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  • Contrastive Language-Image Pre-training

    Contrastive Language-Image Pre-training

    Contrastive Language-Image Pre-training (CLIP) is a technique for training a pair of neural network models, one for image understanding and one for text understanding, using a contrastive objective. This method has enabled broad applications across multiple domains, including cross-modal retrieval, text-to-image generation, and aesthetic ranking. == Algorithm == The CLIP method trains a pair of models contrastively. One model takes in a piece of text as input and outputs a single vector representing its semantic content. The other model takes in an image and similarly outputs a single vector representing its visual content. The models are trained so that the vectors corresponding to semantically similar text-image pairs are close together in the shared vector space, while those corresponding to dissimilar pairs are far apart. To train a pair of CLIP models, one would start by preparing a large dataset of image-caption pairs. During training, the models are presented with batches of N {\displaystyle N} image-caption pairs. Let the outputs from the text and image models be respectively v 1 , . . . , v N , w 1 , . . . , w N {\displaystyle v_{1},...,v_{N},w_{1},...,w_{N}} . Two vectors are considered "similar" if their dot product is large. The loss incurred on this batch is the multi-class N-pair loss, which is a symmetric cross-entropy loss over similarity scores: − 1 N ∑ i ln ⁡ e v i ⋅ w i / T ∑ j e v i ⋅ w j / T − 1 N ∑ j ln ⁡ e v j ⋅ w j / T ∑ i e v i ⋅ w j / T {\displaystyle -{\frac {1}{N}}\sum _{i}\ln {\frac {e^{v_{i}\cdot w_{i}/T}}{\sum _{j}e^{v_{i}\cdot w_{j}/T}}}-{\frac {1}{N}}\sum _{j}\ln {\frac {e^{v_{j}\cdot w_{j}/T}}{\sum _{i}e^{v_{i}\cdot w_{j}/T}}}} In essence, this loss function encourages the dot product between matching image and text vectors ( v i ⋅ w i {\displaystyle v_{i}\cdot w_{i}} ) to be high, while discouraging high dot products between non-matching pairs. The parameter T > 0 {\displaystyle T>0} is the temperature, which is parameterized in the original CLIP model as T = e − τ {\displaystyle T=e^{-\tau }} where τ ∈ R {\displaystyle \tau \in \mathbb {R} } is a learned parameter. Other loss functions are possible. For example, Sigmoid CLIP (SigLIP) proposes the following loss function: L = 1 N ∑ i , j ∈ 1 : N f ( ( 2 δ i , j − 1 ) ( e τ w i ⋅ v j + b ) ) {\displaystyle L={\frac {1}{N}}\sum _{i,j\in 1:N}f((2\delta _{i,j}-1)(e^{\tau }w_{i}\cdot v_{j}+b))} where f ( x ) = ln ⁡ ( 1 + e − x ) {\displaystyle f(x)=\ln(1+e^{-x})} is the negative log sigmoid loss, and the Dirac delta symbol δ i , j {\displaystyle \delta _{i,j}} is 1 if i = j {\displaystyle i=j} else 0. == CLIP models == While the original model was developed by OpenAI, subsequent models have been trained by other organizations as well. === Image model === The image encoding models used in CLIP are typically vision transformers (ViT). The naming convention for these models often reflects the specific ViT architecture used. For instance, "ViT-L/14" means a "vision transformer large" (compared to other models in the same series) with a patch size of 14, meaning that the image is divided into 14-by-14 pixel patches before being processed by the transformer. The size indicator ranges from B, L, H, G (base, large, huge, giant), in that order. Other than ViT, the image model is typically a convolutional neural network, such as ResNet (in the original series by OpenAI), or ConvNeXt (in the OpenCLIP model series by LAION). Since the output vectors of the image model and the text model must have exactly the same length, both the image model and the text model have fixed-length vector outputs, which in the original report is called "embedding dimension". For example, in the original OpenAI model, the ResNet models have embedding dimensions ranging from 512 to 1024, and for the ViTs, from 512 to 768. Its implementation of ViT was the same as the original one, with one modification: after position embeddings are added to the initial patch embeddings, there is a LayerNorm. Its implementation of ResNet was the same as the original one, with 3 modifications: In the start of the CNN (the "stem"), they used three stacked 3x3 convolutions instead of a single 7x7 convolution, as suggested by. There is an average pooling of stride 2 at the start of each downsampling convolutional layer (they called it rect-2 blur pooling according to the terminology of ). This has the effect of blurring images before downsampling, for antialiasing. The final convolutional layer is followed by a multiheaded attention pooling. ALIGN a model with similar capabilities, trained by researchers from Google used EfficientNet, a kind of convolutional neural network. === Text model === The text encoding models used in CLIP are typically Transformers. In the original OpenAI report, they reported using a Transformer (63M-parameter, 12-layer, 512-wide, 8 attention heads) with lower-cased byte pair encoding (BPE) with 49152 vocabulary size. Context length was capped at 76 for efficiency. Like GPT, it was decoder-only, with only causally-masked self-attention. Its architecture is the same as GPT-2. Like BERT, the text sequence is bracketed by two special tokens [SOS] and [EOS] ("start of sequence" and "end of sequence"). Take the activations of the highest layer of the transformer on the [EOS], apply LayerNorm, then a final linear map. This is the text encoding of the input sequence. The final linear map has output dimension equal to the embedding dimension of whatever image encoder it is paired with. These models all had context length 77 and vocabulary size 49408. ALIGN used BERT of various sizes. == Dataset == === WebImageText === The CLIP models released by OpenAI were trained on a dataset called "WebImageText" (WIT) containing 400 million pairs of images and their corresponding captions scraped from the internet. The total number of words in this dataset is similar in scale to the WebText dataset used for training GPT-2, which contains about 40 gigabytes of text data. The dataset contains 500,000 text-queries, with up to 20,000 (image, text) pairs per query. The text-queries were generated by starting with all words occurring at least 100 times in English Wikipedia, then extended by bigrams with high mutual information, names of all Wikipedia articles above a certain search volume, and WordNet synsets. The dataset is private and has not been released to the public, and there is no further information on it. ==== Data preprocessing ==== For the CLIP image models, the input images are preprocessed by first dividing each of the R, G, B values of an image by the maximum possible value, so that these values fall between 0 and 1, then subtracting by [0.48145466, 0.4578275, 0.40821073], and dividing by [0.26862954, 0.26130258, 0.27577711]. The rationale was that these are the mean and standard deviations of the images in the WebImageText dataset, so this preprocessing step roughly whitens the image tensor. These numbers slightly differ from the standard preprocessing for ImageNet, which uses [0.485, 0.456, 0.406] and [0.229, 0.224, 0.225]. If the input image does not have the same resolution as the native resolution (224×224 for all except ViT-L/14@336px, which has 336×336 resolution), then the input image is first scaled by bicubic interpolation, so that its shorter side is the same as the native resolution, then the central square of the image is cropped out. === Others === ALIGN used over one billion image-text pairs, obtained by extracting images and their alt-tags from online crawling. The method was described as similar to how the Conceptual Captions dataset was constructed, but instead of complex filtering, they only applied a frequency-based filtering. Later models trained by other organizations had published datasets. For example, LAION trained OpenCLIP with published datasets LAION-400M, LAION-2B, and DataComp-1B. == Training == In the original OpenAI CLIP report, they reported training 5 ResNet and 3 ViT (ViT-B/32, ViT-B/16, ViT-L/14). Each was trained for 32 epochs. The largest ResNet model took 18 days to train on 592 V100 GPUs. The largest ViT model took 12 days on 256 V100 GPUs. All ViT models were trained on 224×224 image resolution. The ViT-L/14 was then boosted to 336×336 resolution by FixRes, resulting in a model. They found this was the best-performing model. In the OpenCLIP series, the ViT-L/14 model was trained on 384 A100 GPUs on the LAION-2B dataset, for 160 epochs for a total of 32B samples seen. == Applications == === Cross-modal retrieval === CLIP's cross-modal retrieval enables the alignment of visual and textual data in a shared latent space, allowing users to retrieve images based on text descriptions and vice versa, without the need for explicit image annotations. In text-to-image retrieval, users input descriptive text, and CLIP retrieves images with matching embeddings. In image-to-text retrieval, images are used to find related text content. CLIP’s ability to connect vis

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  • Executive Order 14179

    Executive Order 14179

    Executive Order 14179, titled "Removing Barriers to American Leadership in Artificial Intelligence", is an executive order signed by Donald Trump, the 47th President of the United States, on January 23, 2025. The executive order aims to initiate the process of strengthening U.S. leadership in artificial intelligence, promote AI development free from ideological bias or social agendas, establish an action plan to maintain global AI dominance, and to revise or rescind policies that conflict with these goals. == Background == === Joe Biden === This executive order comes in response to the 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") signed by Joe Biden on October 30, 2023. === Donald Trump === Donald Trump rescinded Executive Order 14110 on his first day in office with the Initial Rescissions of Harmful Executive Orders and Actions executive order. On January 23, 2025, Trump signed the Removing Barriers to American Leadership in Artificial Intelligence executive order as the replacement executive order covering the development of artificial intelligence technologies. == Provisions == It revokes existing AI policies and directives that are seen as barriers to U.S. AI innovation. It mandates the creation of an action plan within 180 days to sustain U.S. AI leadership, focusing on human flourishing, economic competitiveness, and national security. It requires the review of policies, directives, and regulations related to Executive Order 14110 (from October 2023) to identify actions that may conflict with the new policy goals. Agencies are instructed to suspend, revise, or rescind actions from the previous executive order that may be inconsistent with the new policy. The Office of Management and Budget (OMB) must revise certain memoranda (M-24-10 and M-24-18) within 60 days to align with the new policy. The order specifies that it does not create new enforceable rights or benefits and should be implemented within the boundaries of existing law and appropriations. == Implementation == The NITRD program, on behalf of the Office of Science and Technology Policy (OSTP), requested public input on the development of an AI Action Plan by March 15. == Reactions == Over 10,000 public comments were submitted in response to the OSTP request for public input. OpenAI submitted comments proposing a five-point strategy focused on regulatory preemption, export controls, copyright protections, infrastructure investment, and government adoption to ensure AI innovation, promote democratic AI globally, and protect national security. They emphasized the ability to learn from copyrighted material to maintain America's lead against China's state-controlled AI efforts like DeepSeek. Google submitted comments advocating for a three-pronged plan that invests in domestic AI development through energy infrastructure reform, balanced export controls, continued research funding, and coherent federal policies, while modernizing government AI adoption and promoting innovation-friendly approaches internationally. Both OpenAI and Google urged White House opposition to foreign copyright and transparency obligations, for example in the UK Government's preferred option in their Copyright and AI consultation.

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  • Eline Van der Velden

    Eline Van der Velden

    Eline van der Velden is a Dutch comedian, writer, actress and producer based in London, England. She is best known for her work creating Tilly Norwood, an AI-generated "actress". == Early life == Van der Velden was born on the Dutch island of Curaçao, Netherlands Antilles to Dutch businessman Steven van der Velden and physiotherapist Quirine van der Velden. She moved to the United Kingdom at age 14 to study drama and musical theatre at Tring Park School for the Performing Arts. She graduated with an MSc in physics from Imperial College London in 2008. == Career == She was nominated by the International Academy of Digital Arts and Sciences for the Lovie Awards and won Best Online Comedy in 2013 for two of her submitted entries. She has created multiple online shows such as Sketch My Life with London Hughes and Emily Hartridge and Match.com Parody. She became managing director of Makers Channel (makerschannel.co.uk), the first curated video platform in Europe in 2015. Makers Channel has been recently acquired by a Belgian media company De Persgroep, due to its success in the Netherlands. In 2016, she appeared in adverts for the Dutch shampoo brand Andrelon. Miss Holland, a comedy character created by Van der Velden, made headlines in 2016 as she asked the British public to teach her the national anthem. As an actress, she has starred in Dutch TV series De Troon, Beatrix and the Golden Calf-winning series Overspel. In Belgium, she appeared opposite Jamie Dornan in Flying Home. Van der Velden starred in the BBC Three series Putting It Out There, in which she challenges social perceptions of body hair, heels, spit, personal space, and authority figures. In 2018, she starred in the BBC One comedy series Soft Border Patrol and the BBC Three comedy series Miss Holland. In 2025, Particle6 Group, which Van der Velden founded in 2016, introduced Tilly Norwood, an AI-generated "actress" at the Zurich Film Festival. The announcement was met with outrage and a condemnation by the American actors' union SAG-AFTRA. == Awards and recognition == Miss Holland won the Best Online Comedy at the 2013 Lovie Awards, judged by Stephen Fry. The Match.com Parody video won Best Online Comedy People's Lovie Award, the people's vote. Miss Holland and Match.com Parody Date 1 were also featured in the 2013 Google Lovie Letters.

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  • OpenCog

    OpenCog

    OpenCog is a project that aims to build an open source artificial intelligence framework. OpenCog Prime is an architecture for robot and virtual embodied cognition that defines a set of interacting components designed to give rise to human-equivalent artificial general intelligence (AGI) as an emergent phenomenon of the whole system. OpenCog Prime's design is primarily the work of Ben Goertzel while the OpenCog framework is intended as a generic framework for broad-based AGI research. Research utilizing OpenCog has been published in journals and presented at conferences and workshops including the annual Conference on Artificial General Intelligence. OpenCog is released under the terms of the GNU Affero General Public License. OpenCog is in use by more than 50 companies, including Huawei and Cisco. == Origin == OpenCog was originally based on the release in 2008 of the source code of the proprietary "Novamente Cognition Engine" (NCE) of Novamente LLC. The original NCE code is discussed in the PLN book (ref below). Ongoing development of OpenCog is supported by Artificial General Intelligence Research Institute (AGIRI), the Google Summer of Code project, Hanson Robotics, SingularityNET and others. == Components == OpenCog consists of: A graph database, dubbed the AtomSpace, that holds "atoms" (that is, terms, atomic formulas, sentences and relationships) together with their "values" (valuations or interpretations, which can be thought of as per-atom key-value databases). An example of a value would be a truth value. Atoms are globally unique, immutable and are indexed (searchable); values are fleeting and changeable. A collection of pre-defined atoms, termed Atomese, used for generic knowledge representation, such as conceptual graphs and semantic networks, as well as to represent and store the rules (in the sense of term rewriting) needed to manipulate such graphs. A collection of pre-defined atoms that encode a type subsystem, including type constructors and function types. These are used to specify the types of variables, terms and expressions, and are used to specify the structure of generic graphs containing variables. A collection of pre-defined atoms that encode both functional and imperative programming styles. These include the lambda abstraction for binding free variables into bound variables, as well as for performing beta reduction. A collection of pre-defined atoms that encode a satisfiability modulo theories solver, built in as a part of a generic graph query engine, for performing graph and hypergraph pattern matching (isomorphic subgraph discovery). This generalizes the idea of a structured query language (SQL) to the domain of generic graphical queries; it is an extended form of a graph query language. A generic rule engine, including a forward chainer and a backward chainer, that is able to chain together rules. The rules are exactly the graph queries of the graph query subsystem, and so the rule engine vaguely resembles a query planner. It is designed so as to allow different kinds of inference engines and reasoning systems to be implemented, such as Bayesian inference or fuzzy logic, or practical tasks, such as constraint solvers or motion planners. An attention allocation subsystem based on economic theory, termed ECAN. This subsystem is used to control the combinatorial explosion of search possibilities that are met during inference and chaining. An implementation of a probabilistic reasoning engine based on probabilistic logic networks. The current implementation uses the rule engine to chain together specific rules of logical inference (such as modus ponens), together with some very specific mathematical formulas assigning a probability and a confidence to each deduction. This subsystem can be thought of as a certain kind of proof assistant that works with a modified form of Bayesian inference. A probabilistic genetic program evolver called Meta-Optimizing Semantic Evolutionary Search, or MOSES. This is used to discover collections of short Atomese programs that accomplish tasks; these can be thought of as performing a kind of decision tree learning, resulting in a kind of decision forest, or rather, a generalization thereof. A natural language input system consisting of Link Grammar, and partly inspired by both Meaning-Text Theory as well as Dick Hudson's Word Grammar, which encodes semantic and syntactic relations in Atomese. A natural language generation system. An implementation of Psi-Theory for handling emotional states, drives and urges, dubbed OpenPsi. Interfaces to Hanson Robotics robots, including emotion modelling via OpenPsi. This includes the Loving AI project, used to demonstrate meditation techniques. == Organization and funding == In 2008, the Machine Intelligence Research Institute (MIRI), formerly called Singularity Institute for Artificial Intelligence (SIAI), sponsored several researchers and engineers. Many contributions from the open source community have been made since OpenCog's involvement in the Google Summer of Code in 2008 and 2009. Currently MIRI no longer supports OpenCog. OpenCog has received funding and support from several sources, including the Hong Kong government, Hong Kong Polytechnic University, the Jeffrey Epstein VI Foundation and Hanson Robotics. In 2013, OpenCog began providing AI solutions to Hanson Robotics, and in 2017, OpenCog became a founding member of SingularityNET. == Applications == Similar to other cognitive architectures, the main purpose is to create virtual humans, which are three dimensional avatar characters. The goal is to mimic behaviors like emotions, gestures and learning. For example, the emotion module in the software was only programmed because humans have emotions. Artificial General Intelligence can be realized if it simulates intelligence of humans. The self-description of the OpenCog project provides additional possible applications which are going into the direction of natural language processing and the simulation of a dog.

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  • JSGF

    JSGF

    JSGF stands for Java Speech Grammar Format or the JSpeech Grammar Format (in a W3C Note). Developed by Sun Microsystems, it is a textual representation of grammars for use in speech recognition for technologies like XHTML+Voice. JSGF adopts the style and conventions of the Java programming language in addition to use of traditional grammar notations. The Speech Recognition Grammar Specification was derived from this specification. == Example == The following JSGF grammar will recognize the words coffee, tea, and milk.

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  • ITools Resourceome

    ITools Resourceome

    iTools is a distributed infrastructure for managing, discovery, comparison and integration of computational biology resources. iTools employs Biositemap technology to retrieve and service meta-data about diverse bioinformatics data services, tools, and web-services. iTools is developed by the National Centers for Biomedical Computing as part of the NIH Road Map Initiative.

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  • Sentential decision diagram

    Sentential decision diagram

    In artificial intelligence, a sentential decision diagram (SDD) is a type of knowledge representation used in knowledge compilation to represent Boolean functions. SDDs can be viewed as a generalization of the influential ordered binary decision diagram (OBDD) representation, by allowing decisions on multiple variables at once. Like OBDDs, SDDs allow for tractable Boolean operations, while being exponentially more succinct. For this reason, they have become an important representation in knowledge compilation. == Properties == SDDs are defined with respect to a generalization of variable ordering known as a variable tree (vtree). Provided that they satisfy additional properties known as compression and trimming (which are analogous to ROBDDs), SDDs are a canonical representation of Boolean functions; that is, they are unique given a vtree. Like OBDDs, they allow for operations such as conjunction, disjunction and negation to be computed directly on the representation in polynomial time, while being potentially more compact. They also allow for polynomial-time model counting. SDDs are known to be exponentially more succinct than OBDDs. == Applications == SDDs are used as a compilation target for probabilistic logic programs by the ProbLog 2 system since they support tractable (weighted) model counting as well as tractable negation, conjunction and disjunction while being more succinct than BDDs. SDDs have also been extended to model probability distributions, in which context they are known as probabilistic sentential decision diagrams (PSDD).

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  • Computational creativity

    Computational creativity

    Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). Is the application of computer systems to emulate human-like creative processes, facilitating the generation of artistic and design outputs that mimic innovation and originality. The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity. To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. The applied form of computational creativity is known as media synthesis. == Theoretical issues == Theoretical approaches concern the essence of creativity. Especially, under what circumstances it is possible to call the model a "creative" if eminent creativity is about rule-breaking or the disavowal of convention. This is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative? Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity. == Defining creativity in computational terms == Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: The answer is novel and useful (either for the individual or for society) The answer demands that we reject ideas we had previously accepted The answer results from intense motivation and persistence The answer comes from clarifying a problem that was originally vague Margaret Boden focused on the first two of these criteria, arguing instead that creativity (at least when asking whether computers could be creative) should be defined as "the ability to come up with ideas or artifacts that are new, surprising, and valuable". Mihaly Csikszentmihalyi argued that creativity had to be considered instead in a social context, and his DIFI (Domain-Individual-Field Interaction) framework has since strongly influenced the field. In DIFI, an individual produces works whose novelty and value are assessed by the field—other people in society—providing feedback and ultimately adding the work, now deemed creative, to the domain of societal works from which an individual might be later influenced. Whereas the above reflects a top-down approach to computational creativity, an alternative thread has developed among bottom-up computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations. == Historical evolution of computational creativity == The use computational processes to generate creative artifacts has been present from early times in history. During the late 1800's, methods for composing music combinatorily were explored, involving prominent figures like Mozart, Bach, Haydn, and Kiernberger. This approach extended to analytical endeavors as early as 1934, where simple mechanical models were built to explore mathematical problem solving. Professional interest in the creative aspect of computation also was commonly addressed in early discussions of artificial intelligence. The 1956 Dartmouth Conference, listed creativity, invention, and discovery as key goals for artificial intelligence. As the development of computers allowed systems of greater complexity, the 1970's and 1980's saw invention of early systems that modelled creativity using symbolic or rule-based approaches. The field of creative storytelling investigated several such models. Meehan's TALE-SPIN (1977) generated narratives through simulation of character goals and decision trees. Dehn's AUTHOR (1981) approached generation by simulating an author's process for crafting a story. Beyond narrative generation, computational creativity expanded into artistic and scientific domains. Artistic image generation was one of the disciplines that saw early potential in generated artifacts through computational creativity. One of the most prominent examples was Harold Cohen's AARON, which produced art through composition and adaptation of figures based on a large set of symbolic rules and heuristics for visual composition. Some systems also tackled creativity in scientific endeavors. BACON was said to rediscover natural laws like Boyle's Law and Kepler's law through hypothesis testing in constrained spaces. By the 1990's the modeling techniques became more adaptive, attempting to implement cognitive creative rules for generation. Turner's MINSTREL (1993) introduced TRAMs (Transform Recall Adapt Methods) to simulate creative re-use of prior material for generative storytelling. Meanwhile, Pérez y Pérez's MEXICA (1999) modeled the creative writing process using cycles of engagement and reflection. As systems increasingly incorporated models of internal evaluation, another approach that emerged was that of combining symbolic generation with domain-specific evaluation metrics, modeling generative and selective steps to creativity In the field of generational humor, the JAPE system (1994) generated pun-based riddles using Prolog and WordNet, applying symbolic pattern-matching rules and a large lexical database (WordNet) to compose riddles involving wordplay. WordNet is a system developed by George Miller and his team at Princeton, its platform and inspired word-mapping structures have been used as the backbone of several syntactic and semantic AI programs. A notable system for music generation was David Cope's EMI (Experiments in Musical Intelligence) or Emmy, which was trained in the styles of artists like Bach, Beethoven, or Chopin and generated novel pieces in their style through pattern abstraction and recomposition. In the 2000s and beyond, machine learning began influencing creative system design. Researchers such as Mihalcea and Strapparava trained classifiers to distinguish humorous from non-humorous text, using stylistic and semantic features. Meanwhile custom computational approaches led to chess systems like Deep Blue generating quasi-creative gameplay strategies through search algorithms and parallel processing constrained by specific rules and patterns for evaluation. The institutional development of computational creativity grew along its technical advances. Dedicated workshops such as the IJWCC emerged in the 1990s, growing out of interdisciplinary conferences focused on AI and creativity. By the early 2000s, the field coalesced around annual conferences like the International Conference on Computational Creativity (ICCC). Recently, with the advent of Deep Learning, Transformers, and further refinement in Machine Learning structures, computational creativity's implementation space has new tools for development. == Machine learning for computational creativity == While traditional computational approaches to creativity rely on the explicit formulation of prescriptions by developers and a certain degree of randomness in computer programs, machine learning methods allow computer programs to learn on heuristics from input data enabling creative capacities within the computer programs. Especially, deep artificial neural networks allow to learn patterns from input data that allow for the non-linear generation of creative artefacts. Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been d

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  • AARON

    AARON

    AARON is the collective name for a series of computer programs written by artist Harold Cohen that create original artistic images autonomously, which set it apart from previous programs. Proceeding from Cohen's initial question "What are the minimum conditions under which a set of marks functions as an image?", AARON was in development between 1972 and the 2010s. As the software is not open source, its development effectively ended with Cohen's death in 2016. The name "AARON" does not seem to be an acronym; rather, it was a name chosen to start with the letter "A" so that the names of successive programs could follow it alphabetically. However, Cohen did not create any other major programs. Initial versions of AARON created abstract drawings that grew more complex through the 1970s. More representational imagery was added in the 1980s; first rocks, then plants, then people. In the 1990s more representational figures set in interior scenes were added, along with color. AARON returned to more abstract imagery, this time in color, in the early 2000s. Cohen used machines that allowed AARON to produce physical artwork. The first machines drew in black and white using a succession of custom-built "turtle" and flatbed plotter devices. Cohen would sometimes color these images by hand in fabric dye (Procion), or scale them up to make larger paintings and murals. In the 1990s Cohen built a series of digital painting machines to output AARON's images in ink and fabric dye. His later work used a large-scale inkjet printer on canvas. Development of AARON began in the C programming language then switched to Lisp in the early 1990s. Cohen credits Lisp with helping him solve the challenges he faced in adding color capabilities to AARON. An article about Cohen appeared in Computer Answers that describes AARON and shows two line drawings that were exhibited at the Tate gallery. The article goes on to describe the workings of AARON, then running on a DEC VAX 750 minicomputer. Raymond Kurzweil's company has produced a downloadable screensaver of AARON for Microsoft Windows PCs. This version of AARON can also produce printable images. AARON's source code is not publicly available, but Cohen has described AARON's operations in various essays and it is discussed in abstract in Pamela McCorduck's book. AARON cannot learn new styles or imagery on its own; each new capability must be hand-coded by Cohen. It is capable of producing a practically infinite supply of distinct images in its own style. Examples of these images have been exhibited in galleries worldwide. AARON's artwork has been used as an artistic equivalent of the Turing test. It does seem however that AARON's output follows a noticeable formula (figures standing next to a potted plant, framed within a colored square is a common theme). Cohen is very careful not to claim that AARON is creative. But he does ask "If what AARON is making is not art, what is it exactly, and in what ways, other than its origin, does it differ from the 'real thing?' If it is not thinking, what exactly is it doing?" — The further exploits of AARON, Painter. The Whitney Museum featured AARON in 2024, showcasing the evolution of AARON as the earliest artificial intelligence (AI) program for artmaking.

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  • Stockfish (chess)

    Stockfish (chess)

    Stockfish is a free and open-source chess engine, available for various desktop and mobile platforms. It can be used in chess software through the Universal Chess Interface. Stockfish has been one of the strongest chess engines in the world for several years. It has won all main events of the Top Chess Engine Championship (TCEC) and the Chess.com Computer Chess Championship (CCC) since 2020 and, as of May 2026, is the strongest CPU chess engine in the world with an estimated Elo rating of 3653 in a time control of 40/15 (15 minutes to make 40 moves), according to CCRL. The Stockfish engine was developed by Tord Romstad, Marco Costalba, and Joona Kiiski, and was derived from Glaurung, an open-source engine by Tord Romstad released in 2004. It is now being developed and maintained by the Stockfish community. Stockfish historically used only a classical hand-crafted function to evaluate board positions, but with the introduction of the efficiently updatable neural network (NNUE) in August 2020, Stockfish 12 adopted a hybrid evaluation system that primarily used the neural network and occasionally relied on the hand-crafted evaluation. In July 2023, Stockfish removed the hand-crafted evaluation and transitioned to a fully neural network-based approach. == Features == Stockfish uses a tree-search algorithm based on alpha–beta search with several hand-designed heuristics. Stockfish represents positions using bitboards. Stockfish supports Chess960, a feature it inherited from Glaurung. Support for Syzygy tablebases, previously available in a fork maintained by Ronald de Man, was integrated into Stockfish in 2014. In 2018, support for the 7-man Syzygy was added, shortly after the tablebase was made available. Stockfish supports an unlimited number of CPU threads in multiprocessor systems, with a maximum transposition table size of 32 TB. Stockfish has been a very popular engine on various platforms. On desktop, it is the default chess engine bundled with the Internet Chess Club interface programs BlitzIn and Dasher. On mobile, it has been bundled with the Stockfish app, SmallFish and Droidfish. Other Stockfish-compatible graphical user interfaces (GUIs) include Fritz, Arena, Stockfish for Mac, and PyChess. Stockfish can be compiled to WebAssembly or JavaScript, allowing it to run in the browser. Both Chess.com and Lichess provide Stockfish in this form in addition to a server-side program. Release versions and development versions are available as C++ source code and as precompiled versions for Microsoft Windows, macOS, Linux 32-bit/64-bit and Android. == History == The program originated from Glaurung, an open-source chess engine created by Tord Romstad and first released in 2004. Four years later, Marco Costalba forked the project, naming it Stockfish because it was "produced in Norway and cooked in Italy" (Romstad is Norwegian and Costalba is Italian). The first version, Stockfish 1.0, was released in November 2008. For a while, new ideas and code changes were transferred between the two programs in both directions, until Romstad decided to discontinue Glaurung in favor of Stockfish, which was the stronger engine at the time. The last Glaurung version (2.2) was released in December 2008. Around 2011, Romstad decided to abandon his involvement with Stockfish in order to spend more time on his new iOS chess app. On 18 June 2014 Marco Costalba announced that he had "decided to step down as Stockfish maintainer" and asked that the community create a fork of the current version and continue its development. An official repository, managed by a volunteer group of core Stockfish developers, was created soon after and currently manages the development of the project. === Fishtest === Since 2013, Stockfish has been developed using a distributed testing framework named Fishtest, where volunteers can donate CPU time for testing improvements to the program. Changes to game-playing code are accepted or rejected based on results of playing of tens of thousands of games on the framework against an older "reference" version of the program, using sequential probability ratio testing. Tests on the framework are verified using the chi-squared test, and only if the results are statistically significant are they deemed reliable and used to revise the software code. After the inception of Fishtest, Stockfish gained 120 Elo points in 12 months, propelling it to the top of all major rating lists. As of May 2026, the framework has used a total of more than 20,100 years of CPU time to play over 10 billion chess games. === NNUE === In June 2020, Stockfish introduced the efficiently updatable neural network (NNUE) approach, based on earlier work by computer shogi programmers. Instead of using manually designed heuristics to evaluate the board, this approach introduced a neural network trained on millions of positions which could be evaluated quickly on CPU. On 2 September 2020, the twelfth version of Stockfish was released, incorporating NNUE, and reportedly winning ten times more game pairs than it loses when matched against version eleven. In July 2023, the classical evaluation was completely removed in favor of the NNUE evaluation. == Competition results == === Top Chess Engine Championship === Stockfish is a TCEC multiple-time champion and the current leader in trophy count. Ever since TCEC restarted in 2013, Stockfish has finished first or second in every season except one. Stockfish finished second in TCEC Season 4 and 5, with scores of 23–25 first against Houdini 3 and later against Komodo 1142 in the Superfinal event. Season 5 was notable for the winning Komodo team as they accepted the award posthumously for the program's creator Don Dailey, who succumbed to an illness during the final stage of the event. In his honor, the version of Stockfish that was released shortly after that season was named "Stockfish DD". On 30 May 2014, Stockfish 170514 (a development version of Stockfish 5 with tablebase support) convincingly won TCEC Season 6, scoring 35.5–28.5 against Komodo 7x in the Superfinal. Stockfish 5 was released the following day. In TCEC Season 7, Stockfish again made the Superfinal, but lost to Komodo with a score of 30.5–33.5. In TCEC Season 8, despite losses on time caused by buggy code, Stockfish nevertheless qualified once more for the Superfinal, but lost 46.5–53.5 to Komodo. In Season 9, Stockfish defeated Houdini 5 with a score of 54.5–45.5. Stockfish finished third during season 10 of TCEC, the only season since 2013 in which Stockfish had failed to qualify for the superfinal. It did not lose a game but was still eliminated because it was unable to score enough wins against lower-rated engines. After this technical elimination, Stockfish went on a long winning streak, winning seasons 11 (59–41 against Houdini 6.03), 12 (60–40 against Komodo 12.1.1), and 13 (55–45 against Komodo 2155.00) convincingly. In Season 14, Stockfish faced a new challenger in Leela Chess Zero, eking out a win by one point (50.5–49.5). Its winning streak was finally ended in Season 15, when Leela qualified again and won 53.5–46.5, but Stockfish promptly won Season 16, defeating AllieStein 54.5–45.5, after Leela failed to qualify for the Superfinal. In Season 17, Stockfish faced Leela again in the superfinal, losing 52.5–47.5. However, Stockfish has won every Superfinal since: beating Leela 53.5–46.5 in Season 18, 54.5–45.5 in Season 19, 53–47 in Season 20, and 56–44 in Season 21. In Season 22, Komodo Dragon beat out Leela to qualify for the Superfinal, losing to Stockfish by a large margin 59.5–40.5. Stockfish did not lose an opening pair in this match. Leela made the Superfinal in Seasons 23 and 24, but was crushed by Stockfish both times (58.5–41.5 and 58–42). In Season 25, Stockfish once again defeated Leela, but this time by a narrower margin of 52–48. Stockfish also took part in the TCEC cup, winning the first edition, but was surprisingly upset by Houdini in the semifinals of the second edition. Stockfish recovered to beat Komodo in the third-place playoff. In the third edition, Stockfish made it to the finals, but was defeated by Leela Chess Zero after blundering in a 7-man endgame tablebase draw. It turned this result around in the fourth edition, defeating Leela in the final 4.5–3.5. In TCEC Cup 6, Stockfish finished third after losing to AllieStein in the semifinals, the first time it had failed to make the finals. Since then, Stockfish has consistently won the tournament, with the exception of the 11th edition which Leela won 8.5–7.5. === Chess.com Computer Chess Championship === Ever since Chess.com hosted its first Chess.com Computer Chess Championship in 2018, Stockfish has been the most successful engine. It dominated the earlier championships, winning six consecutive titles before finishing second in CCC7. Since then, its dominance has come under threat from the neural-network engines Leelenstein and Leela Chess Zero, but it has continued to perform w

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  • The Synthetic Party

    The Synthetic Party

    Det Syntetiske Parti (English: The Synthetic Party) is a political party driven by artificial intelligence (AI), founded in May 2022 in Denmark. The party aims to represent non-voters and fringe political parties while raising awareness of AI's societal role and exploring how it can be integrated into democratic processes. == Founder == The founder and continuous party secretary is Asker Bryld Staunæs, a philosopher from Aarhus University and a conceptual artist. == Main goal == The political goals have been machine learned from texts by Danish fringe parties since 1970 and represent the 20 percent of Danes who do not vote in the election. The party is synthetic; as such, many of the policies, such as universal basic income, can be contradictory to one another. == International collaborations == The Synthetic Party has signed bilateral collaboration agreements with the Finnish AI Party and AI Party (Japan) concerning the development of a global project created around artificial intelligence and politics These collaborations were expanded during the exhibition-event Synthetic Summit (28 February – 13 April 2025) at Kunsthal Aarhus, curated by Computer Lars (Asker Bryld Staunæs) on behalf of The Synthetic Party. The summit staged parliamentary scenography, performances, and computer sculptures, and invited both the public and policymakers to encounter an international line-up of AI parties and virtual politicians. Aarhus University described the event as part of Staunæs's PhD research, positioning it as an international top-meeting of virtual politicians. Participants included the Japanese AI Party, the Swedish AI Party, the Finnish AI Party, Parker Politics (New Zealand), Lex AI (Brazil), the Simiyya collective (Egypt/Sweden), the Synthetic Party (Denmark), and Wiktoria Cukt 2.0 (Poland). As part of the summit, the one-day AI World Congress was held on 1 March 2025, structured as a performative assembly where each group participated through both machinic agents and human delegates. Sessions were chaired by participating parties, with Computer Lars delivering the opening presentation. Throughout the day, contributions were synthesized into a common record using a shared AI system. The congress concluded with the adoption of the Synthetic Summit Resolution, a collectively authored treaty of algorithmic governance. Signatories included Floor Kist and Nick Gerritsen (Parker Politics), Michihito Matsuda (Japanese AI Party), Emma Bexell (Swedish AI Party), Samee Haapa (Finnish AI Party), Pedro Markun (Lex AI), Kristian T. Madsen and Michael Birkebæk Jensen (NextGen Democracy / DemAI), Asker Bryld Staunæs, Benjamin Asger Krog Møller, Caroline Sofie Axelsson, Life with Artificials (The Synthetic Party), and Piotr Wyrzykowski (Wiktoria Cukt 2.0).

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  • LightGBM

    LightGBM

    LightGBM, short for Light Gradient-Boosting Machine, is a free and open-source distributed gradient-boosting framework for machine learning, originally developed by Microsoft. It is based on decision tree algorithms and used for ranking, classification and other machine learning tasks. The development focus is on performance and scalability. == Overview == The LightGBM framework supports different algorithms including GBT, GBDT, GBRT, GBM, MART and RF. LightGBM has many of XGBoost's advantages, including sparse optimization, parallel training, multiple loss functions, regularization, bagging, and early stopping. A major difference between the two lies in the construction of trees. LightGBM does not grow a tree level-wise — row by row — as most other implementations do. Instead it grows trees leaf-wise. It will choose the leaf with max delta loss to grow. Besides, LightGBM does not use the widely used sorted-based decision tree learning algorithm, which searches the best split point on sorted feature values, as XGBoost or other implementations do. Instead, LightGBM implements a highly optimized histogram-based decision tree learning algorithm, which yields great advantages on both efficiency and memory consumption. The LightGBM algorithm utilizes two novel techniques called Gradient-Based One-Side Sampling (GOSS) and Exclusive Feature Bundling (EFB) which allow the algorithm to run faster while maintaining a high level of accuracy. LightGBM works on Linux, Windows, and macOS and supports C++, Python, R, and C#. The source code is licensed under MIT License and available on GitHub. == Gradient-based one-side sampling == When using gradient descent, one thinks about the space of possible configurations of the model as a valley, in which the lowest part of the valley is the model which most closely fits the data. In this metaphor, one walks in different directions to learn how much lower the valley becomes. Typically, in gradient descent, one uses the whole set of data to calculate the valley's slopes. However, this commonly used method assumes that every data point is equally informative. By contrast, Gradient-Based One-Side Sampling (GOSS), a method first developed for gradient-boosted decision trees, does not rely on the assumption that all data are equally informative. Instead, it treats data points with smaller gradients (shallower slopes) as less informative by randomly dropping them. This is intended to filter out data which may have been influenced by noise, allowing the model to more accurately model the underlying relationships in the data. == Exclusive feature bundling == Exclusive feature bundling (EFB) is a near-lossless method to reduce the number of effective features. In a sparse feature space many features are nearly exclusive, implying they rarely take nonzero values simultaneously. One-hot encoded features are a perfect example of exclusive features. EFB bundles these features, reducing dimensionality to improve efficiency while maintaining a high level of accuracy. The bundle of exclusive features into a single feature is called an exclusive feature bundle.

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  • Software configuration management

    Software configuration management

    Software configuration management (SCM), a.k.a. software change and configuration management (SCCM), is the software engineering practice of tracking and controlling changes to a software system. It is part of the larger cross-disciplinary field of configuration management (CM). SCM includes version control and the establishment of baselines. == Goals == The goals of SCM include: Configuration identification - Identifying configurations, configuration items and baselines. Configuration control - Implementing a controlled change process. This is usually achieved by setting up a change control board whose primary function is to approve or reject all change requests that are sent against any baseline. Configuration status accounting - Recording and reporting all the necessary information on the status of the development process. Configuration auditing - Ensuring that configurations contain all their intended parts and are sound with respect to their specifying documents, including requirements, architectural specifications and user manuals. Build management - Managing the process and tools used for builds. Process management - Ensuring adherence to the organization's development process. Environment management - Managing the software and hardware that host the system. Teamwork - Facilitate team interactions related to the process. Defect tracking - Making sure every defect has traceability back to the source. With the introduction of cloud computing and DevOps the purposes of SCM tools have become merged in some cases. The SCM tools themselves have become virtual appliances that can be instantiated as virtual machines and saved with state and version. The tools can model and manage cloud-based virtual resources, including virtual appliances, storage units, and software bundles. The roles and responsibilities of the actors have become merged as well with developers now being able to dynamically instantiate virtual servers and related resources. == History == == Examples == Ansible – Open-source software platform for remote configuring and managing computers CFEngine – Configuration management software Chef – Configuration management toolPages displaying short descriptions of redirect targets LCFG – Computer configuration management system NixOS – Linux distribution OpenMake Software – DevOps company Otter Puppet – Open source configuration management software Salt – Configuration management software Rex – Open source software

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  • Layer (deep learning)

    Layer (deep learning)

    A layer in a deep learning model is a structure or network topology in the model's architecture, which takes information from the previous layers and then passes it to the next layer. == Layer types == The first type of layer is the Dense layer, also called the fully-connected layer, and is used for abstract representations of input data. In this layer, neurons connect to every neuron in the preceding layer. In multilayer perceptron networks, these layers are stacked together. The Convolutional layer is typically used for image analysis tasks. In this layer, the network detects edges, textures, and patterns. The outputs from this layer are then fed into a fully-connected layer for further processing. See also: CNN model. The Pooling layer is used to reduce the size of data input. The Recurrent layer is used for text processing with a memory function. Similar to the Convolutional layer, the output of recurrent layers are usually fed into a fully-connected layer for further processing. See also: RNN model. The Normalization layer adjusts the output data from previous layers to achieve a regular distribution. This results in improved scalability and model training. A Hidden layer is any of the layers in a Neural Network that aren't the input or output layers. == Differences with layers of the neocortex == There is an intrinsic difference between deep learning layering and neocortical layering: deep learning layering depends on network topology, while neocortical layering depends on intra-layers homogeneity.

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  • LightGBM

    LightGBM

    LightGBM, short for Light Gradient-Boosting Machine, is a free and open-source distributed gradient-boosting framework for machine learning, originally developed by Microsoft. It is based on decision tree algorithms and used for ranking, classification and other machine learning tasks. The development focus is on performance and scalability. == Overview == The LightGBM framework supports different algorithms including GBT, GBDT, GBRT, GBM, MART and RF. LightGBM has many of XGBoost's advantages, including sparse optimization, parallel training, multiple loss functions, regularization, bagging, and early stopping. A major difference between the two lies in the construction of trees. LightGBM does not grow a tree level-wise — row by row — as most other implementations do. Instead it grows trees leaf-wise. It will choose the leaf with max delta loss to grow. Besides, LightGBM does not use the widely used sorted-based decision tree learning algorithm, which searches the best split point on sorted feature values, as XGBoost or other implementations do. Instead, LightGBM implements a highly optimized histogram-based decision tree learning algorithm, which yields great advantages on both efficiency and memory consumption. The LightGBM algorithm utilizes two novel techniques called Gradient-Based One-Side Sampling (GOSS) and Exclusive Feature Bundling (EFB) which allow the algorithm to run faster while maintaining a high level of accuracy. LightGBM works on Linux, Windows, and macOS and supports C++, Python, R, and C#. The source code is licensed under MIT License and available on GitHub. == Gradient-based one-side sampling == When using gradient descent, one thinks about the space of possible configurations of the model as a valley, in which the lowest part of the valley is the model which most closely fits the data. In this metaphor, one walks in different directions to learn how much lower the valley becomes. Typically, in gradient descent, one uses the whole set of data to calculate the valley's slopes. However, this commonly used method assumes that every data point is equally informative. By contrast, Gradient-Based One-Side Sampling (GOSS), a method first developed for gradient-boosted decision trees, does not rely on the assumption that all data are equally informative. Instead, it treats data points with smaller gradients (shallower slopes) as less informative by randomly dropping them. This is intended to filter out data which may have been influenced by noise, allowing the model to more accurately model the underlying relationships in the data. == Exclusive feature bundling == Exclusive feature bundling (EFB) is a near-lossless method to reduce the number of effective features. In a sparse feature space many features are nearly exclusive, implying they rarely take nonzero values simultaneously. One-hot encoded features are a perfect example of exclusive features. EFB bundles these features, reducing dimensionality to improve efficiency while maintaining a high level of accuracy. The bundle of exclusive features into a single feature is called an exclusive feature bundle.

    Read more →