AI For Work Kore

AI For Work Kore — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Line Drawing System-1

    Line Drawing System-1

    LDS-1 (Line Drawing System-1) was a calligraphic (vector, rather than raster) display processor and display device created by Evans & Sutherland in 1969. This model was known as the first graphics device with a graphics processing unit. == Features == It was controlled by a variety of host computers. Straight lines were smoothly rendered in real-time animation. General principles of operation were similar to the systems used today: 4x4 transformation matrices, 1x4 vertices. Possible uses included flight simulation (in the product brochure there are screenshots of landing on a carrier), scientific imaging and GIS systems. == History == The first LDS-1 was shipped to the customer (BBN) in August 1969. Only a few of these systems were ever built. One was used by the Los Angeles Times as their first typesetting/layout computer. One went to NASA Ames Research Center for Human Factors Research. Another was bought by the Port Authority of New York to develop a tugboat pilot trainer for navigation in the harbor. The MIT Dynamic Modeling had one, and there was a program for viewing an ongoing game of Maze War.

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  • Deepfake pornography

    Deepfake pornography

    Deepfake pornography is a form of non-consensual AI pornography created by altering existing photographs or videos using deepfake technology to modify the appearance of the participants. The use of deepfake pornography has sparked controversy because it involves the making and sharing of realistic videos featuring non-consenting individuals and is sometimes used for revenge porn. Many countries have criminalized this "new voyeurism" through legislative measures and technological solutions. == History == The term "deepfake" was coined in 2017 on a Reddit forum where users shared altered pornographic videos created using machine learning algorithms. It is a combination of the word "deep learning", which refers to the program used to create the videos, and "fake" meaning the videos are not real. Deepfake pornography was originally created on a small individual scale using a combination of machine learning algorithms, computer vision techniques, and AI software. The process began by gathering a large amount of source material (including both images and videos) of a person's face, and then using a deep learning model to train a Generative Adversarial Network to create a fake video that convincingly swaps the face of the source material onto the body of a pornographic performer. However, the production process has significantly evolved since 2018, with the advent of several public apps that have largely automated the process. While several AI "nudification" apps emerged on mainstream platforms like Google Play and the Apple App Store around 2023, major tech storefronts have since implemented stricter policies and automated detection to ban such software. Consequently, the proliferation of non-consensual deepfake pornography has largely shifted to decentralized websites, specialized online forums, and third-party messaging bot ecosystems. Deepfake pornography is sometimes confused with fake nude photography, but the two are mostly different. Fake nude photography typically uses non-sexual images and merely makes it appear that the people in them are nude. == Notable cases == Deepfake technology has been used to create non-consensual and pornographic images and videos of famous women. One of the earliest examples occurred in 2017 when a deepfake pornographic video of Gal Gadot was created by a Reddit user and quickly spread online. Since then, there have been numerous instances of similar deepfake content targeting other female celebrities, such as Emma Watson, Natalie Portman, and Scarlett Johansson. Johansson spoke publicly on the issue in December 2018, condemning the practice but also refusing legal action because she views the harassment as inevitable. === Rana Ayyub === In 2018, Rana Ayyub, an Indian investigative journalist, was the target of an online hate campaign stemming from her condemnation of the Indian government, specifically her speaking out against the rape of an eight-year-old Kashmiri girl. Ayyub was bombarded with rape and death threats, and had a doctored pornographic video of her circulated online. In a Huffington Post article, Ayyub discussed the long-lasting psychological and social effects this experience has had on her. She explained that she continued to struggle with her mental health and how the images and videos continued to resurface whenever she took a high-profile case. === Atrioc controversy === In 2023, Twitch streamer Atrioc stirred controversy when he accidentally revealed deepfake pornographic material featuring female Twitch streamers while on live. The influencer has since admitted to paying for AI generated porn, and apologized to the women and his fans. === Taylor Swift === In January 2024, AI-generated sexually explicit images of American singer Taylor Swift were posted on X (formerly Twitter), and spread to other platforms such as Facebook, Reddit and Instagram. One tweet with the images was viewed over 45 million times before being removed. A report from 404 Media found that the images appeared to have originated from a Telegram group, whose members used tools such as Microsoft Designer to generate the images, using misspellings and keyword hacks to work around Designer's content filters. After the material was posted, Swift's fans posted concert footage and images to bury the deepfake images, and reported the accounts posting the deepfakes. Searches for Swift's name were temporarily disabled on X, returning an error message instead. Graphika, a disinformation research firm, traced the creation of the images back to a 4chan community. A source close to Swift told the Daily Mail that she would be considering legal action, saying, "Whether or not legal action will be taken is being decided, but there is one thing that is clear: These fake AI-generated images are abusive, offensive, exploitative, and done without Taylor's consent and/or knowledge." The controversy drew condemnation from White House Press Secretary Karine Jean-Pierre, Microsoft CEO Satya Nadella, the Rape, Abuse & Incest National Network, and SAG-AFTRA. Several US politicians called for federal legislation against deepfake pornography. Later in the month, US senators Dick Durbin, Lindsey Graham, Amy Klobuchar and Josh Hawley introduced a bipartisan bill that would allow victims to sue individuals who produced or possessed "digital forgeries" with intent to distribute, or those who received the material knowing it was made non-consensually. === 2024 Telegram deepfake scandal === It emerged in South Korea in August 2024, that many teachers and female students were victims of deepfake images created by users who utilized AI technology. Journalist Ko Narin of The Hankyoreh uncovered the deepfake images through Telegram chats. On Telegram, group chats were created specifically for image-based sexual abuse of women, including middle and high school students, teachers, and even family members. Women with photos on social media platforms like KakaoTalk, Instagram, and Facebook are often targeted as well. Perpetrators use AI bots to generate fake images, which are then sold or widely shared, along with the victims' social media accounts, phone numbers, and KakaoTalk usernames. One Telegram group reportedly drew around 220,000 members, according to a Guardian report. Investigations revealed numerous chat groups on Telegram where users, mainly teenagers, create and share explicit deepfake images of classmates and teachers. The issue came in the wake of a troubling history of digital sex crimes, notably the notorious Nth Room case in 2019. The Korean Teachers Union estimated that more than 200 schools had been affected by these incidents. Activists called for a "national emergency" declaration to address the problem. South Korean police reported over 800 deepfake sex crime cases by the end of September 2024, a stark rise from just 156 cases in 2021, with most victims and offenders being teenagers. On September 21, 6,000 people gathered at Marronnier Park in northeastern Seoul to demand stronger legal action against deepfake crimes targeting women. On September 26, following widespread outrage over the Telegram scandal, South Korean lawmakers passed a bill criminalizing the possession or viewing of sexually explicit deepfake images and videos, imposing penalties that include prison terms and fines. Under the new law, those caught buying, saving, or watching such material could face up to three years in prison or fines up to 30 million won ($22,600). At the time the bill was proposed, creating sexually explicit deepfakes for distribution carried a maximum penalty of five years, but the new legislation would increase this to seven years, regardless of intent. By October 2024, it was estimated that "nudify" deep fake bots on Telegram were up to four million monthly users. === 2025–2026 Grok/X chatbot deepfake scandal === In December 2025, Bloomberg reported that X users found Grok would comply with unconsensual requests to digitally undress individuals, including minors, or show them performing sexually explicit acts. The majority of these prompts were targeted at women and girls. An analysis of 20,000 images generated by Grok between December 25, 2025 and January 1, 2026 showed 2% were of people in bikinis or transparent clothes and appeared to be 18 or younger, including 30 of "young or very young" women or girls. A separate analysis conducted over 24 hours from January 5 to 6 calculated that users had Grok create 6,700 sexually suggestive or nudified images per hour. xAI responded to requests for comment from media organizations with the automated reply, "Legacy Media Lies". The bot's image generation sparked an international backlash and calls for legal or regulatory action from officials in the European Union, United Kingdom, Poland, France, India, Malaysia, and Brazil. === Fernandes–Ulmen case === German TV presenter Collien Fernandes, filed a complaint against her ex-husband, actor Christian Ulmen, for several accusation including, ident

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  • Hindsight optimization

    Hindsight optimization

    Hindsight optimisation (HOP) is a computer science technique used in artificial intelligence for analysis of actions which have stochastic results. HOP is used in combination with a deterministic planner. By creating sample results for each of the possible actions from the given state (i.e. determinising the actions), and using the deterministic planner to analyse those sample results, HOP allows an estimate of the actual action.

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  • Competitions and prizes in artificial intelligence

    Competitions and prizes in artificial intelligence

    There are a number of competitions and prizes to promote research in artificial intelligence. == General machine intelligence == The David E. Rumelhart Prize is an annual award for making a "significant contemporary contribution to the theoretical foundations of human cognition". The prize is $100,000. The Human-Competitive Award is an annual challenge started in 2004 to reward results "competitive with the work of creative and inventive humans". The prize is $10,000. Entries are required to use evolutionary computing. The Intel AI Global Impact Festival is an international annual competition held by Intel Corporation for school, and college students with prizes upwards of $15,000. It is about artificial intelligence technology. There are two age brackets in this competition, 13-18 Age Group, and 18 and Above Age Group. The IJCAI Award for Research Excellence is a biannual award given at the International Joint Conference on Artificial Intelligence (IJCAI) to researchers in artificial intelligence as a recognition of excellence of their career. The 2011 Federal Virtual World Challenge, advertised by The White House and sponsored by the U.S. Army Research Laboratory's Simulation and Training Technology Center, held a competition offering a total of US$52,000 in cash prize awards for general artificial intelligence applications, including "adaptive learning systems, intelligent conversational bots, adaptive behavior (objects or processes)" and more. The Machine Intelligence Prize is awarded annually by the British Computer Society for progress towards machine intelligence. The Kaggle – "the world's largest community of data scientists compete to solve most valuable problems". == Conversational behaviour == The Loebner prize is an annual competition to determine the best Turing test competitors. The winner is the computer system that, in the judges' opinions, demonstrates the "most human" conversational behaviour, they have an additional prize for a system that in their opinion passes a Turing test. This second prize has not yet been awarded. == Automatic control == === Pilotless aircraft === The International Aerial Robotics Competition is a long-running event begun in 1991 to advance the state of the art in fully autonomous air vehicles. This competition is restricted to university teams (although industry and governmental sponsorship of teams is allowed). Key to this event is the creation of flying robots which must complete complex missions without any human intervention. Successful entries are able to interpret their environment and make real-time decisions based only on a high-level mission directive (e.g., "find a particular target inside a building having certain characteristics which is among a group of buildings 3 kilometers from the aerial robot launch point"). In 2000, a $30,000 prize was awarded during the 3rd Mission (search and rescue), and in 2008, $80,000 in prize money was awarded at the conclusion of the 4th Mission (urban reconnaissance). === Driverless cars === The DARPA Grand Challenge is a series of competitions to promote driverless car technology, aimed at a congressional mandate stating that by 2015 one-third of the operational ground combat vehicles of the US Armed Forces should be unmanned. While the first race had no winner, the second awarded a $2 million prize for the autonomous navigation of a hundred-mile trail, using GPS, computers and a sophisticated array of sensors. In November 2007, DARPA introduced the DARPA Urban Challenge, a sixty-mile urban area race requiring vehicles to navigate through traffic. In November 2010 the US Armed Forces extended the competition with the $1.6 million prize Multi Autonomous Ground-robotic International Challenge to consider cooperation between multiple vehicles in a simulated-combat situation. Roborace will be a global motorsport championship with autonomously driving, electric vehicles. The series will be run as a support series during the Formula E championship for electric vehicles. This will be the first global championship for driverless cars. == Data-mining and prediction == The Netflix Prize was a competition for the best collaborative filtering algorithm that predicts user ratings for films, based on previous ratings. The competition was held by Netflix, an online DVD-rental service. The prize was $1,000,000. The Pittsburgh Brain Activity Interpretation Competition will reward analysis of fMRI data "to predict what individuals perceive and how they act and feel in a novel Virtual Reality world involving searching for and collecting objects, interpreting changing instructions, and avoiding a threatening dog." The prize in 2007 was $22,000. The Face Recognition Grand Challenge (May 2004 to March 2006) aimed to promote and advance face recognition technology. The American Meteorological Society's artificial intelligence competition involves learning a classifier to characterise precipitation based on meteorological analyses of environmental conditions and polarimetric radar data. == Cooperation and coordination == === Robot football === The RoboCup and Federation of International Robot-soccer Association (FIRA) are annual international robot soccer competitions. The International RoboCup Federation challenge is by 2050 "a team of fully autonomous humanoid robot soccer players shall win the soccer game, comply with the official rule of the FIFA, against the winner of the most recent World Cup." == Logic, reasoning and knowledge representation == The Herbrand Award is a prize given by Conference on Automated Deduction (CADE) Inc. to honour persons or groups for important contributions to the field of automated deduction. The prize is $1000. The CADE ATP System Competition (CASC) is a yearly competition of fully automated theorem provers for classical first order logic associated with the Conference on Automated Deduction (CADE) and International Joint Conference on Automated Reasoning (IJCAR). The competition was part of the Alan Turing Centenary Conference in 2012, with total prizes of 9000 GBP given by Google. The SUMO prize is an annual prize for the best open source ontology extension of the Suggested Upper Merged Ontology (SUMO), a formal theory of terms and logical definitions describing the world. The prize is $3000. The Hutter Prize for lossless compression of human knowledge is a cash prize which rewards compression improvements on a specific 100 MB English text file. The prize awards 500 euros for each one percent improvement, up to €50,000. The organizers believe that text compression and AI are equivalent problems and 3 prizes have been given, at around € 2k. The Cyc TPTP Challenge is a competition to develop reasoning methods for the Cyc comprehensive ontology and database of everyday common sense knowledge. The prize is 100 euros for "each winner of two related challenges". The Eternity II challenge was a constraint satisfaction problem very similar to the Tetravex game. The objective is to lay 256 tiles on a 16x16 grid while satisfying a number of constraints. The problem is known to be NP-complete. The prize was US$2,000,000. The competition ended in December 2010. == Games == The World Computer Chess Championship has been held since 1970. The International Computer Games Association continues to hold an annual Computer Olympiad which includes this event plus computer competitions for many other games. The Ing Prize was a substantial money prize attached to the World Computer Go Congress, starting from 1985 and expiring in 2000. It was a graduated set of handicap challenges against young professional players with increasing prizes as the handicap was lowered. At the time it expired in 2000, the unclaimed prize was 400,000 NT dollars for winning a 9-stone handicap match. The AAAI General Game Playing Competition is a competition to develop programs that are effective at general game playing. Given a definition of a game, the program must play it effectively without human intervention. Since the game is not known in advance the competitors cannot especially adapt their programs to a particular scenario. The prize in 2006 and 2007 was $10,000. The General Video Game AI Competition (GVGAI) poses the problem of creating artificial intelligence that can play a wide, and in principle unlimited, range of games. Concretely, it tackles the problem of devising an algorithm that is able to play any game it is given, even if the game is not known a priori. Additionally, the contests poses the challenge of creating level and rule generators for any game is given. This area of study can be seen as an approximation of General Artificial Intelligence, with very little room for game dependent heuristics. The competition runs yearly in different tracks: single player planning, two-player planning, single player learning, level and rule generation, and each track prizes ranging from 200 to 500 US dollars for winners and runner-ups. The 2007 Ultimate Computer Ches

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  • Conditional random field

    Conditional random field

    Conditional random fields (CRFs) are a class of statistical modeling methods often applied in pattern recognition and machine learning and used for structured prediction. Whereas a classifier predicts a label for a single sample without considering "neighbouring" samples, a CRF can take context into account. To do so, the predictions are modelled as a graphical model, which represents the presence of dependencies between the predictions. The kind of graph used depends on the application. For example, in natural language processing, "linear chain" CRFs are popular, for which each prediction is dependent only on its immediate neighbours. In image processing, the graph typically connects locations to nearby and/or similar locations to enforce that they receive similar predictions. Other examples where CRFs are used are: labeling or parsing of sequential data for natural language processing or biological sequences, part-of-speech tagging, shallow parsing, named entity recognition, gene finding, peptide critical functional region finding, and object recognition and image segmentation in computer vision. == Description == CRFs are a type of discriminative undirected probabilistic graphical model. Lafferty, McCallum and Pereira define a CRF on observations X {\displaystyle {\boldsymbol {X}}} and random variables Y {\displaystyle {\boldsymbol {Y}}} as follows: Let G = ( V , E ) {\displaystyle G=(V,E)} be a graph such that Y = ( Y v ) v ∈ V {\displaystyle {\boldsymbol {Y}}=({\boldsymbol {Y}}_{v})_{v\in V}} , so that Y {\displaystyle {\boldsymbol {Y}}} is indexed by the vertices of G {\displaystyle G} . Then ( X , Y ) {\displaystyle ({\boldsymbol {X}},{\boldsymbol {Y}})} is a conditional random field when each random variable Y v {\displaystyle {\boldsymbol {Y}}_{v}} , conditioned on X {\displaystyle {\boldsymbol {X}}} , obeys the Markov property with respect to the graph; that is, its probability is dependent only on its neighbours in G and not its past states: P ( Y v | X , { Y w : w ≠ v } ) = P ( Y v | X , { Y w : w ∼ v } ) {\displaystyle P({\boldsymbol {Y}}_{v}|{\boldsymbol {X}},\{{\boldsymbol {Y}}_{w}:w\neq v\})=P({\boldsymbol {Y}}_{v}|{\boldsymbol {X}},\{{\boldsymbol {Y}}_{w}:w\sim v\})} , where w ∼ v {\displaystyle {\mathit {w}}\sim v} means that w {\displaystyle w} and v {\displaystyle v} are neighbors in G {\displaystyle G} . What this means is that a CRF is an undirected graphical model whose nodes can be divided into exactly two disjoint sets X {\displaystyle {\boldsymbol {X}}} and Y {\displaystyle {\boldsymbol {Y}}} , the observed and output variables, respectively; the conditional distribution p ( Y | X ) {\displaystyle p({\boldsymbol {Y}}|{\boldsymbol {X}})} is then modeled. === Inference === For general graphs, the problem of exact inference in CRFs is intractable. The inference problem for a CRF is basically the same as for an MRF and the same arguments hold. However, there exist special cases for which exact inference is feasible: If the graph is a chain or a tree, message passing algorithms yield exact solutions. The algorithms used in these cases are analogous to the forward-backward and Viterbi algorithm for the case of HMMs. If the CRF only contains pair-wise potentials and the energy is submodular, combinatorial min cut/max flow algorithms yield exact solutions. If exact inference is impossible, several algorithms can be used to obtain approximate solutions. These include: Loopy belief propagation Alpha expansion Mean field inference Linear programming relaxations === Parameter learning === Learning the parameters θ {\displaystyle \theta } is usually done by maximum likelihood learning for p ( Y i | X i ; θ ) {\displaystyle p(Y_{i}|X_{i};\theta )} . If all nodes have exponential family distributions and all nodes are observed during training, this optimization is convex. It can be solved for example using gradient descent algorithms, or Quasi-Newton methods such as the L-BFGS algorithm. On the other hand, if some variables are unobserved, the inference problem has to be solved for these variables. Exact inference is intractable in general graphs, so approximations have to be used. === Examples === In sequence modeling, the graph of interest is usually a chain graph. An input sequence of observed variables X {\displaystyle X} represents a sequence of observations and Y {\displaystyle Y} represents a hidden (or unknown) state variable that needs to be inferred given the observations. The Y i {\displaystyle Y_{i}} are structured to form a chain, with an edge between each Y i − 1 {\displaystyle Y_{i-1}} and Y i {\displaystyle Y_{i}} . As well as having a simple interpretation of the Y i {\displaystyle Y_{i}} as "labels" for each element in the input sequence, this layout admits efficient algorithms for: model training, learning the conditional distributions between the Y i {\displaystyle Y_{i}} and feature functions from some corpus of training data. decoding, determining the probability of a given label sequence Y {\displaystyle Y} given X {\displaystyle X} . inference, determining the most likely label sequence Y {\displaystyle Y} given X {\displaystyle X} . The conditional dependency of each Y i {\displaystyle Y_{i}} on X {\displaystyle X} is defined through a fixed set of feature functions of the form f ( i , Y i − 1 , Y i , X ) {\displaystyle f(i,Y_{i-1},Y_{i},X)} , which can be thought of as measurements on the input sequence that partially determine the likelihood of each possible value for Y i {\displaystyle Y_{i}} . The model assigns each feature a numerical weight and combines them to determine the probability of a certain value for Y i {\displaystyle Y_{i}} . Linear-chain CRFs have many of the same applications as conceptually simpler hidden Markov models (HMMs), but relax certain assumptions about the input and output sequence distributions. An HMM can loosely be understood as a CRF with very specific feature functions that use constant probabilities to model state transitions and emissions. Conversely, a CRF can loosely be understood as a generalization of an HMM that makes the constant transition probabilities into arbitrary functions that vary across the positions in the sequence of hidden states, depending on the input sequence. Notably, in contrast to HMMs, CRFs can contain any number of feature functions, the feature functions can inspect the entire input sequence X {\displaystyle X} at any point during inference, and the range of the feature functions need not have a probabilistic interpretation. == Variants == === Higher-order CRFs and semi-Markov CRFs === CRFs can be extended into higher order models by making each Y i {\displaystyle Y_{i}} dependent on a fixed number k {\displaystyle k} of previous variables Y i − k , . . . , Y i − 1 {\displaystyle Y_{i-k},...,Y_{i-1}} . In conventional formulations of higher order CRFs, training and inference are only practical for small values of k {\displaystyle k} (such as k ≤ 5), since their computational cost increases exponentially with k {\displaystyle k} . However, another recent advance has managed to ameliorate these issues by leveraging concepts and tools from the field of Bayesian nonparametrics. Specifically, the CRF-infinity approach constitutes a CRF-type model that is capable of learning infinitely-long temporal dynamics in a scalable fashion. This is effected by introducing a novel potential function for CRFs that is based on the Sequence Memoizer (SM), a nonparametric Bayesian model for learning infinitely-long dynamics in sequential observations. To render such a model computationally tractable, CRF-infinity employs a mean-field approximation of the postulated novel potential functions (which are driven by an SM). This allows for devising efficient approximate training and inference algorithms for the model, without undermining its capability to capture and model temporal dependencies of arbitrary length. There exists another generalization of CRFs, the semi-Markov conditional random field (semi-CRF), which models variable-length segmentations of the label sequence Y {\displaystyle Y} . This provides much of the power of higher-order CRFs to model long-range dependencies of the Y i {\displaystyle Y_{i}} , at a reasonable computational cost. Finally, large-margin models for structured prediction, such as the structured Support Vector Machine can be seen as an alternative training procedure to CRFs. === Latent-dynamic conditional random field === Latent-dynamic conditional random fields (LDCRF) or discriminative probabilistic latent variable models (DPLVM) are a type of CRFs for sequence tagging tasks. They are latent variable models that are trained discriminatively. In an LDCRF, like in any sequence tagging task, given a sequence of observations x = x 1 , … , x n {\displaystyle x_{1},\dots ,x_{n}} , the main problem the model must solve is how to assign a sequence of labels y = y 1 , … , y n {\displaystyle y_{1},\dots ,y_{n}} from one finite set

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  • Dreams of Violets

    Dreams of Violets

    Dreams of Violets is a film entirely generated by artificial intelligence, produced and directed by brothers Ash and Pooya Koosha. The film will be screened at the Tribeca Film Festival on 10 June 2026. All images and characters in the film were generated using AI-powered video tools and based on journalistic reports, photographs, and eyewitness accounts. == Plot == The film is a fictionalized dramatization of the events surrounding the massacre of Iranian civilians in January 2026. International organizations estimate the death toll at over 7,000, amidst protests and state violence that unfolded during a communications blackout.

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  • Question (short story)

    Question (short story)

    "Question" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the March 1955 issue of Computers and Automation (thought to be the first computer magazine), and was reprinted in the April 30, 1957, issue of Science World. It is the first of a loosely connected series of stories concerning a fictional supercomputer called Multivac. The story concerns two technicians who are servicing Multivac, and their argument over whether or not the machine is truly intelligent and able to think. Multivac, however, supplies the answer on its own. After the reprint, another author, Robert Sherman Townes, noticed the climax in the last sentence was very similar to one of his own stories, "Problem for Emmy" (Startling Stories, June 1952), and wrote to Asimov about it. After searching in his library, Asimov did find the original story and, although he did not recall having read it, admitted that the endings were pretty similar. He then replied to Townes, apologizing and promising the story would never again be published, and it never was. Asimov mentioned "Question" in an editorial called "Plagiarism" which appeared in the August 1985 issue of Asimov's Science Fiction (although he did not mention Townes' name or the title of either story). "Plagiarism" was reprinted in Asimov's collection Gold (1995).

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  • Netflix Prize

    Netflix Prize

    The Netflix Prize was an open competition for the best collaborative filtering algorithm to predict user ratings for films, based on previous ratings without any other information about the users or films, i.e. without the users being identified except by numbers assigned for the contest. The competition was held by Netflix, a video streaming service, and was open to anyone who was neither connected with Netflix (current and former employees, agents, close relatives of Netflix employees, etc.) nor a resident of certain blocked countries (such as Cuba or North Korea). On September 21, 2009, the grand prize of US$1,000,000 was given to the BellKor's Pragmatic Chaos team which bested Netflix's own algorithm for predicting ratings by 10.06%. == Problem and data sets == Netflix provided a training data set of 100,480,507 ratings that 480,189 users gave to 17,770 movies. Each training rating is a quadruplet of the form . The user and movie fields are integer IDs, while grades are from 1 to 5 (integer) stars. The qualifying data set contains over 2,817,131 triplets of the form , with grades known only to the jury. A participating team's algorithm must predict grades on the entire qualifying set, but they are informed of the score for only half of the data: a quiz set of 1,408,342 ratings. The other half is the test set of 1,408,789, and performance on this is used by the jury to determine potential prize winners. Only the judges know which ratings are in the quiz set, and which are in the test set—this arrangement is intended to make it difficult to hill climb on the test set. Submitted predictions are scored against the true grades in the form of root mean squared error (RMSE), and the goal is to reduce this error as much as possible. Note that, while the actual grades are integers in the range 1 to 5, submitted predictions need not be. Netflix also identified a probe subset of 1,408,395 ratings within the training data set. The probe, quiz, and test data sets were chosen to have similar statistical properties. In summary, the data used in the Netflix Prize looks as follows: Training set (99,072,112 ratings not including the probe set; 100,480,507 including the probe set) Probe set (1,408,395 ratings) Qualifying set (2,817,131 ratings) consisting of: Test set (1,408,789 ratings), used to determine winners Quiz set (1,408,342 ratings), used to calculate leaderboard scores For each movie, the title and year of release are provided in a separate dataset. No information at all is provided about users. In order to protect the privacy of the customers, "some of the rating data for some customers in the training and qualifying sets have been deliberately perturbed in one or more of the following ways: deleting ratings; inserting alternative ratings and dates; and modifying rating dates." The training set is constructed such that the average user rated over 200 movies, and the average movie was rated by over 5000 users. But there is wide variance in the data—some movies in the training set have as few as 3 ratings, while one user rated over 17,000 movies. There was some controversy as to the choice of RMSE as the defining metric. It has been claimed that even as small an improvement as 1% RMSE results in a significant difference in the ranking of the "top-10" most recommended movies for a user. == Prizes == Prizes were based on improvement over Netflix's own algorithm, called Cinematch, or the previous year's score if a team has made improvement beyond a certain threshold. A trivial algorithm that predicts for each movie in the quiz set its average grade from the training data produces an RMSE of 1.0540. Cinematch uses "straightforward statistical linear models with a lot of data conditioning." The performance of Cinematch had plateaued by 2006. Using only the training data, Cinematch scores an RMSE of 0.9514 on the quiz data, roughly a 10% improvement over the trivial algorithm. Cinematch has a similar performance on the test set, 0.9525. In order to win the grand prize of $1,000,000, a participating team had to improve this by another 10%, to achieve 0.8572 on the test set. Such an improvement on the quiz set corresponds to an RMSE of 0.8563. As long as no team won the grand prize, a progress prize of $50,000 was awarded every year for the best result thus far. However, in order to win this prize, an algorithm had to improve the RMSE on the quiz set by at least 1% over the previous progress prize winner (or over Cinematch, the first year). If no submission succeeded, the progress prize was not to be awarded for that year. To win a progress or grand prize a participant had to provide source code and a description of the algorithm to the jury within one week after being contacted by them. Following verification the winner also had to provide a non-exclusive license to Netflix. Netflix would publish only the description, not the source code, of the system. (To keep their algorithm and source code secret, a team could choose not to claim a prize.) The jury also kept their predictions secret from other participants. A team could send as many attempts to predict grades as they wish. Originally submissions were limited to once a week, but the interval was quickly modified to once a day. A team's best submission so far counted as their current submission. Once one of the teams succeeded in improving the RMSE by 10% or more, the jury would issue a last call, giving all teams 30 days to send their submissions. Only then, the team with the best submission was asked for the algorithm description, source code, and non-exclusive license, and, after successful verification; declared a grand prize winner. The contest would last until the grand prize winner was declared. Had no one received the grand prize, it would have lasted for at least five years (until October 2, 2011). After that date, the contest could have been terminated at any time at Netflix's sole discretion. == Progress over the years == The competition began on October 2, 2006. By October 8, a team called WXYZConsulting had already beaten Cinematch's results. By October 15, there were three teams who had beaten Cinematch, one of them by 1.06%, enough to qualify for the annual progress prize. By June 2007 over 20,000 teams had registered for the competition from over 150 countries. 2,000 teams had submitted over 13,000 prediction sets. Over the first year of the competition, a handful of front-runners traded first place. The more prominent ones were: WXYZConsulting, a team of Wei Xu and Yi Zhang. (A front runner during November–December 2006.) ML@UToronto A, a team from the University of Toronto led by Prof. Geoffrey Hinton. (A front runner during parts of October–December 2006.) Gravity, a team of four scientists from the Budapest University of Technology (A front runner during January–May 2007.) BellKor, a group of scientists from AT&T Labs. (A front runner since May 2007.) Dinosaur Planet, a team of three undergraduates from Princeton University. (A front runner on September 3, 2007 for one hour before BellKor snatched back the lead.) The algorithms used by the leading teams were usually an ensemble of singular value decomposition, k-nearest neighbor, neural networks, and so on. On August 12, 2007, many contestants gathered at the KDD Cup and Workshop 2007, held at San Jose, California. During the workshop all four of the top teams on the leaderboard at that time presented their techniques. The team from IBM Research—Yan Liu, Saharon Rosset, Claudia Perlich, and Zhenzhen Kou—won the third place in Task 1 and first place in Task 2. Over the second year of the competition, only three teams reached the leading position: BellKor, a group of scientists from AT&T Labs (front runner during May 2007 – September 2008) BigChaos, a team of Austrian scientists from Commendo Research & Consulting (single team front runner since October 2008) BellKor in BigChaos, a joint team of the two leading single teams (a front runner since September 2008) === 2007 Progress Prize === On September 2, 2007, the competition entered the "last call" period for the 2007 Progress Prize. Over 40,000 teams from 186 countries had entered the contest. They had thirty days to tender submissions for consideration. At the beginning of this period the leading team was BellKor, with an RMSE of 0.8728 (8.26% improvement), followed by Dinosaur Planet (RMSE = 0.8769; 7.83% improvement), and Gravity (RMSE = 0.8785; 7.66% improvement). In the last hour of the last call period, an entry by "KorBell" took first place. This turned out to be an alternate name for Team BellKor. On November 13, 2007, team KorBell (formerly BellKor) was declared the winner of the $50,000 Progress Prize with an RMSE of 0.8712 (8.43% improvement). The team consisted of three researchers from AT&T Labs, Yehuda Koren, Robert Bell, and Chris Volinsky. As required, they published a description of their a

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  • Alice AI (AI model family)

    Alice AI (AI model family)

    Alice AI is a neural network family developed by the Russian company Yandex LLC. Alice AI can create and revise texts, generate new ideas and capture the context of the conversation with the user. Alice AI is trained using a dataset which includes information from books, magazines, newspapers and other open sources available on the internet. The neural network may get facts wrong and hallucinate, but as it learns, it will produce increasingly accurate answers. == Usage == YandexGPT is integrated into virtual assistant Alice (an analog of Siri and Alexa) and is available in Yandex services and applications. The company gives businesses access to the neural network’s API through the public cloud platform Yandex Cloud and develops its own B2B solutions on its basis. Since July 2023, 800 companies have participated in the closed testing of YandexGPT. IT developers, banks, retail businesses, and companies from other industries can use the technology in two modes — API and Playground (an interface in the Yandex Cloud console for testing models and hypotheses). Two model versions are available to businesses: one works in asynchronous mode and is better able to handle complex tasks, while the other is suitable for creating quick responses in real time. As a result, YandexGPT has been tested in dozens of scenarios such as content tasks, tech support, creating chatbots, virtual assistants, etc. == History == In February 2023, Yandex announced that it was working on its own version of the ChatGPT generative neural network while developing a language model from the YaLM (Yet another Language Model) family. The project was tentatively named YaLM 2.0, which was later changed to YandexGPT. On May 17, the company unveiled a neural network called YandexGPT (YaGPT) and enabled its virtual assistant Alice to interact with the new language model. On June 15, 2023, Yandex added the YandexGPT language model to the image generation application Shedevrum. This enabled its users to create fully-fledged posts complete with a title, text, and relevant illustration. In July 2023, YandexGPT launched new features enabling businesses to create virtual assistants and chatbots, as well as generate and structure texts. On September 7, 2023, Yandex presented a new version of the language model, YandexGPT 2, at the Practical ML Conf. Compared to the previous one, the new version is able to perform more types of tasks, and the quality of answers has improved. The developers claimed that YandexGPT 2 answered user questions better than the first version in 67% of cases. From October 6, 2023, YandexGPT can create short retellings of online Russian-language videos on the Internet. It can summarize videos that are from two minutes to four hours long and contain speech.

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  • Computer-assisted proof

    Computer-assisted proof

    A computer-assisted proof is a mathematical proof that has been at least partially generated by computer. Most computer-aided proofs to date have been implementations of large proofs-by-exhaustion of a mathematical theorem. The idea is to use a computer program to perform lengthy computations, and to provide a proof that the result of these computations implies the given theorem. In 1976, the four color theorem was the first major theorem to be verified using a computer program. Attempts have also been made in the area of artificial intelligence research to create smaller, explicit, new proofs of mathematical theorems from the bottom up using automated reasoning techniques such as heuristic search. Such automated theorem provers have proved a number of new results and found new proofs for known theorems. Additionally, interactive proof assistants allow mathematicians to develop human-readable proofs which are nonetheless formally verified for correctness. Since these proofs are generally human-surveyable (albeit with difficulty, as with the proof of the Robbins conjecture) they do not share the controversial implications of computer-aided proofs-by-exhaustion. == Methods == One method for using computers in mathematical proofs is by means of so-called validated numerics or rigorous numerics. This means computing numerically yet with mathematical rigour. One uses set-valued arithmetic and inclusion principle in order to ensure that the set-valued output of a numerical program encloses the solution of the original mathematical problem. This is done by controlling, enclosing and propagating round-off and truncation errors using for example interval arithmetic. More precisely, one reduces the computation to a sequence of elementary operations, say ( + , − , × , / ) {\displaystyle (+,-,\times ,/)} . In a computer, the result of each elementary operation is rounded off by the computer precision. However, one can construct an interval provided by upper and lower bounds on the result of an elementary operation. Then one proceeds by replacing numbers with intervals and performing elementary operations between such intervals of representable numbers. == Philosophical objections == Computer-assisted proofs are the subject of some controversy in the mathematical world, with Thomas Tymoczko first to articulate objections. Those who adhere to Tymoczko's arguments believe that lengthy computer-assisted proofs are not, in some sense, 'real' mathematical proofs because they involve so many logical steps that they are not practically verifiable by human beings, and that mathematicians are effectively being asked to replace logical deduction from assumed axioms with trust in an empirical computational process, which is potentially affected by errors in the computer program, as well as defects in the runtime environment and hardware. Other mathematicians believe that lengthy computer-assisted proofs should be regarded as calculations, rather than proofs: the proof algorithm itself should be proved valid, so that its use can then be regarded as a mere "verification". Arguments that computer-assisted proofs are subject to errors in their source programs, compilers, and hardware can be resolved by providing a formal proof of correctness for the computer program (an approach which was successfully applied to the four color theorem in 2005) as well as replicating the result using different programming languages, different compilers, and different computer hardware. Another possible way of verifying computer-aided proofs is to generate their reasoning steps in a machine readable form, and then use a proof checker program to demonstrate their correctness. Since validating a given proof is much easier than finding a proof, the checker program is simpler than the original assistant program, and it is correspondingly easier to gain confidence into its correctness. However, this approach of using a computer program to prove the output of another program correct does not appeal to computer proof skeptics, who see it as adding another layer of complexity without addressing the perceived need for human understanding. Another argument against computer-aided proofs is that they lack mathematical elegance—that they provide no insights or new and useful concepts. In fact, this is an argument that could be advanced against any lengthy proof by exhaustion. An additional philosophical issue raised by computer-aided proofs is whether they make mathematics into a quasi-empirical science, where the scientific method becomes more important than the application of pure reason in the area of abstract mathematical concepts. This directly relates to the argument within mathematics as to whether mathematics is based on ideas, or "merely" an exercise in formal symbol manipulation. It also raises the question whether, if according to the Platonist view, all possible mathematical objects in some sense "already exist", whether computer-aided mathematics is an observational science like astronomy, rather than an experimental one like physics or chemistry. This controversy within mathematics is occurring at the same time as questions are being asked in the physics community about whether twenty-first century theoretical physics is becoming too mathematical, and leaving behind its experimental roots. The emerging field of experimental mathematics is confronting this debate head-on by focusing on numerical experiments as its main tool for mathematical exploration. == Theorems proved with the help of computer programs == Inclusion in this list does not imply that a formal computer-checked proof exists, but rather, that a computer program has been involved in some way. See the main articles for details.

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  • Sourcegraph

    Sourcegraph

    Sourcegraph Inc. is a company developing code search and code intelligence tools that semantically index and analyze large codebases so that they can be searched across commercial, open-source, local, and cloud-based repositories. The company has two core products: Code Search and Amp. A previous core product, Cody, retains limited legacy support for existing customers. Code Search was initially released in 2013 under the name Sourcegraph, but was rebranded to Code Search when the company unveiled Cody in 2023. As of 2021, the platform has around 800,000 developers and has indexed around 54 billion lines of code. In July 2025, new accounts for Cody were discontinued, and a new AI coding project, Amp, was released. In December 2025, Amp was spun-off to become a separate company. == History == Sourcegraph Inc. was founded by Stanford graduates Quinn Slack and Beyang Liu to drive the development of a code search and code intelligence tool, formerly called Sourcegraph. It was first released in 2013 but was rebranded to Code Search in 2023. It was partly inspired by Liu's experience using Google Code Search while he was a Google intern, It was designed to "tackle the big code problem" by enabling developers to manage large codebases that span multiple repositories, programming languages, file formats, and projects. Code Search was initially self-hosted by each customer on their own infrastructure. Early customers included Uber, Dropbox, and Lyft. In 2016, Code Search was criticized for being provided with a Fair Source License with the developers explaining that "all of Sourcegraph's source code is publicly available and hackable" and was intended to "help open sourcers strike a balance between getting paid and preserving their values". In 2018, Code Search was licensed under the Apache License 2.0, and Sourcegraph OSS has since been released under the Apache License 2.0. The commercial version, Code Search Enterprise, has been released under its own license. In 2023, Code Search was criticized for dropping the Apache license for most of its code, leaving it public but only available under its Enterprise license. In 2024, the main repository was made completely private. In 2019, Code Search was integrated into the GitLab codebase, giving GitLab users access to a browser-based developer platform. In 2021, a browser-based portal became available, allowing users to browse open-source projects and personal private code for free. In 2022, Sourcegraph Cloud, a commercial single-tenant cloud solution for organizations with more than 100 developers, was launched. Sourcegraph has raised a total of $223 million in financing to date. Its most recent $125 million Series D investment in 2021 valued the company at $2.625 billion, a 300% growth from its previous valuation in 2020. In 2023 Sourcegraph Inc. unveiled their new product Cody, and rebranded Sourcegraph to Code Search. In 2025, Sourcegraph announced the discontinuation of Cody Free, Pro, and Enterprise Starter plans, effective July 23, 2025, and launched Amp, a new AI coding agent. == Products == The company has three major products: Code Search, Amp, and Cody. === Sourcegraph Code Search === Code Search tool is used to search and summarize code. It supports over 30 programming languages and integrates with GitHub and GitLab for code hosting, Codecov for code coverage, and Jira Software for project management. Sourcegraph's Code Search uses a variant of Google's PageRank algorithm to rank results by relevance. While it was originally launched under the Apache License, on June 13, 2023, it was relicensed to the non-open-source "Sourcegraph Enterprise" license. Then, on August 22, 2024, the source code was moved to a private repository, and thus no longer source-available. === Sourcegraph Amp === Launched in 2025, Amp can generate code, generate documentation, write tests, and perform refactoring operations on projects. The tool operates on a credit-based pricing model and is available through web interfaces, command-line tools, and IDE extensions. In December 2025, Sourcegraph announced that Amp would be spun-off to become a separate company. === Sourcegraph Cody === Cody is an AI coding application for writing and maintaining code. Cody was released in December 2023 and was available for Microsoft Visual Studio Code and most JetBrains IDEs. As of July 2025, Cody Free, Pro, and Enterprise Starter plans have been discontinued, with only Cody Enterprise remaining available for existing enterprise customers.

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  • Xaitment

    Xaitment

    xaitment is a German-based company that develops and sells artificial intelligence (AI) software to video game developers and simulation developers. The company was founded in 2004 by Dr. Andreas Gerber, and is a spin-off of the German Research Centre for Artificial Intelligence, or DFKI. xaitment has its main office in Quierschied, Germany, and field offices in San Francisco and China. == Products == xaitment currently sells two AI software modules: xaitMap and xaitControl. xaitMap provides runtime libraries and graphical tools for navigation mesh generation (also called NavMesh generation), pathfinding, dynamic collision avoidance, and individual and crowd movement. xaitControl is a finite-state machine for game logic and character behavior modeling that also includes a real-time debugger. On January 11, 2012, xaitment announced that it making its source code for these modules available to "all current and future US and European licensees". On February 22, 2012 xaitment released two new plug-ins, xaitMap and xaitControl for the Unity Game Engine. The full versions are available for PC (Windows and Linux), PlayStation 3, Xbox 360 and Wii. The pathfinding plug-in is available with a Windows dev environment, but can deployed on iOS, Mac, Android and the Unity Web Player. == Partners == xaitment's AI software is currently integrated into the Unity game engine, Havok's Vision Engine, Bohemia Interactive's VBS2 Simulation Engine, GameBase's Gamebryo game engine. == Customers == xaitment sells its AI software products to video game developers and military and civil simulation developers. Current customers include Tencent, gamania, TML Studios, Emobi Games, IP Keys and others. A full list of customers can be found on xaitment's website.

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  • E-on Vue

    E-on Vue

    Vue is a software tool for world generation by Bentley Systems, with support for many visual effects, animations, and various other features. The tool has been used in several feature-length films. In 2024, Bentley Systems announced that Vue would be discontinued, and be freely available to those that still wish to use it. == Versions == == Features == This is a list of features as of the 2023 release of Vue: === Terrains === Heightfield terrains Procedural terrains Infinite terrains Planetary terrains Real-world terrains 3D terrain sculpting Terrain export === EcoSystem Instancing Technology === Material-based EcoSystems Global EcoSystems Dynamic EcoSystems 360° EcoSystem Population Paint EcoSystem instances EcoParticles Export EcoSystem populations === Vegetation === Built-in Plant editor Compatible with PlantFactory Vegetation assets === Atmosphere, Skies and Clouds === Standard atmospheric model Spectral atmospheric model Photometric atmospheric model Atmosphere presets Procedural Volumetric 3D cloud layers Standalone 3D Metaclouds Convert meshes to Clouds Cloud morphing Import OpenVDB Export standalone and cloud layer zones to OpenVDB Export skies as HDRI === Modeling === Primitive and Feature modeling 3D Text edition tool Metablobbing Hyperblobs Export baked hyperblobs Splines Built in Road Construction toolkit Random rock generator Export rocks === Texturing and UVs === Material presets PBR Substance support Node-based procedural materials Volumetric materials and Hypertextures Stacked UVs Unwrapped UVs Ptex === Interoperability, Integration And Export === Export single assets to generic 3D formats Full scene export Integration plugins Import and Export Camera data as FBX and Nuke.chan Python API ZBrush GoZ bridge === Animation === Animate objects, materials, atmospheres, clouds, waves... Automatic wind and breeze Localized wind effects per plant / per EcoSystem population Omni and directional ventilators for local modifications of plants Time spline editor Automatic keyframe creation Automatic synchronization of cameras and lights Animation export as AfterEffects Import motion tracking information === Lighting === Global illumination, Global Radiosity, Ambient occlusion Subsurface Scattering HDRI image based lighting Point light, Quadratic point light, Spotlight, Quadratic spotlight, Directional light Use IES distribution profiles on photometric lights Area lights, light panels, light portals Physically accurate caustics computation === Rendering === Render with Ray Tracer Render with Path Tracer Stereoscopic rendering 360/180 VR Panorama Render Option Spherical panoramic rendering Tone mapping options Multipass & G-Buffer Network rendering with HyperVue / RenderCows Network rendering with RenderNodes == Users == Blue Sky Studios Digital Domain DreamWorks Animation: Kung Fu Panda Industrial Light & Magic: Indiana Jones and the Kingdom of the Crystal Skull, Pirates of the Caribbean: Dead Man's Chest Sony Pictures Imageworks Warner Bros. Interactive Entertainment Weta Digital

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  • DARPA Prize Competitions

    DARPA Prize Competitions

    Over the years, the U.S. Defense Advanced Research Projects Agency (DARPA) has conducted numerous prize competitions to spur innovation. A prize competition allows DARPA to establish an ambitious goal, opening the door to novel approaches from the public that might otherwise appear too risky for experts in a particular field to pursue. == Statutory authorities == In 1999, Congress provided prize competition authority to DARPA in the National Defense Authorization Act for Fiscal Year 2000 (P.L. 106–65), 10 U.S.C. § 4025, formerly 10 U.S.C. §2374a. DARPA also conducts prize competitions under the America COMPETES Act, 15 U.S.C. § 3719. == Recent prize competitions == DARPA Grand Challenge (2004 and 2005) was a prize competition to spur the development of autonomous vehicle technologies. The $1 million prize went unclaimed as no vehicles could complete the challenging desert route from Barstow, CA, to Primm, NV, on March 13, 2004. A year later, on October 8, 2005, the Stanford Racing Team won the $2 million prize during the second competition of the Grand Challenge in the desert Southwest near the California/Nevada state line. DARPA Urban Challenge (2007) required the competitors to build an autonomous vehicle capable of driving in traffic and performing complex maneuvers such as merging, passing, parking, and negotiating intersections. On November 3, 2007, the Carnegie Mellon Team won the $2 million prize, and its vehicle became the first autonomous vehicle that interacted with both manned and unmanned vehicle traffic in an urban environment. DARPA Network Challenge (Red Balloon Challenge) (2009) explored the roles that the Internet and social networking play in solving broad-scope, time-critical problems. On December 5, 2009, the Massachusetts Institute of Technology team won $40,000 by locating the ten moored, eight-foot, red weather balloons at ten places in the United States within seven hours. DARPA Digital Manufacturing Analysis, Correlation and Estimation Challenge (DMACE) (2010) was a three-month contest to showcase the potential of digital manufacturing of advanced materials. The University of California at Santa Barbara team won a $50,000 prize for crushing 180 digitally manufactured (DM) titanium mesh spheres with the most accurate predictive model of the components’ properties. DARPA Shredder Challenge (2011) was to identify and assess potential capabilities and vulnerabilities to sensitive information in the national security community. Participating teams must download the images of the documents shredded into more than 10,000 pieces from the Challenge website, reconstruct the documents, and solve the five puzzles. Of almost 9,000 teams, the San Francisco-based All Your Shreds Are Belong to U.S team won the $50,000 prize. DARPA UAVForge Challenge (2011-2012) aimed to build and test a user-intuitive, backpack-portable unmanned aerial vehicle (UAV) that could quietly fly in and out of critical environments to conduct sustained surveillance for up to three hours. The $100,000 prize was not claimed because none of the 140 teams met the technical matrix. DARPA Cash for Locating & Identifying Quick Response Codes (CLIQR) Quest Challenge (2012) explored the role the Internet and social media played in the timely communication, wide-area team-building, and urgent mobilization required to solve broad scope, time-critical problems. The challenge offered $40,000 to the first individual or team that could locate seven posters appearing in U.S. cities bearing the DARPA logo and a quick response code (QR) within 15 days. No team found and submitted all seven codes. DARPA Fast Adaptable Next-Generation Ground Vehicle (FANG) Challenge (2012-2013) was to use three competitions for the design of an infantry fighting vehicle, culminating in prototypes. In April 2013, DARPA awarded US$1 million to a three-man team during the first competition. DARPA decided not to proceed with the second and third competitions as originally planned and transitioned the technologies to the defense and commercial industry through the Digital Manufacturing and Design Innovation Institute (DMDII). DARPA Spectrum Challenge (2013-2014) sought to demonstrate how a software-defined radio can use a given communication channel in the presence of other users and interfering signals. Three teams emerged as the overall winners, winning a total of $150,000 in prizes. DARPA Chikungunya (CHIKV) Challenge (2014-2015) was a health-related effort to develop the most accurate predictions of CHIKV cases for all Western Hemisphere countries and territories between September 2014 and March 2015. On May 12, 2015, DARPA awarded $500,000 in prizes to the 11 winners of the competition during a scientific review DARPA Robotics Challenge (DRC) (2013-2015) aimed to develop semi-autonomous ground robots that could do "complex tasks in dangerous, degraded, human-engineered environments." A South Korean team won the first prize of $2 million, and two U.S. teams won $1 million and $500,000 as second and third winners. DARPA Cyber Grand Challenge (CGC) (2014 - 2016) was to “create automatic defensive systems capable of reasoning about flaws, formulating patches and deploying them on a network in real time.” The top three winners were awarded prizes of $2 million, $1 million, and $750,000, respectively. DARPA Spectrum Collaboration Challenge (SC2) (2016-2019) aimed to encourage the development of AI-enabled wireless networks to “ensure that the exponentially growing number of military and civilian wireless devices would have full access to the increasingly crowded electromagnetic spectrum.” A team from the University of Florida won the overall top prize of US$2 million at the final SC2 competition. DARPA Subterranean (SubT) Challenge (2017-2021) was to develop robotic technologies to map, navigate, search and exploit complex underground environments. The first-place winners of the system final competition and of the virtual final competition were awarded $2 million and $750,000, respectively, with multiple prizes awarded to the second and third-place winners. DARPA Launch Challenge (2018-2020) was a $12 million satellite launch challenge to demonstrate responsive and flexible space launch capabilities from the small launch providers and was to culminate in two separate launch competitions where the competitors must launch a satellite to low Earth orbit (LEO) within days of each other at different locations in the United States. The competition ended without a winner. DARPA Forecasting Floats in Turbulence (FFT) Challenge (2021) was to spur technologies that could predict the location of sea drifters or floats within 10 days. DARPA awarded $25,000 for first place, with prizes of $15,000 and $10,000 for second place and third place. DARPA Artificial Intelligence Cyber Challenge (AIxCC) (2023–2025) was a two-year challenge and asks competitors to design novel AI systems to secure critical software code on which Americans rely. The total prize money is $29.5 million. In March 2024, the Advanced Research Projects Agency for Health (ARPA-H) partnered with DARPA, contributing an additional $20 million to the competition's prize pool to address software vulnerabilities in medical devices, hospital IT, and biotech equipment. AIxCC collaborates with Google, Microsoft, OpenAI, Anthropic, Linux Foundation, Open Source Security Foundation, Black Hat USA, and DEF CON, all of which provide AIxCC with access to large language models. In August 2024, AIxCC held the semifinal at DEF CON in Las Vegas. DARPA and ARPA-H tested all 42 submissions by running them through various open-source coding projects with deliberately injected vulnerabilities and scored the tools based on their effectiveness in identifying and fixing security flaws. Seven teams, each winning $2 million in the semifinals, competed in the final round of the AIxCC at the August 2025 DEF CON conference. Team Atlanta won first place with a $4 million prize for its cyber reasoning systems, which identified and patched vulnerabilities across 54 million lines of code. DARPA Triage Challenge (2023 – 2026) aims to spur the development of novel physiological features for medical triage, with a total prize money of $7 million. In October 2024, Challenge Event 1 was held in Perry, Georgia, featuring to-scale replicas of disaster sites such as an airplane crash and Hurricane Katrina, and teams competed based on how closely their data aligned with the agency’s official data and how quickly and accurately their autonomous systems could identify individuals most urgently in need of medical care. DARPA concluded the second year of competitions and, in November 2025, named the top performers in systems and data categories, which will advance to the final 2026 competition. The DARPA Lift Challenge (2025-2026) is for participants to design unmanned aerial systems capable of carrying up to four times their own weight, with a minimum payload of 110 pounds. Acco

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  • Akoma Ntoso

    Akoma Ntoso

    Akoma Ntoso (Architecture for Knowledge-Oriented Management of African Normative Texts using Open Standards and Ontologies, AKN) is an international technical standard for representing legal documents (executive, legislative, and judiciary) in a structured manner using a domain specific, legal XML vocabulary. The term akoma ntoso means "linked hearts" in the Akan language of West Africa. Akoma Ntoso is a legal document standard designed to serve as a basis for modern machine-readable and fully digital legislative and judicial processes. This is achieved by providing a coherent syntax and well-defined semantics to represent legal documents in a digital format. It is designed to be suitable as a common exchange format in all parliamentary, legal and judicial systems around the world. Taking advantage of the shared heritage present in all legal systems, Akoma Ntoso has been developed to have ample flexibility to respond to all the differences in texts, languages, and legal practices. Aiming to expand on certain common practices, the standard therefore has a broad scope. It includes a common extensible model for data (the document content) and metadata (such as bibliographic information and annotations). Specifically, as a common legal document standard for the interchange of legal documents it is designed to be highly flexible in its support of documents and functionalities, maintaining a large set of both structural and semantic building blocks (over 500 entities in version 3.0) for representing this wide variety of document types of virtually all legal traditions. It is extensible in order to allow for modifications to address the individual criteria of organizations or unique aspects of various legal practices and languages without sacrificing interoperability with other systems. Akoma Ntoso is as such part of a wider approach to developing open, non-proprietary technical standards for structuring legal documents and information under the name of Legal XML, which also includes formats and standards for, e.g., eContracts, eNotarization, electronic court filings, the technical representation of legal norms and rules (LegalRuleML) or technical standards for the interfaces of, e.g., litigant portal exchange platforms. Akoma Ntoso allows machine-driven processes to operate on the syntactic and semantic components of digital parliamentary, judicial and legislative documents, thus facilitating the development of high-quality information resources. It can substantially enhance the performance, accountability, quality and openness of parliamentary and legislative operations based on best practices and guidance through machine-assisted drafting and machine-assisted (legal) analysis. Embedded in the environment of the semantic web, it forms the basis for a heterogenous yet interoperable ecosystem, with which these tools can operate and communicate, as well as for future applications and use cases based on digital law or rule representation. == Definition == The Akoma Ntoso standard defines a set of machine readable electronic representations in XML format of the building blocks of parliamentary, legislative and judiciary documents. As official self-description, the standard (...) defines a set of simple, technology-neutral electronic representations of parliamentary, legislative and judiciary documents for e-services in a worldwide context and provides an enabling framework for the effective exchange of "machine readable" parliamentary, legislative and judiciary documents such as legislation, debate record, minutes, judgements, etc. Providing access to primary legal materials, parliamentary works and judiciaries documents is not just a matter of giving physical or on-line access to them. "Open access" requires the information to be described and classified in a uniform and organized way so that content is structured into meaningful elements that can be read and understood by software applications, so that the content is made "machine readable" and more sophisticated applications than on-screen display are made possible. The standard is composed of: an XML vocabulary that defines the mapping between the structure of legal documents and their equivalent in XML; specifications of an XML schema that defines the structure of legal documents in XML. They provide rich possibilities of description for several types of parliamentary, legislative and judiciary document, such as bills, acts and parliamentary records, judgments, or gazettes; a recommended naming convention for providing unique identifiers to legal sources based on FRBR model; a MIME type definition. == History and adoption == Akoma Ntoso started as an UNDESA project in 2004 within the initiative "Strengthening Parliaments' Information Systems in Africa". Its core vocabulary was created mostly by Monica Palmirani and Fabio Vitali, two professors from the Centre for Research in the History, Philosophy, and Sociology of Law and in Computer Science and Law (CIRSFID) of the University of Bologna. A first legislative text editor supporting Akoma Ntoso was developed in 2007 on the base of OpenOffice. In 2010 European Parliament developed an open source web-based application called AT4AM based on Akoma Ntoso for facilitating the production and the management of legislative amendments. Thanks to this project, the application of Akoma Ntoso could be extended to new type of documents (e.g. legislative proposal, transcript) and to other scenarios (e.g., multilingual translation process). Akoma Ntoso also was explicitly designed to be compliant with CEN Metalex, one of the other popular legal standards, which is used in the legislation.gov.uk. In 2012, the Akoma Ntoso specifications became the main working base for the activities of the LegalDocML Technical Committee within the LegalXML member section of OASIS. The "United States Legislative Markup" (USLM) schema for the United States Code (the US codified laws), developed in 2013, and the LexML Brasil XML schema for Brazilian legislative and judiciary documents, developed before, in 2008, were both designed to be consistent with Akoma Ntoso. The United States Library of Congress created the Markup of US Legislation in Akoma Ntoso challenge in July 2013 to create representations of selected US bills using the most recent Akoma Ntoso standard within a couple months for a $5000 prize, and the Legislative XML Data Mapping challenge in September 2013 to produce a data map for US bill XML and UK bill XML to the most recent Akoma Ntoso schema within a couple months for a $10000 prize. The National Archives of UK converted all the legislation in AKN in 2014. The availability of bulk legislation "moved the UK's ranking from fourth to first, in the 2014 Global Open Data Index, for legislation". The Senate of Italian Republic provides, since July 2016, all the bills in Akoma Ntoso as bulk in open data repository. The German Federal Ministry of the Interior started the project Elektronische Gesetzgebung ("Electronic Legislation") in 2015/2016 and published Version 1.0 of the German application profile "LegalDocML.de" in March 2020. The projects aim is to digitalize the entire legislative lifecycle from drafting to publication. Germany decided to adopt a model-driven development approach to creating and providing a subschema-based application profile in order to ensure interoperability among organizationally independent actors, each with their respective IT landscapes and tools. In this initial version LegalDocML.de covers draft bills in the form of laws, regulations and general administrative directives. As part of an ongoing development process, the standard could incrementally be expanded in future stages to include all relevant document types of parliamentary, legislative and promulgation processes and tools. The High-Level Committee on Management (HLCM), part of the United Nations System Chief Executives Board for Coordination, set up a Working Group on Document Standards that approved in April 2017 to adopt Akoma Ntoso as standard for modeling its documentation. Akoma Ntoso in its version 1.0 is finally adopted as OASIS standard in the frame of LegalDocML in August 2018.

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