A-i Generator Reviews

A-i Generator Reviews — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Continuum robot

    Continuum robot

    A continuum robot is a type of robot that is characterised by infinite degrees of freedom and number of joints. These characteristics allow continuum manipulators to adjust and modify their shape at any point along their length, granting them the possibility to work in confined spaces and complex environments where standard rigid-link robots cannot operate. In particular, we can define a continuum robot as an actuatable structure whose constitutive material forms curves with continuous tangent vectors. This is a fundamental definition that allows to distinguish between continuum robots and snake-arm robots or hyper-redundant manipulators: the presence of rigid links and joints allows them to only approximately perform curves with continuous tangent vectors. The design of continuum robots is bioinspired, as the intent is to resemble biological trunks, snakes and tentacles. Several concepts of continuum robots have been commercialised and can be found in many different domains of application, ranging from the medical field to undersea exploration. == Classification == Continuum robots can be categorised according to two main criteria: structure and actuation. === Structure === The main characteristic of the design of continuum robots is the presence of a continuously curving core structure, named backbone, whose shape can be actuated. The backbone must also be compliant, meaning that the backbone yields smoothly to external loads. According to the design principles chosen for the continuum manipulator, we can distinguish between: single-backbone: these continuum manipulators have one central elastic backbone through which actuation/transmission elements can run. multi-backbone: the structure of these continuum robots has two or more elastic elements (either rods or tubes) parallel to each other and constrained with one another in some way. concentric-tube: the backbone is made of concentric tubes that are free to rotate and translate between each other, depending on the actuation happening at the base of the robot. === Actuation === The actuation strategy of continuum manipulators can be distinguished between extrinsic or intrinsic actuation, depending on where the actuation happens: extrinsic actuation: the actuation happens outside the main structure of the robot and the forces are transmitted via mechanical transmission; among these techniques, there are cable/tendon driven actuators and multi-backbone strategies. intrinsic actuation: the actuation mechanism operates within the structure of the robot; these strategies include pneumatic or hydraulic chambers and the shape memory effect. The Actuated Flexible Manifold (AFM), introduced by Medina, Shapiro, and Shvalb (2016), models flexible grid-based robots that approximate smooth manifolds using discrete segments, each contributing one degree of freedom. Their work provides forward and inverse kinematics for planar and spatial configurations, bridging hyper-redundant and continuum robotics. == Advantages == The particular design of continuum robots offers several advantages with respect to rigid-link robots. First of all, as already said, continuum robots can more easily operate in environments that require a high level of dexterity, adaptability and flexibility. Moreover, the simplicity of their structure makes continuum robots more prone to miniaturisation. The rise of continuum robots has also paved the way for the development of soft continuum manipulators. These continuum manipulators are made of highly compliant materials that are flexible and can adapt and deform according to the surrounding environment. The "softness" of their material grants higher safety in human-robot interactions. == Disadvantages == The particular design of continuum robots also introduces many challenges. To properly and safely use continuum robots, it is crucial to have an accurate force and shape sensing system. Traditionally, this is done using cameras that are not suitable for some of the applications of continuum robots (e.g. minimally invasive surgery), or using electromagnetic sensors that are however disturbed by the presence of magnetic objects in the environment. To solve this issue, in the last years fiber-Bragg-grating sensors have been proposed as a possible alternative and have shown promising results. It is also necessary to notice that while the mechanical properties of rigid-link robots are fully understood, the comprehension of the behaviour and properties of continuum robots is still subject of study and debate. This poses new challenges in developing accurate models and control algorithms for this kind of robots. == Modelling == Creating an accurate model that can predict the shape of a continuum robot allows to properly control the robot's shape. There are three main approaches to model continuum robots: Cosserat rod theory: this approach is an exact solution to the static of a continuum robot, as it is not subject to any assumption. It solves a set of equilibrium equations between position, orientation, internal force and torque of the robot. This method requires to be solved numerically and it is therefore computationally expensive, due to its high complexity. Constant curvature: this technique assumes the backbone to be made of a series of mutually tangent sections that can be approximated as arcs with constant curvature. This approach is also known as piecewise constant-curvature. This assumption can be applied to the entire segment of the backbone or to its subsegments. This model has shown promising results, however it must be taken into account that the segment/subsegments of the backbone may not comply to the constant curvature assumption and therefore the model's behaviour may not entirely reflect the behaviour of the robot. Rigid-link model: this approach is based on the assumption that the continuum robot can be divided in small segments with rigid links. This is a strong assumption, since if the number of segments is too low, the model hardly behaves like the continuum robot, while increasing the number of segments means increasing the number of variables, and thus complexity. Despite this limitation, rigid-link modelling allows the use of the standard control techniques that are well known for rigid-link robots. It has been proven that this model can be coupled with shape and force sensing to mitigate its inaccuracy and can lead to promising results. == Sensing == To develop accurate control algorithms, it is necessary to complement the presented modelling techniques with real time shape sensing. The following options are currently available: Electromagnetic (EM) sensing: shape is reconstructed thanks to the mutual induction between a magnetic field generator and a magnetic field sensor. The most common external EM tracking system is the commercially available NDI Aurora: small sensors can be placed on the robot and their position is tracked in an external generated magnetic field. The validity of this method has been extensively assessed, however its performance is hindered by the limited workspace, whose dimension depends on the magnetic field. Another alternative is to embed the sensors internally in the continuum robot, combining magnetic sensors with Hall effect sensors: the magnetic field is measured at the level of the Hall effect sensors in order to estimate the deflection of the robot. However, it has been noticed that the higher the bending of the manipulator, the higher is the estimation error, due to crosstalk between sensors and magnets. Optical sensing: fiber Bragg grating sensors incorporated in an optical fiber can be embedded into the backbone of the continuum robot to estimate its shape; these sensors can only reflect a small range of the input light spectrum depending on their strain; therefore, by measuring the strain on each sensor it is possible to obtain the shape of the robot. This type of sensor is however expensive and is more prone to breaking in case of excessive strain, and this can happen in robots that can perform high deflections. == Control strategies == The control strategies can be distinguished in static and dynamic; the first one is based on the steady-state assumption, while the latter also considers the dynamic behaviour of the continuum robot. We can also differentiate between model-based controllers, that depend on a model of the robot, and model-free, that learn the robot's behaviour from data. Model-based static controllers: they rely on one of the modelling approaches presented above; once the model is defined, the kinematics must be inverted to obtain the desired actuator or configuration space variables. There are several ways to do this, like differential inverse kinematics, direct inversion or optimization. Model-free static controllers: these approaches learn directly, via machine learning techniques (e.g. regression methods and neural networks), the inverse kinematic or the direct kinematic representation of the con

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  • Content-based image retrieval

    Content-based image retrieval

    Content-based image retrieval, also known as query by image content (QBIC) and content-based visual information retrieval (CBVIR), is the application of computer vision techniques to the image retrieval problem, that is, the problem of searching for digital images in large databases (see this survey for a scientific overview of the CBIR field). Content-based image retrieval is opposed to traditional concept-based approaches (see Concept-based image indexing). "Content-based" means that the search analyzes the contents of the image rather than the metadata such as keywords, tags, or descriptions associated with the image. The term "content" in this context might refer to colors, shapes, textures, or any other information that can be derived from the image itself. CBIR is desirable because searches that rely purely on metadata are dependent on annotation quality and completeness. == Comparison with metadata searching == An image meta search requires humans to have manually annotated images by entering keywords or metadata in a large database, which can be time-consuming and may not capture the keywords desired to describe the image. The evaluation of the effectiveness of keyword image search is subjective and has not been well-defined. In the same regard, CBIR systems have similar challenges in defining success. "Keywords also limit the scope of queries to the set of predetermined criteria." and, "having been set up" are less reliable than using the content itself. == History == The term "content-based image retrieval" seems to have originated in 1992 when it was used by Japanese Electrotechnical Laboratory engineer Toshikazu Kato to describe experiments into automatic retrieval of images from a database, based on the colors and shapes present. Since then, the term has been used to describe the process of retrieving desired images from a large collection on the basis of syntactical image features. The techniques, tools, and algorithms that are used originate from fields such as statistics, pattern recognition, signal processing, and computer vision. === QBIC - Query By Image Content === The earliest commercial CBIR system was developed by IBM and was called QBIC (Query By Image Content). Recent network- and graph-based approaches have presented a simple and attractive alternative to existing methods. While the storing of multiple images as part of a single entity preceded the term BLOB (Binary Large OBject), the ability to fully search by content, rather than by description, had to await IBM's QBIC. === VisualRank === == Technical progress == The interest in CBIR has grown because of the limitations inherent in metadata-based systems, as well as the large range of possible uses for efficient image retrieval. Textual information about images can be easily searched using existing technology, but this requires humans to manually describe each image in the database. This can be impractical for very large databases or for images that are generated automatically, e.g. those from surveillance cameras. It is also possible to miss images that use different synonyms in their descriptions. Systems based on categorizing images in semantic classes like "cat" as a subclass of "animal" can avoid the miscategorization problem, but will require more effort by a user to find images that might be "cats", but are only classified as an "animal". Many standards have been developed to categorize images, but all still face scaling and miscategorization issues. Initial CBIR systems were developed to search databases based on image color, texture, and shape properties. After these systems were developed, the need for user-friendly interfaces became apparent. Therefore, efforts in the CBIR field started to include human-centered design that tried to meet the needs of the user performing the search. This typically means inclusion of: query methods that may allow descriptive semantics, queries that may involve user feedback, systems that may include machine learning, and systems that may understand user satisfaction levels. == Techniques == Many CBIR systems have been developed, but as of 2006, the problem of retrieving images on the basis of their pixel content remains largely unsolved. Different query techniques and implementations of CBIR make use of different types of user queries. === Query By Example === QBE (Query By Example) is a query technique that involves providing the CBIR system with an example image that it will then base its search upon. The underlying search algorithms may vary depending on the application, but result images should all share common elements with the provided example. Options for providing example images to the system include: A preexisting image may be supplied by the user or chosen from a random set. The user draws a rough approximation of the image they are looking for, for example with blobs of color or general shapes. This query technique removes the difficulties that can arise when trying to describe images with words. === Semantic retrieval === Semantic retrieval starts with a user making a request like "find pictures of Abraham Lincoln". This type of open-ended task is very difficult for computers to perform - Lincoln may not always be facing the camera or in the same pose. Many CBIR systems therefore generally make use of lower-level features like texture, color, and shape. These features are either used in combination with interfaces that allow easier input of the criteria or with databases that have already been trained to match features (such as faces, fingerprints, or shape matching). However, in general, image retrieval requires human feedback in order to identify higher-level concepts. === Relevance feedback (human interaction) === Combining CBIR search techniques available with the wide range of potential users and their intent can be a difficult task. An aspect of making CBIR successful relies entirely on the ability to understand the user intent. CBIR systems can make use of relevance feedback, where the user progressively refines the search results by marking images in the results as "relevant", "not relevant", or "neutral" to the search query, then repeating the search with the new information. Examples of this type of interface have been developed. === Iterative/machine learning === Machine learning and application of iterative techniques are becoming more common in CBIR. === Other query methods === Other query methods include browsing for example images, navigating customized/hierarchical categories, querying by image region (rather than the entire image), querying by multiple example images, querying by visual sketch, querying by direct specification of image features, and multimodal queries (e.g. combining touch, voice, etc.) == Content comparison using image distance measures == The most common method for comparing two images in content-based image retrieval (typically an example image and an image from the database) is using an image distance measure. An image distance measure compares the similarity of two images in various dimensions such as color, texture, shape, and others. For example, a distance of 0 signifies an exact match with the query, with respect to the dimensions that were considered. As one may intuitively gather, a value greater than 0 indicates various degrees of similarities between the images. Search results then can be sorted based on their distance to the queried image. Many measures of image distance (Similarity Models) have been developed. === Color === Computing distance measures based on color similarity is achieved by computing a color histogram for each image that identifies the proportion of pixels within an image holding specific values. Examining images based on the colors they contain is one of the most widely used techniques because it can be completed without regard to image size or orientation. However, research has also attempted to segment color proportion by region and by spatial relationship among several color regions. === Texture === Texture measures look for visual patterns in images and how they are spatially defined. Textures are represented by texels which are then placed into a number of sets, depending on how many textures are detected in the image. These sets not only define the texture, but also where in the image the texture is located. Texture is a difficult concept to represent. The identification of specific textures in an image is achieved primarily by modeling texture as a two-dimensional gray level variation. The relative brightness of pairs of pixels is computed such that degree of contrast, regularity, coarseness and directionality may be estimated. The problem is in identifying patterns of co-pixel variation and associating them with particular classes of textures such as silky, or rough. Other methods of classifying textures include: Co-occurrence matrix Laws texture energy Wavelet transform Orthogonal transforms (discrete Chebyshev moments) =

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  • DEAP (software)

    DEAP (software)

    Distributed Evolutionary Algorithms in Python (DEAP) is an evolutionary computation framework for rapid prototyping and testing of ideas. It incorporates the data structures and tools required to implement most common evolutionary computation techniques such as genetic algorithm, genetic programming, evolution strategies, particle swarm optimization, differential evolution, traffic flow and estimation of distribution algorithm. It is developed at Université Laval since 2009. == Example == The following code gives a quick overview how the Onemax problem optimization with genetic algorithm can be implemented with DEAP.

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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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  • Cybernetics

    Cybernetics

    Cybernetics is the transdisciplinary study of circular causal processes such as feedback and recursion, where the effects of a system's actions (its outputs) return as inputs to that system, influencing subsequent actions. It is concerned with general principles that are relevant across multiple contexts, including engineering, ecological, economic, biological, cognitive and social systems and also in practical activities such as designing, learning, and managing. Cybernetics' transdisciplinary character means that it intersects with a number of other fields, resulting in a wide influence and diverse interpretations. The field is named after an example of circular causal feedback—that of steering a ship (the ancient Greek κυβερνήτης (kybernḗtēs) refers to the person who steers a ship). In steering a ship, the position of the rudder is adjusted in continual response to the effect it is observed as having, forming a feedback loop through which a steady course can be maintained in a changing environment, responding to disturbances from cross winds and tide. Cybernetics has its origins in exchanges between numerous disciplines during the 1940s. Initial developments were consolidated through meetings such as the Macy conferences and the Ratio Club. Early focuses included purposeful behaviour, neural networks, heterarchy, information theory, and self-organising systems. As cybernetics developed, it became broader in scope to include work in design, family therapy, management and organisation, pedagogy, sociology, the creative arts and the counterculture. == Definitions == Cybernetics has been defined in a variety of ways, reflecting "the richness of its conceptual base". One of the best known definitions is that of the American scientist Norbert Wiener, who characterised cybernetics as concerned with "control and communication in the animal and the machine". Another early definition is that of the Macy cybernetics conferences, where cybernetics was understood as the study of "circular causal and feedback mechanisms in biological and social systems". Margaret Mead emphasised the role of cybernetics as "a form of cross-disciplinary thought which made it possible for members of many disciplines to communicate with each other easily in a language which all could understand". Other definitions include: "the art of governing or the science of government" (André-Marie Ampère); "the art of steersmanship" (Ross Ashby); "the study of systems of any nature which are capable of receiving, storing, and processing information so as to use it for control" (Andrey Kolmogorov); and "a branch of mathematics dealing with problems of control, recursiveness, and information, focuses on forms and the patterns that connect" (Gregory Bateson). == Etymology == The Ancient Greek term κυβερνητικός (kubernētikos, '(good at) steering') appears in Plato's Republic and Alcibiades, where the metaphor of a steersman is used to signify the governance of people. The French word cybernétique was also used in 1834 by the physicist André-Marie Ampère to denote the sciences of government in his classification system of human knowledge. According to Norbert Wiener, the word cybernetics was coined by a research group involving himself and Arturo Rosenblueth in the summer of 1947. It has been attested in print since at least 1948 through Wiener's book Cybernetics: Or Control and Communication in the Animal and the Machine. In the book, Wiener states: After much consideration, we have come to the conclusion that all the existing terminology has too heavy a bias to one side or another to serve the future development of the field as well as it should; and as happens so often to scientists, we have been forced to coin at least one artificial neo-Greek expression to fill the gap. We have decided to call the entire field of control and communication theory, whether in the machine or in the animal, by the name Cybernetics, which we form from the Greek κυβερνήτης or steersman. Moreover, Wiener explains, the term was chosen to recognize James Clerk Maxwell's 1868 publication on feedback mechanisms involving governors, noting that the term governor is also derived from κυβερνήτης (kubernḗtēs) via a Latin corruption gubernator. Finally, Wiener motivates the choice by steering engines of a ship being "one of the earliest and best-developed forms of feedback mechanisms". == History == === First wave === The initial focus of cybernetics was on parallels between regulatory feedback processes in biological and technological systems. Two foundational articles were published in 1943: "Behavior, Purpose and Teleology" by Arturo Rosenblueth, Norbert Wiener, and Julian Bigelow – based on the research on living organisms that Rosenblueth did in Mexico – and the paper "A Logical Calculus of the Ideas Immanent in Nervous Activity" by Warren McCulloch and Walter Pitts. The foundations of cybernetics were then developed through a series of transdisciplinary conferences funded by the Josiah Macy, Jr. Foundation, between 1946 and 1953. The conferences were chaired by McCulloch and had participants that included Ross Ashby, Gregory Bateson, Heinz von Foerster, Margaret Mead, John von Neumann, and Norbert Wiener. In the UK, similar focuses were explored by the Ratio Club, an informal dining club of young psychiatrists, psychologists, physiologists, mathematicians and engineers that met between 1949 and 1958. Wiener introduced the neologism cybernetics to denote the study of "teleological mechanisms" and popularized it through the book Cybernetics: Or Control and Communication in the Animal and the Machine. During the 1950s, cybernetics was developed as a primarily technical discipline, such as in Qian Xuesen's 1954 "Engineering Cybernetics". The text was quickly translated into multiple languages and became a foundational text on automation. In the Soviet Union, Cybernetics was initially considered with suspicion but became accepted from the mid to late 1950s. By the 1960s and 1970s, however, cybernetics' transdisciplinarity fragmented, with technical focuses separating into separate fields. Artificial intelligence (AI) was founded as a distinct discipline at the Dartmouth workshop in 1956, differentiating itself from the broader cybernetics field. After some uneasy coexistence, AI gained funding and prominence. Consequently, cybernetic sciences such as the study of artificial neural networks were downplayed. Similarly, computer science became defined as a distinct academic discipline in the 1950s and early 1960s. === Second wave === The second wave of cybernetics came to prominence from the 1960s onwards, with its focus shifting away from technology toward social, ecological, and philosophical concerns. It was still grounded in biology, notably Maturana and Varela's autopoiesis, and built on earlier work on self-organising systems and the presence of anthropologists Mead and Bateson in the Macy meetings. The Biological Computer Laboratory, founded in 1958 and active until the mid-1970s under the direction of Heinz von Foerster at the University of Illinois at Urbana–Champaign, was a major incubator of this trend in cybernetics research. Focuses of the second wave of cybernetics included management cybernetics, such as Stafford Beer's biologically inspired viable system model; work in family therapy, drawing on Bateson; social systems, such as in the work of Niklas Luhmann; epistemology and pedagogy, such as in the development of radical constructivism. Cybernetics' core theme of circular causality was developed beyond goal-oriented processes to concerns with reflexivity and recursion, notably in Mead's invocation at the inaugural meeting of the American Society for Cybernetics (ASC) to apply cybernetics to the activities of the ASC itself. This focus on reflexivity was especially prominent in the development of second-order cybernetics (or the cybernetics of cybernetics), developed and promoted by Heinz von Foerster, which focused on questions of observation, cognition, epistemology, and ethics. The 1960s onwards also saw cybernetics begin to develop exchanges with the creative arts, design, and architecture, notably with the Cybernetic Serendipity exhibition (ICA, London, 1968), curated by Jasia Reichardt, and the unrealised Fun Palace project (London, unrealised, 1964 onwards), where Gordon Pask was consultant to architect Cedric Price and theatre director Joan Littlewood. In 1962, Qian Xuesen recruited Song Jian and Guan Zhaozhi to establish China's first cybernetics laboratory with him. Following the Sino-Soviet split, cybernetics was deemed disreputable in China. The field was again favored in the 1970s and 1980s following Deng Xiaoping's emphasis on modernisation. === Third wave === From the 1990s onwards, there has been a renewed interest in cybernetics from a number of directions. Early cybernetic work on artificial neural networks has been returned to as a paradigm in machine learning and artifi

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  • International Conference on Autonomous Agents and Multiagent Systems

    International Conference on Autonomous Agents and Multiagent Systems

    The International Conference on Autonomous Agents and Multiagent Systems or AAMAS is the leading scientific conference for research in the areas of artificial intelligence, autonomous agents, and multiagent systems. It is annually organized by a non-profit organization called the International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS). == History == The International Conference on Autonomous Agents and Multiagent Systems (AAMAS) is a highly respected joint conference that provides a quality forum for discussing research in intelligent computational agents and their interactions. It is a merger of three major international conferences/workshops, namely the International Conference on Autonomous Agents (AGENTS), International Conference on Multi-Agent Systems (ICMAS), and International Workshop on Agent Theories, Architectures, and Languages (ATAL). ICMAS is itself a merger of three formative workshops, each with an attendance of fewer than 50 researchers. At a meeting during IJCAI-93 held in Chambery, France in August 1993, the leaders of the European Workshops on Modelling Autonomous Agents in a Multi-Agent World, the Asian MAAC Workshops, and the North American Distributed Artificial Intelligence Workshops (Victor Lesser, Michael N. Huhns, Les Gasser, Barbara Grosz, Nicholas Jennings, Michael Wooldridge, Gerhard Weiss, Mario Tokoro, and Toru Ishida) began the planning for a combined conference, which resulted in the first ICMAS in San Francisco, CA, USA in 1995, attended by more than 500 researchers. The AAMAS Conference is under the guidance and management of the International Foundation for Autonomous Agents and Multiagent Systems, which is incorporated as a 501(c)(3) non-profit organization in South Carolina, USA. == Current and previous conferences == 2024: Auckland, New Zealand (May 6-10) 2023: London, United Kingdom (May 29-June 1) 2022: Auckland, New Zealand (May 9–13) 2021: London, United Kingdom (May 3-May 7) 2020: Auckland, New Zealand (May 9–13) 2019: Montreal, Canada (May 13–17) 2018: Stockholm, Sweden (July 10–15) 2017: São Paulo, Brazil 2016: Singapore City, Singapore 2015: Istanbul, Turkey 2014: Paris, France 2013: Saint Paul, USA 2012: Valencia, Spain 2011: Taipei, Taiwan 2010: Toronto, Canada 2009: Budapest, Hungary 2008: Estoril, Portugal 2007: Honolulu, USA 2006: Hakodate, Japan 2005: Utrecht, The Netherlands 2004: New York, USA 2003: Melbourne, Australia 2002: Bologna, Italy == Activities == Besides the main program that consists of a main track, an industry and applications track, and a couple of special area tracks, AAMAS also hosts over 20 workshops (e.g., AOSE, COIN, DALT, ProMAS, to mention a few) and many tutorials. There is also a demonstration session and a doctoral symposium. Finally, each year AAMAS features a bunch of awards, most notably the IFAAMAS Influential Paper Award. It publishes proceedings which are available online.

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  • Asian Digital Finance Forum & Awards

    Asian Digital Finance Forum & Awards

    Asian Digital Finance Forum & Awards (also known as Asian Digital Finance Forum and Awards) is a forum and honorary awards platform convened in Colombo, Sri Lanka. It has been hosted in a hybrid format (virtual and in-person), with editions reported in 2022, 2023 and 2025. The event is organised by the Asian FinTech Academy (AFTA) in collaboration with a number of local and international institutions. == Overview == The forum has featured international academic, industry, and policy speakers and has recognised institutions and individuals for contributions related to digital finance and fintech innovation. Media coverage has described participation and recognition at the forum as spanning multiple regions, with institutions and individuals from South Asia, Southeast Asia, East Asia, the Middle East, Europe, and North America featured across different editions. == Awards and recognition == The forum and awards were held in a hybrid format with virtual and in-person proceedings at Hilton Colombo in the 2022 and 2023 editions. The Asian Digital Finance Forum & Awards presents honorary recognitions to institutions and individuals for contributions to digital finance, financial inclusion, and related regulatory, technological, and policy developments. Media coverage has described the recognitions as non-competitive and based on demonstrated leadership and impact rather than open nominations. In 2025, the forum and awards served as an anchor initiative associated with the Asia International Digital Economy & AI in Finance Summit at Port City Colombo, with an emphasis on artificial intelligence in finance, financial inclusion, and governance-related themes. === 2022 === According to reporting by Daily FT, institutions recognised at the 2022 edition included Sri Lanka’s Bank of Ceylon, Commercial Bank of Ceylon, Hatton National Bank, and People’s Bank, alongside international organisations and fintech-sector contributors. === 2023 === Coverage of the 2023 forum described recognitions awarded to India’s International Financial Services Centres Authority (IFSCA) for regulatory innovation, as well as to digital finance and payments platforms including Dialog Genie and SLT-Mobitel mCash. IDEMIA’s Asia–Pacific operations were also recognised for contributions related to biometric and digital identity technologies in financial services. === 2025 === For the 2025 edition, institutional honourees reported in the media included Nium (Singapore), recognised for cross-border payments optimisation, and Paytm (India), recognised for AI-powered financial inclusion initiatives. A Visionary Award for Next-Generation Financial Hub Development was presented to Port City Colombo in recognition of its fintech- and AI-oriented development strategy. Individual honourees reported for 2025 included Sopnendu Mohanty (Singapore), Neil Tan (Hong Kong), Purvi Munot (United Arab Emirates), and Amira Abdelaziz (Egypt), recognised for contributions spanning fintech governance, ecosystem development, inclusive wealth technology, and AI-driven financial policy and regulation. In 2025, media reports described the awards as being subject to an independent validation framework. The process was led by Dr. Sivaguru S. Sritharan, appointed as Global Validation Chair, and involved independent research, analytical review, and benchmarking against international standards, with recognitions characterised as honorary and non-competitive.

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  • Uncertain inference

    Uncertain inference

    Uncertain inference was first described by C. J. van Rijsbergen as a way to formally define a query and document relationship in Information retrieval. This formalization is a logical implication with an attached measure of uncertainty. == Definitions == Rijsbergen proposes that the measure of uncertainty of a document d to a query q be the probability of its logical implication, i.e.: P ( d → q ) {\displaystyle P(d\to q)} A user's query can be interpreted as a set of assertions about the desired document. It is the system's task to infer, given a particular document, if the query assertions are true. If they are, the document is retrieved. In many cases the contents of documents are not sufficient to assert the queries. A knowledge base of facts and rules is needed, but some of them may be uncertain because there may be a probability associated to using them for inference. Therefore, we can also refer to this as plausible inference. The plausibility of an inference d → q {\displaystyle d\to q} is a function of the plausibility of each query assertion. Rather than retrieving a document that exactly matches the query we should rank the documents based on their plausibility in regards to that query. Since d and q are both generated by users, they are error prone; thus d → q {\displaystyle d\to q} is uncertain. This will affect the plausibility of a given query. By doing this it accomplishes two things: Separate the processes of revising probabilities from the logic Separate the treatment of relevance from the treatment of requests Multimedia documents, like images or videos, have different inference properties for each datatype. They are also different from text document properties. The framework of plausible inference allows us to measure and combine the probabilities coming from these different properties. Uncertain inference generalizes the notions of autoepistemic logic, where truth values are either known or unknown, and when known, they are true or false. == Example == If we have a query of the form: q = A ∧ B ∧ C {\displaystyle q=A\wedge B\wedge C} where A, B and C are query assertions, then for a document D we want the probability: P ( D → ( A ∧ B ∧ C ) ) {\displaystyle P(D\to (A\wedge B\wedge C))} If we transform this into the conditional probability P ( ( A ∧ B ∧ C ) | D ) {\displaystyle P((A\wedge B\wedge C)|D)} and if the query assertions are independent we can calculate the overall probability of the implication as the product of the individual assertions probabilities. == Further work == Croft and Krovetz applied uncertain inference to an information retrieval system for office documents they called OFFICER. In office documents the independence assumption is valid since the query will focus on their individual attributes. Besides analysing the content of documents one can also query about the author, size, topic or collection for example. They devised methods to compare document and query attributes, infer their plausibility and combine it into an overall rating for each document. Besides that uncertainty of document and query contents also had to be addressed. Probabilistic logic networks is a system for performing uncertain inference; crisp true/false truth values are replaced not only by a probability, but also by a confidence level, indicating the certitude of the probability. Markov logic networks allow uncertain inference to be performed; uncertainties are computed using the maximum entropy principle, in analogy to the way that Markov chains describe the uncertainty of finite-state machines.

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  • INaturalist

    INaturalist

    iNaturalist is an American 501(c)(3) nonprofit social network of naturalists, citizen scientists, and biologists built on the concept of mapping and sharing observations of biodiversity across the globe. iNaturalist may be accessed via its website or from its mobile applications. iNaturalist includes an automated species identification tool, and users further assist each other in identifying organisms from photographs and sound recordings. As of 5 August 2025, iNaturalist users had contributed nearly 300 million observations of plants, animals, fungi, and other organisms worldwide, and 400,000 users were active in the previous 30 days. iNaturalist serves as an important resource of open data for biodiversity research, conservation, and education, describing itself as "an online social network of people sharing biodiversity information to help each other learn about nature." It is the primary application for crowd-sourced biodiversity data in places such as Mexico, southern Africa, and Australia, and the project has been called "a standard-bearer for natural history mobile applications." Most of iNaturalist's software is open source. It has contributed to over 4,000 research papers and is widely used by scientists, land managers, and conservationists worldwide. The platform has also been active in the discovery of new species and rediscovery of species previously assumed to be extinct. == History == iNaturalist began in 2008 as a UC Berkeley School of Information Master's final project of Nate Agrin, Jessica Kline, and Ken-ichi Ueda. Agrin and Ueda continued work on the site with Sean McGregor, a web developer. In 2011, Ueda began collaboration with Scott Loarie, a research fellow at Stanford University and lecturer at UC Berkeley. Ueda and Loarie are the current co-directors of iNaturalist.org. The organization merged with the California Academy of Sciences on 24 April 2014. In 2017, iNaturalist became a joint initiative between the California Academy of Sciences and the National Geographic Society. With these collaborations and growing popularity of the site since 2012, the number of participants and observations has roughly doubled each year. In 2014, iNaturalist reached 1 million observations. Later, as of October 2023, there were 181 million observations (163 million verifiable). On 11 July 2023 iNaturalist announced its status as a newly independent 501(c)(3) nonprofit organization. === Google AI controversy === On 9 June 2025 Google announced that iNaturalist would be part of its "Generative AI Accelerator". This announcement, paired with the initial lack of information on the iNaturalist site, led to outcry from many iNaturalist users in the blog comments and forum, worrying about the consequences for the environment, volunteer engagement, reliability and raised questions about the decision making within iNaturalist, while some saw the backlash as a sign that people want to resist 'corrosive technologies'. PZ Myers, a biology professor who uses iNaturalist in his teaching, published an article on his website Pharyngula stating that "any decision that drives people away and replaces them with a hallucinating bot is a bad decision". == Platforms == Users can interact with iNaturalist in the following ways: through the iNaturalist.org website, through two mobile apps: iNaturalist (iOS/Android) and Seek by iNaturalist (iOS/Android), or through partner organizations such as the Global Biodiversity Information Facility (GBIF) website. On the iNaturalist.org website, visitors can search the public dataset and interact with other people adding observations and identifications. The website provides tools for registered users to add, identify, and discuss observations, write journal posts, explore information about species, create project pages to recruit participation, and coordinate work on their topics of interest. On the iNaturalist mobile app, users can create and share nature observations to the online dataset, explore observations both nearby and around the world, and learn about different species. Seek by iNaturalist, a separate app marketed to families, requires no online account registration and all observations may remain private. Seek incorporates features of gamification, such as providing a list of nearby organisms to find and encouraging the collection of badges and participation in challenges. Seek was initially released in the spring of 2018. == Observations == The iNaturalist platform is based on crowdsourcing of observations and identifications. An iNaturalist observation records a person's encounter with an individual organism at a particular time and place. An iNaturalist observation may also record evidence of an organism, such as animal tracks, nests, or scat. The scope of iNaturalist excludes natural but inert subjects such as geologic or hydrologic features. Users typically upload photos as evidence of their findings, though audio recordings are also accepted, and such evidence is not a strict requirement. Users may share observation locations publicly, "obscure" them to display a less precise location or make the locations completely private. iNaturalist users can add identifications to each other's observations in order to confirm or improve the identification of the observation. Observations are classified as "Casual", "Needs ID" (needs identification), or "Research Grade" based on the quality of the data provided and the community identification process. Any quality of data can be downloaded from iNaturalist and "Research Grade" observations are often incorporated into other online databases such as the Global Biodiversity Information Facility and the Atlas of Living Australia. === Automated species identification === In addition to observations being identified by others in the community, iNaturalist includes an automated species identification tool, first released in 2017. Images can be identified via a computer vision model which has been trained on the large database of the observations on iNaturalist. Multiple species suggestions are typically provided with the suggestion that the software guesses to be most likely is at the top of the list. A broader taxon such as a genus or family is commonly provided if the model is unsure of the species. It is trained once or twice a year, and the threshold for species included in the training set has changed over time. It can be difficult for the model to guess correctly if the species in question is infrequently observed or hard to identify from images alone, or if the image submitted has poor lighting, is blurry, or contains multiple subjects. In February 2023, iNaturalist released v2.1 of its computer vision model, which was trained on a new source model which performed significantly better than the previous models trained using a different source model. In April 2025 iNaturalist released an updated app for iOS, changing the original version to "iNaturalist Classic." == Projects == Users have created and contributed to tens of thousands of different projects on iNaturalist. The platform is commonly used to record observations during bioblitzes, which are biological surveying events that attempt to record all the species that occur within a designated area, and a specific project type on iNaturalist. Other project types include collections of observations by location or taxon or documenting specific types of observations such as animal tracks and signs, the spread of invasive species, roadkill, fishing catches, or discovering new species. In 2011, iNaturalist was used as a platform to power the Global Amphibian and Global Reptile BioBlitzes, in which observations were used to help monitor the occurrence and distribution of the world's reptiles and amphibian species. The US National Park Service partnered with iNaturalist to record observations from the 2016 National Parks BioBlitz. That project exceeded 100,000 observations in August 2016. In 2017, the United Nations Environment Programme teamed up with iNaturalist to celebrate World Environment Day.. In 2022, Reef Ecologic teamed up with iNaturalist to celebrate World Oceans Day. === City Nature Challenge === In 2016, Lila Higgins from the Natural History Museum of Los Angeles County and Alison Young from the California Academy of Sciences co-founded the City Nature Challenge (CNC). In the first City Nature Challenge, naturalists in Los Angeles and the San Francisco Bay Area documented over 20,000 observations with the iNaturalist platform. In 2017, the CNC expanded to 16 cities across the United States and collected over 125,000 observations of wildlife in 5 days. The CNC expanded to a global audience in 2018, with 68 cities participating from 19 countries, with some cities using community science platforms other than iNaturalist to participate. In 4 days, over 17,000 people cataloged over 440,000 nature observations in urban regions around the world. In 2019, the CNC once again expanded, with 35,000 parti

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  • Thompson sampling

    Thompson sampling

    Thompson sampling, named after William R. Thompson, is a heuristic for choosing actions that address the exploration–exploitation dilemma in the multi-armed bandit problem. It consists of choosing the action that maximizes the expected reward with respect to a randomly drawn belief. == Description == Consider a set of contexts X {\displaystyle {\mathcal {X}}} , a set of actions A {\displaystyle {\mathcal {A}}} , and rewards in R {\displaystyle \mathbb {R} } . The aim of the player is to play actions under the various contexts, such as to maximize the cumulative rewards. Specifically, in each round, the player obtains a context x ∈ X {\displaystyle x\in {\mathcal {X}}} , plays an action a ∈ A {\displaystyle a\in {\mathcal {A}}} and receives a reward r ∈ R {\displaystyle r\in \mathbb {R} } following a distribution that depends on the context and the issued action. The elements of Thompson sampling are as follows: a likelihood function P ( r | θ , a , x ) {\displaystyle P(r|\theta ,a,x)} ; a set Θ {\displaystyle \Theta } of parameters θ {\displaystyle \theta } of the distribution of r {\displaystyle r} ; a prior distribution P ( θ ) {\displaystyle P(\theta )} on these parameters; past observations triplets D = { ( x ; a ; r ) } {\displaystyle {\mathcal {D}}=\{(x;a;r)\}} ; a posterior distribution P ( θ | D ) ∝ P ( D | θ ) P ( θ ) {\displaystyle P(\theta |{\mathcal {D}})\propto P({\mathcal {D}}|\theta )P(\theta )} , where P ( D | θ ) {\displaystyle P({\mathcal {D}}|\theta )} is the likelihood function. Thompson sampling consists of playing the action a ∗ ∈ A {\displaystyle a^{\ast }\in {\mathcal {A}}} according to the probability that it maximizes the expected reward; action a ∗ {\displaystyle a^{\ast }} is chosen with probability ∫ I [ E ( r | a ∗ , x , θ ) = max a ′ E ( r | a ′ , x , θ ) ] P ( θ | D ) d θ , {\displaystyle \int \mathbb {I} \left[\mathbb {E} (r|a^{\ast },x,\theta )=\max _{a'}\mathbb {E} (r|a',x,\theta )\right]P(\theta |{\mathcal {D}})d\theta ,} where I {\displaystyle \mathbb {I} } is the indicator function. In practice, the rule is implemented by sampling. In each round, parameters θ ∗ {\displaystyle \theta ^{\ast }} are sampled from the posterior P ( θ | D ) {\displaystyle P(\theta |{\mathcal {D}})} , and an action a ∗ {\displaystyle a^{\ast }} chosen that maximizes E [ r | θ ∗ , a ∗ , x ] {\displaystyle \mathbb {E} [r|\theta ^{\ast },a^{\ast },x]} , i.e. the expected reward given the sampled parameters, the action, and the current context. Conceptually, this means that the player instantiates their beliefs randomly in each round according to the posterior distribution, and then acts optimally according to them. In most practical applications, it is computationally onerous to maintain and sample from a posterior distribution over models. As such, Thompson sampling is often used in conjunction with approximate sampling techniques. == History == Thompson sampling was originally described by Thompson in 1933. It was subsequently rediscovered numerous times independently in the context of multi-armed bandit problems. A first proof of convergence for the bandit case has been shown in 1997. The first application to Markov decision processes was in 2000. A related approach (see Bayesian control rule) was published in 2010. In 2010 it was also shown that Thompson sampling is instantaneously self-correcting. Asymptotic convergence results for contextual bandits were published in 2011. Thompson Sampling has been widely used in many online learning problems including A/B testing in website design and online advertising, and accelerated learning in decentralized decision making. A Double Thompson Sampling (D-TS) algorithm has been proposed for dueling bandits, a variant of traditional MAB, where feedback comes in the form of pairwise comparison. == Relationship to other approaches == === Probability matching === Probability matching is a decision strategy in which predictions of class membership are proportional to the class base rates. Thus, if in the training set positive examples are observed 60% of the time, and negative examples are observed 40% of the time, the observer using a probability-matching strategy will predict (for unlabeled examples) a class label of "positive" on 60% of instances, and a class label of "negative" on 40% of instances. === Bayesian control rule === A generalization of Thompson sampling to arbitrary dynamical environments and causal structures, known as Bayesian control rule, has been shown to be the optimal solution to the adaptive coding problem with actions and observations. In this formulation, an agent is conceptualized as a mixture over a set of behaviours. As the agent interacts with its environment, it learns the causal properties and adopts the behaviour that minimizes the relative entropy to the behaviour with the best prediction of the environment's behaviour. If these behaviours have been chosen according to the maximum expected utility principle, then the asymptotic behaviour of the Bayesian control rule matches the asymptotic behaviour of the perfectly rational agent. The setup is as follows. Let a 1 , a 2 , … , a T {\displaystyle a_{1},a_{2},\ldots ,a_{T}} be the actions issued by an agent up to time T {\displaystyle T} , and let o 1 , o 2 , … , o T {\displaystyle o_{1},o_{2},\ldots ,o_{T}} be the observations gathered by the agent up to time T {\displaystyle T} . Then, the agent issues the action a T + 1 {\displaystyle a_{T+1}} with probability: P ( a T + 1 | a ^ 1 : T , o 1 : T ) , {\displaystyle P(a_{T+1}|{\hat {a}}_{1:T},o_{1:T}),} where the "hat"-notation a ^ t {\displaystyle {\hat {a}}_{t}} denotes the fact that a t {\displaystyle a_{t}} is a causal intervention (see Causality), and not an ordinary observation. If the agent holds beliefs θ ∈ Θ {\displaystyle \theta \in \Theta } over its behaviors, then the Bayesian control rule becomes P ( a T + 1 | a ^ 1 : T , o 1 : T ) = ∫ Θ P ( a T + 1 | θ , a ^ 1 : T , o 1 : T ) P ( θ | a ^ 1 : T , o 1 : T ) d θ {\displaystyle P(a_{T+1}|{\hat {a}}_{1:T},o_{1:T})=\int _{\Theta }P(a_{T+1}|\theta ,{\hat {a}}_{1:T},o_{1:T})P(\theta |{\hat {a}}_{1:T},o_{1:T})\,d\theta } , where P ( θ | a ^ 1 : T , o 1 : T ) {\displaystyle P(\theta |{\hat {a}}_{1:T},o_{1:T})} is the posterior distribution over the parameter θ {\displaystyle \theta } given actions a 1 : T {\displaystyle a_{1:T}} and observations o 1 : T {\displaystyle o_{1:T}} . In practice, the Bayesian control amounts to sampling, at each time step, a parameter θ ∗ {\displaystyle \theta ^{\ast }} from the posterior distribution P ( θ | a ^ 1 : T , o 1 : T ) {\displaystyle P(\theta |{\hat {a}}_{1:T},o_{1:T})} , where the posterior distribution is computed using Bayes' rule by only considering the (causal) likelihoods of the observations o 1 , o 2 , … , o T {\displaystyle o_{1},o_{2},\ldots ,o_{T}} and ignoring the (causal) likelihoods of the actions a 1 , a 2 , … , a T {\displaystyle a_{1},a_{2},\ldots ,a_{T}} , and then by sampling the action a T + 1 ∗ {\displaystyle a_{T+1}^{\ast }} from the action distribution P ( a T + 1 | θ ∗ , a ^ 1 : T , o 1 : T ) {\displaystyle P(a_{T+1}|\theta ^{\ast },{\hat {a}}_{1:T},o_{1:T})} . === Upper-confidence-bound (UCB) algorithms === Thompson sampling and upper-confidence bound algorithms share a fundamental property that underlies many of their theoretical guarantees. Roughly speaking, both algorithms allocate exploratory effort to actions that might be optimal and are in this sense "optimistic". Leveraging this property, one can translate regret bounds established for UCB algorithms to Bayesian regret bounds for Thompson sampling or unify regret analysis across both these algorithms and many classes of problems.

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  • Sword Art Online

    Sword Art Online

    Sword Art Online (Japanese: ソードアート・オンライン, Hepburn: Sōdo Āto Onrain) is a Japanese light novel series written by Reki Kawahara and illustrated by abec. The series takes place in the 2020s and focuses on protagonists Kazuto "Kirito" Kirigaya and Asuna Yuuki as they play through various virtual reality MMORPG worlds, and later their involvement in the matters of a simulated civilization. Kawahara originally released the series as a web novel on his website from 2002 to 2008. The light novels began publication on ASCII Media Works' Dengeki Bunko imprint from April 10, 2009, with a spin-off series launching in October 2012. The series has spawned twelve manga adaptations published by ASCII Media Works and Kadokawa. The novels and the manga adaptations have been licensed for release in North America by Yen Press. An anime television series produced by A-1 Pictures, known simply as Sword Art Online, aired in Japan between July and December 2012, with a television film Sword Art Online: Extra Edition airing on December 31, 2013, and a second season, titled Sword Art Online II, airing between July and December 2014. An animated film titled Sword Art Online the Movie: Ordinal Scale, featuring an original story by Kawahara, premiered in Japan and Southeast Asia on February 18, 2017, and was released in the United States on March 9, 2017. A spin-off anime series titled Sword Art Online Alternative: Gun Gale Online premiered in April 2018, while a third season titled Sword Art Online: Alicization aired from October 2018 to September 2020. An anime film adaptation of Sword Art Online: Progressive titled Sword Art Online Progressive: Aria of a Starless Night premiered on October 30, 2021. A second film titled Sword Art Online Progressive: Scherzo of Deep Night premiered on October 22, 2022. Many video games based on the series have been released for consoles, PC, and mobile devices. Sword Art Online has achieved widespread commercial success, with the light novels having over 30 million copies sold worldwide. The anime series has received mixed to positive reviews, with praise for its animation, musical score, and exploration of the psychological aspects of virtual reality, but it has also been met with criticisms for its pacing and writing. == Synopsis == === Setting === The light novel series spans several virtual reality worlds, beginning with the game, Sword Art Online (SAO), which is set in a world known as Aincrad. Each world is built on a game engine called Cardinal system, which was initially developed specifically for SAO by Akihiko Kayaba, but was later duplicated for Alfheim Online (ALO), and a consolidated package is later given to Kirito in the form of the World Seed, who had it leaked online with the successful intention of reviving the virtual reality industry. A third world known as Gun Gale Online (GGO) appears in the third arc and is stylized as a first-person shooter game instead of a role-playing game, and is the main setting of Alternative Gun Gale Online. It was created using the World Seed by an American company. A fourth world appears in the fourth arc known as the Underworld (UW). The world itself was created using the World Seed as a base, but it is as realistic as the real world due to using many powerful government resources to keep it running. === Plot === In 2022, a virtual reality massively multiplayer online role-playing game (VRMMORPG) called Sword Art Online (SAO) was released. With the NerveGear, a helmet that stimulates the user's five senses via their brain, players can experience and control their in-game characters with their minds. Both the game and the NerveGear were created by Akihiko Kayaba. On November 6, 10,000 players log into SAO's mainframe cyberspace for the first time, only to discover that they are unable to log out. Kayaba appears and tells the players that they must beat all 100 floors of Aincrad, a steel castle which is the setting of SAO, if they wish to be free. He also states that those who suffer in-game deaths or forcibly remove the NerveGear out-of-game will suffer real-life deaths. A player named Kazuto "Kirito" Kirigaya is one of 1,000 testers in the game's previous closed beta. With the advantage of previous VR gaming experience and a drive to protect other beta testers from discrimination, he isolates himself from the greater groups and plays the game alone, bearing the mantle of "beater", a portmanteau of "beta tester" and "cheater". As the players progress through the game Kirito eventually befriends a young woman named Asuna Yuuki, forming a relationship with and later marrying her in-game. After the duo discover the identity of Kayaba's secret ID, who was playing as "Heathcliff", the leader of the guild Asuna joined in, they confront and destroy him, freeing themselves and the other players from the game. In the real world, Kazuto discovers that 300 SAO players, including Asuna, remain trapped in their NerveGear. As he goes to the hospital to see Asuna, he meets Asuna's father Shouzou Yuuki who is asked by an associate of his, Nobuyuki Sugou, to make a decision, which Sugou later reveals to be his marriage with Asuna, angering Kazuto. Several months later, he is informed by Agil, another SAO survivor, that a figure similar to Asuna was spotted on "The World Tree" in another VRMMORPG cyberspace called Alfheim Online (ALO). Assisted in-game by his cousin and adoptive sister Suguha "Leafa" Kirigaya and Yui, a navigation pixie (originally an AI from SAO), he quickly learns that the trapped players in ALO are part of a plan conceived by Sugou to perform illegal experiments on their minds. The goal is to create the perfect mind-control for financial gain and to subjugate Asuna, whom he intends to marry in the real world, to assume control of her family's corporation. Kirito eventually stops the experiment and rescues the remaining 300 SAO players, foiling Sugou's plans. Before leaving ALO to see Asuna, Kayaba, who has uploaded his mind to the Internet using an experimental, destructively high-powered version of NerveGear at the cost of his life, entrusts Kirito with The Seed – a package program designed to create virtual worlds. Kazuto eventually reunites with Asuna in the real world after thwarting an attack from Sugou and The Seed is released onto the Internet, reviving Aincrad as other VRMMORPGs begin to thrive. One year after the events of SAO, at the prompting of a government official investigating strange occurrences in VR, Kazuto takes on a job to investigate a series of murders involving another VRMMORPG called Gun Gale Online (GGO), the AmuSphere (the successor of the NerveGear), and a player called Death Gun. Aided by a female player named Shino "Sinon" Asada, he participates in a gunfight tournament called the Bullet of Bullets (BoB) and discovers the truth behind the murders, which originated with a player who participated in a player-killing guild in SAO. Through his and Sinon's efforts, two suspects are captured, though the third suspect, Johnny Black, escapes. Kazuto is later recruited to test an experimental FullDive machine, Soul Translator (STL), which has an interface far more realistic and complex than the previous machine he had played, to help RATH, a research and development organization under the Ministry of Defense (MOD), develop an artificial intelligence named A.L.I.C.E. He tests the STL by entering the Underworld (UW), a virtual reality cyberspace created with The Seed package. In the UW, the flow of time proceeds a thousand times faster than in the real world, and Kirito's memories of what happens inside are restricted. However, when Johnny Black ambushes and mortally wounds Kazuto with suxamethonium chloride, RATH recovers Kazuto and places him back into the STL to preserve his mind while attempts are made to save him. During his time in Underworld, Kirito befriends Eugeo, a carver in a small village of Rulid, and helps him on a journey to save Alice Zuberg, his friend who was taken by a group of highly skilled warriors known as the Integrity Knights for accidentally breaking a rule of the Axiom Church, the leaders of the Human Empire. He and Eugeo soon find themselves uncovering the secrets of the Axiom Church, led by a woman only known as "The Administrator", and the true purpose of Underworld itself, while unbeknownst to them, a war against the opposing Dark Territory is brewing on the horizon. They meet Alice, now an Integrity Knight, and though she does not remember them, Kirito helps her remember her true identity: a form of true artificial intelligence known as A.L.I.C.E. In the battle against the Administrator, Kirito manages to slay her, though Eugeo dies in the process, to Kirito's dismay. Meanwhile, in the real world, conflict escalates as American forces raid RATH's facility in the Ocean Turtle in an effort to take A.L.I.C.E. for purposes unknown. Two of the attackers - Gabriel "Vecta" Miller and Vassago "Prince of Hell" Cassals - take contr

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  • Argument Web

    Argument Web

    The Argument Web is a large-scale Web of interconnected arguments created by individuals as they express their opinions and interact with the opinions of others. The Argument Web aims to make online debate intuitive for participants such as mediators, students, academics, broadcasters and bloggers, to create a Web infrastructure that allows for the storage, automatic retrieval and analysis of linked argument data, and to improve the quality of online argument and debate. The Argument Web can be described as a portion of a larger Semantic Web. == AIFdb == AIFdb is a database implementation or ‘reification’ of the Argument Interchange Format (AIF), which allows for the storage and retrieval of AIF compliant argument structures. This database solution was provided as a foundation for an open, integrated Argument Web. It offers an extensive range of web services for interacting with stored argument data, while also offering search and argument visualisation features that are all consistent with the formal ontology of AIF. At a basic level, the AIFdb web services allow for the insertion and querying of basic components of an AIF argument, such as nodes, edges and schemes. Building upon this basis, it also facilitates more complex interactions with these AIF argument structures. Such complex queries could make it possible, for example, to determine all the statements made by a particular person in support a given I-Node. While, at its highest level of interaction, AIFdb can handle the import and export of many standard file formats, including SVG, DOT, RDF/XML and other formats of argument theory tools, like Carneades, Rationale and Araucaria. == Argument blogging == ArguBlogging is software which allows its users to select portions of hypertext on webpages in their Web browsers and to agree or disagree with the selected content, posting their arguments to their blogs with linked argument data. It is implemented as a bookmarklet, adding functionality to Web browsers and interoperating with blogging platforms such as Blogger and Tumblr.

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  • Automation in construction

    Automation in construction

    Automation in construction is the combination of methods, processes, and systems that allow for greater machine autonomy in construction activities. Construction automation may have multiple goals, including but not limited to, reducing jobsite injuries, decreasing activity completion times, and assisting with quality control and quality assurance. Some systems may be fielded as a direct response to increasing skilled labor shortages in some countries. Opponents claim that increased automation may lead to less construction jobs and that software leaves heavy equipment vulnerable to hackers. Research insights on this subject are today published in several journals such as Automation in Construction by Elsevier. == Uses of automation in construction == Equipment control and management: Automation can be used to control and monitor construction equipment, such as cranes, excavators, and bulldozers. Material handling: Automated systems can be used to handle, transport, and place materials such as concrete, bricks, and stones. Surveying: Automated survey equipment and drones can be used to collect and analyze data on construction sites. Quality control: Automated systems can be used to monitor and control the quality of materials and construction processes. Safety management: Automated systems can be used to monitor and control safety conditions on construction sites. Scheduling and planning: Automated systems can be used to manage schedules, resources, and costs. Waste management: Automated systems can be used to manage and dispose of waste materials generated during construction. 3D printing: Automated 3D printing can be used to create prototypes, models, and even full-scale building components. == Autonomous heavy equipment == Advances in sensors, machine learning, and autonomous vehicle technology have led to the development of self-operating construction equipment and retrofit systems designed to automate excavators, bulldozers, tracked loaders, skid steer loaders, and haul trucks, allowing them to perform tasks with limited human supervision. Since 2017, tech companies have developed autonomous or semi-autonomous retrofit kits that can be installed on existing construction machinery. Examples include Bedrock Robotics, Built Robotics, and SafeAI, which develop sensor and software systems that enable excavators and other earthmoving machines to operate with varying degrees of autonomy. Major equipment manufacturers have also introduced autonomous capabilities: Caterpillar and John Deere have developed autonomous or semi-autonomous systems for construction and mining equipment, including haul trucks and earthmoving machines. == Transportation сonstruction == Kratos Defense & Security Solutions fielded the world’s first Autonomous Truck-Mounted Attenuator (ATMA) in 2017, in conjunction with Royal Truck & Equipment. == Benefits of automation in construction == The use of automation in construction has become increasingly prevalent in recent years due to its numerous benefits. Automation in construction refers to the use of machinery, software, and other technologies to perform tasks that were previously done manually by workers. One of the most significant benefits of automation in construction is increased productivity. Automation can help speed up construction processes, reduce project completion times, and improve overall efficiency. For example, using automated machinery for tasks such as concrete pouring, bricklaying, and welding can significantly increase the speed and accuracy of these tasks, allowing for more work to be completed in a shorter amount of time. Another benefit of automation in construction is improved safety. By automating tasks that are hazardous to workers, such as demolition or working at height, companies can reduce the risk of accidents and injuries on site. Automation can also help to reduce worker fatigue, which can be a significant factor in accidents and mistakes. Overall, the use of automation in construction can improve productivity, reduce costs, increase safety, and improve the quality of construction projects. As technology continues to advance, the use of automation is likely to become even more prevalent in the construction industry.

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  • Split Up (expert system)

    Split Up (expert system)

    Split Up is an intelligent decision support system, which makes predictions about the distribution of marital property following divorce in Australia. It is designed to assist judges, registrars of the Family Court of Australia, mediators and lawyers. Split Up operates as a hybrid system, combining rule – based reasoning with neural network theory. Rule based reasoning operates within strict parameters, in the form: IF < condition(s) > then . Neural networks, by contrast, are considered to be better suited to generate decisions in uncertain domains, since they can be taught to weigh the factors considered by judicial decision makers from case data. Yet, they do not provide an explanation for the conclusions they reach. Split_up, with a view to overcome this flaw, uses argument structures proposed by Toulmin as the basis for representations from which explanations can be generated. == Application == In Australian family law, a judge in determining the distribution of property will: identify the assets of the marriage included in the common pool establish what percentage of the common pool each party will receive determine a final property order in line with the decisions made in 1. and 2. Split_Up implements step 1 and 2 : the common pool determination and the prediction of a percentage split. === The common pool determination === Since the determination of marital property is rule based, it is implemented using directed graphs. However, the percentage split between the parties is discretionary in that a judge has a wide discretion to look at each party's contributions to the marriage under section 79(4) of the Family Law Act 1975. Broadly, the contributions can be taken as financial or non-financial. The party who can demonstrate a larger contribution to the marital relationship will receive a larger proportion of the assets. The court may further look at each party's financial resources and future needs under section 75(2)of the Family Law Act 1975. These needs can include factors such as the inability to gain employment, the continued care of a child under 18 years of age or medical expenses. This means that different judges may and will reach different conclusions based on the same facts, since each judge assigns different relevant weights to each factor. Split_up determines the percentage split by using a combination of rule- based reasoning and neural networks. === The percentage split determination === In order to determine how judges weigh the different factors, 103 written judgements of commonplace cases were used to establish a database comprising 94 relevant factors for percentage split determination. The factors relevant for a percentage split determination are: Past contributions of a husband relative to those of a wife The husband's future needs relative to those of the wife The wealth of the marriage The factors relevant for a determination of past contributions are The relative direct and indirect contributions of both parties The length of the marriage The relative contributions of both parties to the homemaking role The hierarchy provides a structure that is used to decompose the task of predicting an outcome into 35 subtasks. Outputs of tasks further down the hierarchy are used as inputs into sub-tasks higher up the hierarchy. Each sub-task is treated as a separate and smaller data mining exercise. Twenty one solid arcs represent inferences performed with the use of rule sets. For example, the level of wealth of a marriage is determined by a rule, which uses the common pool value. By contrast, the fourteen dashed arcs establish inferences performed with the use of neural networks. These receive their name from the fact that they resemble a nervous system in the brain. They consist of many self – adjusting processing elements cooperating in a densely interconnected network. Each processing element generates a single output that is transmitted to the other processing element. The output signal of a processing element depends on the input to the processing element, i.e. each input is gated by a weighting factor that determines the amount of influence that the input will have on the output. The strength of the weighting factors is adjusted autonomously by the processing element as the data is processed. In Split_Up, the neural network is a statistical technique for learning the weights of each of the relevant attributes used in a percentage split determination of marital property. Hence the inputs to the neural network are contributions, future needs and wealth, and the output the percentage split predicted. On each arc there is a statistical weight. Using back propagation the neural network learns the necessary pattern to recognize the prediction. It is trained by repeatedly exposing it to examples of the problem and learning the significance (weights) of the input nodes. The neural network used by Split_up is said to generalise well if the output of the network is correct (or nearly correct) for examples not seen during training, which classifies it as an intelligent system. === Toulmin Argument Structure === Since the manner in which these weights are learned is primarily statistical, domain knowledge of legal rules and principles is not modelled directly. However, explanations for a legal conclusion in a domain as discretionary as the determining the distribution of property following divorce, are at least as important as the conclusion reached. Hence the creators of Split_Up used Toulmin Argument structures, to provide independent explanations of the conclusions reached. These operate on the basis that every argument makes an assertion based on some data. The assertion of the argument stands as the claim of the argument. Since knowing the data and the claim, does not necessarily mean that the claim follows from the data, a mechanism is required to justify the claim in the light of the data. The justification is known as the warrant. The backing of an argument supports the validity of the warrant. In the legal domain, this is typically a reference to a statute or a precedent. Here, a neural network (or rules), produce a conclusion from the data of an argument and the data, warrant and backing are reproduced to generate an explanation. It is noteworthy, though, that an argument's warrant is reproduced as an explanation regardless of the claim values used. This lack of claim - sensitivity must be overcome by the different users, i.e., the judge, the representatives for the wife and the representatives for the husband, each of whom is encouraged to use the system to prepare their cases, but not to rely exclusively on its outcome.

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  • DialogOS

    DialogOS

    DialogOS is a graphical programming environment to design computer system which can converse through voice with the user. Dialogs are clicked together in a Flowchart. DialogOS includes bindings to control Lego Mindstorms robots by voice and has bindings to SQL databases, as well as a generic plugin architecture to integrate with other types of backends. DialogOS is used in computer science courses in schools and universities to teach programming and to introduce beginners in the basic principles of human/computer interaction and dialog design. It has also been used in research systems. DialogOS was initially developed commercially by CLT Sprachtechnologie GmbH until its liquidation in 2017. The rights were then acquired by Saarland University and the software was released as open-source. == Bindings to Lego Mindstorms NXT == DialogOS can control the LEGO Mindstorms NXT Series. It uses sensor-nodes to obtain values for the following sensors: noise sensor ultrasonic sensor touch sensor luminosity sensor

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