounced "kay ell won") is a knowledge representation system in the tradition of semantic networks and frames; that is, it is a frame language. The system is an attempt to overcome semantic indistinctness in semantic network representations and to explicitly represent conceptual information as a structured inheritance network. == Overview == There is a whole family of KL-ONE-like systems. One of the innovations that KL-ONE initiated was the use of a deductive classifier, an automated reasoning engine that can validate a frame ontology and deduce new information about the ontology based on the initial information provided by a domain expert. Frames in KL-ONE are called concepts. These form hierarchies using subsume-relations; in the KL-ONE terminology a super class is said to subsume its subclasses. Multiple inheritance is allowed. Actually a concept is said to be well-formed only if it inherits from more than one other concept. All concepts, except the top concept (usually THING), must have at least one super class. In KL-ONE descriptions are separated into two basic classes of concepts: primitive and defined. Primitives are domain concepts that are not fully defined. This means that given all the properties of a concept, this is not sufficient to classify it. They may also be viewed as incomplete definitions. Using the same view, defined concepts are complete definitions. Given the properties of a concept, these are necessary and sufficient conditions to classify the concept. The slot-concept is called roles and the values of the roles are role-fillers. There are several different types of roles to be used in different situations. The most common and important role type is the generic RoleSet that captures the fact that the role may be filled with more than one filler.

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