AI Humanizer

AI Humanizer — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability (CoLA) is a dataset the primary purpose of which is to serve as a benchmark for evaluating the ability of artificial neural networks, including large language models, to judge the grammatical correctness of sentences. It consists of 10,657 English sentences from published linguistics literature that were manually labeled either as grammatical or ungrammatical. == Public version == The publicly available version of CoLA contains 9,594 sentences that belong to training and development sets. It excludes 1,063 sentences reserved for a held-out test set.

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  • Jan Leike

    Jan Leike

    Jan Leike (born 1986 or 1987) is an AI alignment researcher who has worked at DeepMind and OpenAI. He joined Anthropic in May 2024. == Education == Jan Leike obtained his undergraduate degree from the University of Freiburg in Germany. After earning a master's degree in computer science, he pursued a PhD in machine learning at the Australian National University under the supervision of Marcus Hutter. == Career == Leike made a six-month postdoctoral fellowship at the Future of Humanity Institute before joining DeepMind to focus on empirical AI safety research, where he collaborated with Shane Legg. === OpenAI === In 2021, Leike joined OpenAI. In June 2023, he and Ilya Sutskever became the co-leaders of the newly introduced "superalignment" project, which aimed to determine how to align future artificial superintelligences within four years to ensure their safety. This project involved automating AI alignment research using relatively advanced AI systems. At the time, Sutskever was OpenAI's Chief Scientist, and Leike was the Head of Alignment. Leike was featured in Time's list of the 100 most influential personalities in AI, both in 2023 and in 2024. In May 2024, Leike announced his resignation from OpenAI, following the departure of Sutskever, Daniel Kokotajlo and several other AI safety employees from the company. Leike wrote that "Over the past years, safety culture and processes have taken a backseat to shiny products", and that he "gradually lost trust" in OpenAI's leadership. In May 2024, Leike joined Anthropic, an AI company founded by former OpenAI employees.

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  • Aurora (supercomputer)

    Aurora (supercomputer)

    Aurora is an exascale supercomputer that was sponsored by the United States Department of Energy (DOE) and designed by Intel and Cray for Argonne National Laboratory. It was briefly the second fastest supercomputer in the world from November 2023 to June 2024. The cost was estimated in 2019 to be US$500 million. Olivier Franza is the chief architect and principal investigator of this design. == History == In 2013 DOE presented a proposal for an "exascale" supercomputer, capable of speeds in the neighborhood of 1 exaFLOP (1018 floating point mathematical operations per second) with a maximum power consumption of 20 megawatts (MW) by 2020. Aurora was first announced in 2015 and to be finished in 2018. It was expected to have a speed of 180 petaFLOPS which would be around the speed of Summit. Aurora was meant to be the most powerful supercomputer at the time of its launch and to be built by Cray with Intel processors. Later, in 2017, Intel announced that Aurora would be delayed to 2021 but scaled up to 1 exaFLOP. In March 2019, DOE said that it would build the first supercomputer with a performance of one exaFLOP in the United States in 2021. In October 2020, DOE said that Aurora would be delayed again for a further six months, and would no longer be the first exascale computer in the US. In late October 2021 Intel announced that Aurora would now exceed 2 exaFLOPS in peak double-precision compute – That claim however never was realized. The system was fully installed on June 22, 2023. In May 2024, Aurora appeared at number two on the Top500 supercomputer list, with a performance of 1.012 exaFLOPS, marking the second entry of an exascale capable system on the Top500. == Usage == Functions include research on brain structure, nuclear fusion, low carbon technologies, subatomic particles, cancer and cosmology. It will also develop new materials that will be useful for batteries and more efficient solar cells. It is to be available to the general scientific community. == Architecture == Aurora has 10,624 nodes, with each node being composed of two Intel Xeon Max processors, six Intel Max series GPUs and a unified memory architecture, providing a maximum computing power of 130 teraFLOPS per node. It has around 10 petabytes of memory and 230 petabytes of storage. The machine is stated to consume around 39 MW of power. For comparison, the fastest computer in the world today, El Capitan uses 30 MW, while another Top 500 System, Frontier uses 24 MW.

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  • User modeling

    User modeling

    User modeling is the subdivision of human–computer interaction which describes the process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs. The system needs to "say the 'right' thing at the 'right' time in the 'right' way". To do so it needs an internal representation of the user. Another common purpose is modeling specific kinds of users, including modeling of their skills and declarative knowledge, for use in automatic software-tests. User-models can thus serve as a cheaper alternative to user testing but should not replace user testing. == Background == A user model is the collection and categorization of personal data associated with a specific user. A user model is a (data) structure that is used to capture certain characteristics about an individual user, and a user profile is the actual representation in a given user model. The process of obtaining the user profile is called user modeling. Therefore, it is the basis for any adaptive changes to the system's behavior. Which data is included in the model depends on the purpose of the application. It can include personal information such as users' names and ages, their interests, their skills and knowledge, their goals and plans, their preferences and their dislikes or data about their behavior and their interactions with the system. There are different design patterns for user models, though often a mixture of them is used. Static user models Static user models are the most basic kinds of user models. Once the main data is gathered they are normally not changed again, they are static. Shifts in users' preferences are not registered and no learning algorithms are used to alter the model. Dynamic user models Dynamic user models allow a more up to date representation of users. Changes in their interests, their learning progress or interactions with the system are noticed and influence the user models. The models can thus be updated and take the current needs and goals of the users into account. Stereotype based user models Stereotype based user models are based on demographic statistics. Based on the gathered information users are classified into common stereotypes. The system then adapts to this stereotype. The application therefore can make assumptions about a user even though there might be no data about that specific area, because demographic studies have shown that other users in this stereotype have the same characteristics. Thus, stereotype based user models mainly rely on statistics and do not take into account that personal attributes might not match the stereotype. However, they allow predictions about a user even if there is rather little information about him or her. Highly adaptive user models Highly adaptive user models try to represent one particular user and therefore allow a very high adaptivity of the system. In contrast to stereotype based user models they do not rely on demographic statistics but aim to find a specific solution for each user. Although users can take great benefit from this high adaptivity, this kind of model needs to gather a lot of information first. == Data gathering == Information about users can be gathered in several ways. There are three main methods: Asking for specific facts while (first) interacting with the system Mostly this kind of data gathering is linked with the registration process. While registering users are asked for specific facts, their likes and dislikes and their needs. Often the given answers can be altered afterwards. Learning users' preferences by observing and interpreting their interactions with the system In this case users are not asked directly for their personal data and preferences, but this information is derived from their behavior while interacting with the system. The ways they choose to accomplish a tasks, the combination of things they takes interest in, these observations allow inferences about a specific user. The application dynamically learns from observing these interactions. Different machine learning algorithms may be used to accomplish this task. A hybrid approach which asks for explicit feedback and alters the user model by adaptive learning This approach is a mixture of the ones above. Users have to answer specific questions and give explicit feedback. Furthermore, their interactions with the system are observed and the derived information are used to automatically adjust the user models. Though the first method is a good way to quickly collect main data it lacks the ability to automatically adapt to shifts in users' interests. It depends on the users' readiness to give information and it is unlikely that they are going to edit their answers once the registration process is finished. Therefore, there is a high likelihood that the user models are not up to date. However, this first method allows the users to have full control over the collected data about them. It is their decision which information they are willing to provide. This possibility is missing in the second method. Adaptive changes in a system that learns users' preferences and needs only by interpreting their behavior might appear a bit opaque to the users, because they cannot fully understand and reconstruct why the system behaves the way it does. Moreover, the system is forced to collect a certain amount of data before it is able to predict the users' needs with the required accuracy. Therefore, it takes a certain learning time before a user can benefit from adaptive changes. However, afterwards these automatically adjusted user models allow a quite accurate adaptivity of the system. The hybrid approach tries to combine the advantages of both methods. Through collecting data by directly asking its users it gathers a first stock of information which can be used for adaptive changes. By learning from the users' interactions it can adjust the user models and reach more accuracy. Yet, the designer of the system has to decide, which of these information should have which amount of influence and what to do with learned data that contradicts some of the information given by a user. == System adaptation == Once a system has gathered information about a user it can evaluate that data by preset analytical algorithm and then start to adapt to the user's needs. These adaptations may concern every aspect of the system's behavior and depend on the system's purpose. Information and functions can be presented according to the user's interests, knowledge or goals by displaying only relevant features, hiding information the user does not need, making proposals what to do next and so on. One has to distinguish between adaptive and adaptable systems. In an adaptable system the user can manually change the system's appearance, behavior or functionality by actively selecting the corresponding options. Afterwards the system will stick to these choices. In an adaptive system a dynamic adaption to the user is automatically performed by the system itself, based on the built user model. Thus, an adaptive system needs ways to interpret information about the user in order to make these adaptations. One way to accomplish this task is implementing rule-based filtering. In this case a set of IF... THEN... rules is established that covers the knowledge base of the system. The IF-conditions can check for specific user-information and if they match the THEN-branch is performed which is responsible for the adaptive changes. Another approach is based on collaborative filtering. In this case information about a user is compared to that of other users of the same systems. Thus, if characteristics of the current user match those of another, the system can make assumptions about the current user by presuming that he or she is likely to have similar characteristics in areas where the model of the current user is lacking data. Based on these assumption the system then can perform adaptive changes. == Usages == Adaptive hypermedia: In an adaptive hypermedia system the displayed content and the offered hyperlinks are chosen on basis of users' specific characteristics, taking their goals, interests, knowledge and abilities into account. Thus, an adaptive hypermedia system aims to reduce the "lost in hyperspace" syndrome by presenting only relevant information. Adaptive educational hypermedia: Being a subdivision of adaptive hypermedia the main focus of adaptive educational hypermedia lies on education, displaying content and hyperlinks corresponding to the user's knowledge on the field of study. Intelligent tutoring system: Unlike adaptive educational hypermedia systems intelligent tutoring systems are stand-alone systems. Their aim is to help students in a specific field of study. To do so, they build up a user model where they store information about abilities, knowledge and needs of the user. The system can now adapt to this user by presenting approp

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  • Key frame

    Key frame

    In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called frames because their position in time is measured in frames on a strip of film or on a digital video editing timeline. A sequence of key frames defines which movement the viewer will see, whereas the position of the key frames on the film, video, or animation defines the timing of the movement. Because only two or three key frames over the span of a second do not create the illusion of movement, the remaining frames are filled with "inbetweens". == Use of key frames as a means to change parameters == In software packages that support animation, especially 3D graphics, there are many parameters that can be changed for any one object. One example of such an object is a light. In 3D graphics, lights function similarly to real-world lights. They cause illumination, cast shadows, and create specular highlights. Lights have many parameters, including light intensity, beam size, light color, and the texture cast by the light. Supposing that an animator wants the beam size to change smoothly from one value to another within a predefined period of time, that could be achieved by using key frames. At the start of the animation, a beam size value is set. Another value is set for the end of the animation. Thus, the software program automatically interpolates the two values, creating a smooth transition. == Video editing == In non-linear digital video editing, as well as in video compositing software, a key frame is a frame used to indicate the beginning or end of a change made to a parameter. For example, a key frame could be set to indicate the point at which audio will have faded up or down to a certain level. == Video compression == In video compression, a key frame, also known as an intra-frame, is a frame in which a complete image is stored in the data stream. In video compression, only changes that occur from one frame to the next are stored in the data stream, in order to greatly reduce the amount of information that must be stored. This technique capitalizes on the fact that most video sources (such as a typical movie) have only small changes in the image from one frame to the next. Whenever a drastic change to the image occurs, such as when switching from one camera shot to another or at a scene change, a key frame must be created. The entire image for the frame must be output when the visual difference between the two frames is so great that representing the new image incrementally from the previous frame would require more data than recreating the whole image. Because video compression only stores incremental changes between frames (except for key frames), it is not possible to fast-forward or rewind to any arbitrary spot in the video stream. That is because the data for a given frame only represents how that frame was different from the preceding one. For that reason, it is beneficial to include key frames at arbitrary intervals while encoding video. For example, a key frame may be output once for each 10 seconds of video, even though the video image does not change enough visually to warrant the automatic creation of the key frame. That would allow seeking within the video stream at a minimum of 10-second intervals. The downside is that the resulting video stream will be larger in disk size because many key frames are added when they are not necessary for the frame's visual representation. This drawback, however, does not produce significant compression loss when the bitrate is already set at a high value for better quality (as in the DVD MPEG-2 format).

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  • Knowledge processing for robots

    Knowledge processing for robots

    KnowRob (Knowledge processing for robots) is a system which combines knowledge representation and reasoning methods to acquire and ground knowledge. This system is the backbone of openEASE. both under developing at the Institute for Artificial Intelligence at the University of Bremen, Germany. == The framework == KnowRob can serve as a common sense framework for the integration of knowledge. This knowledge can be static encyclopedic knowledge, common sense knowledge, task descriptions, environment models, object information, observed actions, etc., which can come from different sources, like manually axiomatized, derived from observations, or imported from the web. KnowRob has been used by different research groups, as the Rice University using the ontological knowledge base in a robotic platform. As well by the Eindhoven University of Technology research group competing in the RoboCup league, in the "at Home" category, with the RoboEarth project. As well, KnowRob is mentioned in the work of some research groups from the Lucian Blaga University of Sibiu, Middle East Technical University in their combination of different knowledge bases, Keio University as related work because of the ontology service, University of Texas at Austin as related work as well because of the relation with the work presented, Hanyang University as related work as an OWL based knowledge processing framework. == Representations == To represent the knowledge, KnowRob uses the OWL ontology language and an extended first-order logic knowledge representation with computable predicates. To give the order of subactions, KnowRob includes a pair-wise ordering constrain, which gives a partial ordering. KnowRob adopts the closed-world assumption Prolog, and an open-world assumption by the use of computables. To include reasoning rules into Prolog, KnowRob uses an inference procedure beyond the capabilities of OWL to extract information about tasks executions. In its second version, KnowRob provides a logic interface to the hybrid reasoning kernel as a logic based language. This language presents the hybrid reasoning kernel as if everything were entities retrievable by providing partial descriptions for them. This entities descriptions include objects, their parts, and articulation models, environments composed of objects, software components, actions, and events. === Episodic memories === Episodic memory is related to the experience information, which is organized temporally and spatially, alongside combined with context information. In KnowRob, an episodic memory is understood as a recording that the agent makes of the ongoing activity, which includes very detailed information about the actions, motions, their purposes, effects and the behavior they generate, it also includes the images captured during execution, etc. == Usage == The knowledge is computed by external methods using Prolog queries. In the second version of the KnowRob system, is included a better structure of the packages and documentations. Which includes some extensions from the previous version, as well as a logic based language. For example, a cup description from perception can be represented in this language as: entity(Cup,[an, object, [type, cup], [shape, cylinder], [color, orange]]) As well, a controller could represent the same object as: entity(Cup, [an, object, [type, cup], [proper_physical_parts, [an, object, [type, handle], [grasp−pose, G−pose]]]]) The interface language is comparable to other query languages for symbolic knowledge bases. KnowRob's query language integrates reasoning methods, such as the simulation-based reasoning. == Goals == The goal of the KnowRob framework is to make semantic knowledge available for service robots. It is able to answer queries about missing information in vague instructions for tasks. This is possible with the actions hierarchical representation and information about objects which can be included in certain action.

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  • Hive (artificial intelligence company)

    Hive (artificial intelligence company)

    Hive is an American artificial intelligence company offering machine learning models via APIs to enterprise customers. Hive uses around 700,000 gig workers to train data for its models through its Hive Work app. One of Hive's major offerings is to provide automated content moderation services. == Products == Hive is reported to have been engaged to provide content moderation services to social news aggregator Reddit, Giphy, BeReal, Donald Trump-affiliated social network Truth Social, and on online chat website Chatroulette. Parler, after its shutdown by content service providers in early 2021 due to a lack of content moderation, integrated with Hive and was allowed back in the App Store. Hive's content moderation models have been leveraged widely in the livestreaming industry, where the cost of human moderation is high. Hive's models have also been used in events such as the Super Bowl and March Madness, and its contextual advertising models used by NBC Universal and Vevo. Hive provides APIs to detect deepfakes and AI-generated artwork. In early 2023, Hive released a free demo text classifier intended to detect AI-generated text. Mark Hachman at PC World rated Hive's classifier favorably and found it more reliable than OpenAI's AI text classifier. == History == Hive was founded by Kevin Guo and Dmitriy Karpman, and in April 2021, announced $85M in new capital at a valuation of $2 billion.

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  • AlphaGo

    AlphaGo

    AlphaGo is a computer program that plays the board game Go. It was developed by the London-based DeepMind Technologies, an acquired subsidiary of Google. Subsequent versions of AlphaGo became increasingly powerful, including a version that competed under the name Master. After retiring from competitive play, AlphaGo Master was succeeded by an even more powerful version known as AlphaGo Zero, which was completely self-taught without learning from human games. AlphaGo Zero was then generalized into a program known as AlphaZero, which played additional games, including chess and shogi. AlphaZero has in turn been succeeded by a program known as MuZero which learns without being taught the rules. AlphaGo and its successors use a Monte Carlo tree search algorithm to find its moves based on knowledge previously acquired by machine learning, specifically by an artificial neural network (a deep learning method) by extensive training, both from human and computer play. A neural network is trained to identify the best moves and the winning percentages of these moves. This neural network improves the strength of the tree search, resulting in stronger move selection in the next iteration. In October 2015, in a match against Fan Hui, the original AlphaGo became the first computer Go program to beat a human professional Go player without handicap on a full-sized 19×19 board. In March 2016, it beat Lee Sedol in a five-game match, the first time a computer Go program has beaten a 9-dan professional without handicap. Although it lost to Lee Sedol in the fourth game, Lee resigned in the final game, giving a final score of 4 games to 1 in favour of AlphaGo. In recognition of the victory, AlphaGo was awarded an honorary 9-dan by the Korea Baduk Association. The lead up and the challenge match with Lee Sedol were documented in a documentary film also titled AlphaGo, directed by Greg Kohs. The win by AlphaGo was chosen by Science as one of the Breakthrough of the Year runners-up on 22 December 2016. At the 2017 Future of Go Summit, the Master version of AlphaGo beat Ke Jie, the number one ranked player in the world at the time, in a three-game match, after which AlphaGo was awarded professional 9-dan by the Chinese Weiqi Association. After the match between AlphaGo and Ke Jie, DeepMind retired AlphaGo, while continuing AI research in other areas. The self-taught AlphaGo Zero achieved a 100–0 victory against the early competitive version of AlphaGo, and its successor AlphaZero was perceived as the world's top player in Go by the end of the 2010s. == History == Go is considered much more difficult for computers to win than other games such as chess, because its strategic and aesthetic nature makes it hard to directly construct an evaluation function, and its much larger branching factor makes it prohibitively difficult to use traditional AI methods such as alpha–beta pruning, tree traversal and heuristic search. Almost two decades after IBM's computer Deep Blue beat world chess champion Garry Kasparov in the 1997 match, the strongest Go programs using artificial intelligence techniques only reached about amateur 5-dan level, and still could not beat a professional Go player without a handicap. In 2012, the software program Zen, running on a four PC cluster, beat Masaki Takemiya (9p) twice at five- and four-stone handicaps. In 2013, Crazy Stone beat Yoshio Ishida (9p) at a four-stone handicap. According to DeepMind's David Silver, the AlphaGo research project was formed around 2014 to test how well a neural network using deep learning can compete at Go. AlphaGo represents a significant improvement over previous Go programs. In 500 games against other available Go programs, including Crazy Stone and Zen, AlphaGo running on a single computer won all but one. In a similar matchup, AlphaGo running on multiple computers won all 500 games played against other Go programs, and 77% of games played against AlphaGo running on a single computer. The distributed version in October 2015 was using 1,202 CPUs and 176 GPUs. === Match against Fan Hui === In October 2015, the distributed version of AlphaGo defeated the European Go champion Fan Hui, a 2-dan (out of 9 dan possible) professional, five to zero. This was the first time a computer Go program had beaten a professional human player on a full-sized board without handicap. The announcement of the news was delayed until 27 January 2016 to coincide with the publication of a paper in the journal Nature describing the algorithms used. === Match against Lee Sedol === AlphaGo played South Korean professional Go player Lee Sedol, ranked 9-dan, one of the best players at Go, with five games taking place at the Four Seasons Hotel in Seoul, South Korea on 9, 10, 12, 13, and 15 March 2016, which were video-streamed live. Out of five games, AlphaGo won four games and Lee won the fourth game which made him recorded as the only human player who beat AlphaGo in all of its 74 official games. AlphaGo ran on Google's cloud computing with its servers located in the United States. The match used Chinese rules with a 7.5-point komi, and each side had two hours of thinking time plus three 60-second byoyomi periods. The version of AlphaGo playing against Lee used a similar amount of computing power as was used in the Fan Hui match. The Economist reported that it used 1,920 CPUs and 280 GPUs. At the time of play, Lee Sedol had the second-highest number of Go international championship victories in the world after South Korean player Lee Chang-ho who kept the world championship title for 16 years. Since there is no single official method of ranking in international Go, the rankings may vary among the sources. While he was ranked top sometimes, some sources ranked Lee Sedol as the fourth-best player in the world at the time. AlphaGo was not specifically trained to face Lee nor was designed to compete with any specific human players. The first three games were won by AlphaGo following resignations by Lee. However, Lee beat AlphaGo in the fourth game, winning by resignation at move 180. AlphaGo then continued to achieve a fourth win, winning the fifth game by resignation. The prize was US$1 million. Since AlphaGo won four out of five and thus the series, the prize will be donated to charities, including UNICEF. Lee Sedol received $150,000 for participating in all five games and an additional $20,000 for his win in Game 4. In June 2016, at a presentation held at a university in the Netherlands, Aja Huang, one of the Deep Mind team, revealed that they had patched the logical weakness that occurred during the 4th game of the match between AlphaGo and Lee, and that after move 78 (which was dubbed the "divine move" by many professionals), it would play as intended and maintain Black's advantage. Before move 78, AlphaGo was leading throughout the game, but Lee's move caused the program's computing powers to be diverted and confused. Huang explained that AlphaGo's policy network of finding the most accurate move order and continuation did not precisely guide AlphaGo to make the correct continuation after move 78, since its value network did not determine Lee's 78th move as being the most likely, and therefore when the move was made AlphaGo could not make the right adjustment to the logical continuation. === Sixty online games === On 29 December 2016, a new account on the Tygem server named "Magister" (shown as 'Magist' at the server's Chinese version) from South Korea began to play games with professional players. It changed its account name to "Master" on 30 December, then moved to the FoxGo server on 1 January 2017. On 4 January, DeepMind confirmed that the "Magister" and the "Master" were both played by an updated version of AlphaGo, called AlphaGo Master. As of 5 January 2017, AlphaGo Master's online record was 60 wins and 0 losses, including three victories over Go's top-ranked player, Ke Jie, who had been quietly briefed in advance that Master was a version of AlphaGo. After losing to Master, Gu Li offered a bounty of 100,000 yuan (US$14,400) to the first human player who could defeat Master. Master played at the pace of 10 games per day. Many quickly suspected it to be an AI player due to little or no resting between games. Its adversaries included many world champions such as Ke Jie, Park Jeong-hwan, Yuta Iyama, Tuo Jiaxi, Mi Yuting, Shi Yue, Chen Yaoye, Li Qincheng, Gu Li, Chang Hao, Tang Weixing, Fan Tingyu, Zhou Ruiyang, Jiang Weijie, Chou Chun-hsun, Kim Ji-seok, Kang Dong-yun, Park Yeong-hun, and Won Seong-jin; national champions or world championship runners-up such as Lian Xiao, Tan Xiao, Meng Tailing, Dang Yifei, Huang Yunsong, Yang Dingxin, Gu Zihao, Shin Jinseo, Cho Han-seung, and An Sungjoon. All 60 games except one were fast-paced games with three 20 or 30 seconds byo-yomi. Master offered to extend the byo-yomi to one minute when playing with Nie Weiping in consideration of his age. After winning its 59th game Master revealed itse

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  • Mathematical morphology

    Mathematical morphology

    Mathematical morphology (MM) is a theory and technique for analyzing and processing geometrical structures. It's based on set theory, lattice theory, topology, and random functions. MM is most commonly applied to digital images, but it can be employed as well on graphs, surface meshes, solids, and many other spatial structures. Topological and geometrical continuous-space concepts such as size, shape, convexity, connectivity, and geodesic distance, were introduced by MM on both continuous and discrete spaces. MM is also the foundation of morphological image processing, which consists of a set of operators that transform images according to the above characterizations. The basic morphological operators are erosion, dilation, opening and closing. MM was originally developed for binary images, and was later extended to grayscale functions and images. The subsequent generalization to complete lattices is widely accepted today as MM's theoretical foundation. == History == Mathematical Morphology was developed in 1964 by the collaborative work of Georges Matheron and Jean Serra, at the École des Mines de Paris, France. Matheron supervised the PhD thesis of Serra, devoted to the quantification of mineral characteristics from thin cross sections, and this work resulted in a novel practical approach, as well as theoretical advancements in integral geometry and topology. In 1968, the Centre de Morphologie Mathématique was founded by the École des Mines de Paris in Fontainebleau, France, led by Matheron and Serra. During the rest of the 1960s and most of the 1970s, MM dealt essentially with binary images, treated as sets, and generated a large number of binary operators and techniques: Hit-or-miss transform, dilation, erosion, opening, closing, granulometry, thinning, skeletonization, ultimate erosion, conditional bisector, and others. A random approach was also developed, based on novel image models. Most of the work in that period was developed in Fontainebleau. From the mid-1970s to mid-1980s, MM was generalized to grayscale functions and images as well. Besides extending the main concepts (such as dilation, erosion, etc.) to functions, this generalization yielded new operators, such as morphological gradients, top-hat transform and the Watershed (MM's main segmentation approach). In the 1980s and 1990s, MM gained a wider recognition, as research centers in several countries began to adopt and investigate the method. MM started to be applied to a large number of imaging problems and applications, especially in the field of non-linear filtering of noisy images. In 1986, Serra further generalized MM, this time to a theoretical framework based on complete lattices. This generalization brought flexibility to the theory, enabling its application to a much larger number of structures, including color images, video, graphs, meshes, etc. At the same time, Matheron and Serra also formulated a theory for morphological filtering, based on the new lattice framework. The 1990s and 2000s also saw further theoretical advancements, including the concepts of connections and levelings. In 1993, the first International Symposium on Mathematical Morphology (ISMM) took place in Barcelona, Spain. Since then, ISMMs are organized every 2–3 years: Fontainebleau, France (1994); Atlanta, USA (1996); Amsterdam, Netherlands (1998); Palo Alto, CA, USA (2000); Sydney, Australia (2002); Paris, France (2005); Rio de Janeiro, Brazil (2007); Groningen, Netherlands (2009); Intra (Verbania), Italy (2011); Uppsala, Sweden (2013); Reykjavík, Iceland (2015); Fontainebleau, France (2017); and Saarbrücken, Germany (2019). =

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  • AI Futures Project

    AI Futures Project

    The AI Futures Project is a nonprofit research organization based in the United States that specializes in forecasting the development and societal impact of advanced artificial intelligence. The organization is best known for its 2025 scenario forecast, AI 2027, which examines the potential near-term emergence of artificial general intelligence (AGI) and its possible global consequences. == History == The AI Futures Project was founded in 2025 by Daniel Kokotajlo, a former researcher in the governance division of OpenAI. Kokotajlo resigned from OpenAI in April 2024, expressing concerns that the company prioritized rapid product development over AI safety and was advancing without sufficient safeguards. He founded the nonprofit to conduct independent forecasting and policy research. The organization is registered as a 501(c)(3) nonprofit in the United States and is funded through donations. It operates with a small research staff and network of advisors drawn from fields including AI policy, forecasting, and risk analysis. == Activities == The mission of the AI Futures Project is to develop detailed scenario forecasts of the trajectory of advanced AI systems to inform policymakers, researchers, and the public. In addition to written reports, the group has conducted tabletop exercises and workshops based on its scenarios, involving participants from academia, technology, and public policy. == AI 2027 == In April 2025, the AI Futures Project released AI 2027, a detailed scenario forecast describing possible developments in AI between 2025 and 2027. The report was authored by Daniel Kokotajlo along with Eli Lifland, Thomas Larsen, and Romeo Dean, with editing assistance from blogger Scott Alexander. The scenario depicts very rapid progress in AI capabilities, including the development of autonomous AI systems capable of recursive self-improvement. AI 2027 presents two alternative endings: one in which international competition over advanced AI leads to catastrophic loss of human control, and another in which coordinated global action slows down development and averts imminent disaster. The authors emphasize that the narratives are hypothetical and intended as planning tools rather than literal forecasts. == Reception == AI 2027 attracted attention from technology journalists and AI researchers. Some commentators praised the report for its level of detail and its usefulness as a strategic planning exercise, while others criticized the scenario as implausibly aggressive in its timelines. The report was cited in policy discussions about AI governance. U.S. Vice President JD Vance reportedly read AI 2027 and referenced its warnings in conversations about international AI coordination. More recent reporting noted that the authors of AI 2027 had publicly revised some of their timelines. According to Kokotajlo, developments since the report's original publication suggested a slower path toward fully autonomous AI research systems than initially forecasted.

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  • Computer Science Ontology

    Computer Science Ontology

    The Computer Science Ontology (CSO) is an automatically generated taxonomy of research topics in the field of Computer Science. It was produced by the Open University in collaboration with Springer Nature by running an information extraction system over a large corpus of scientific articles. Several branches were manually improved by domain experts. The current version (CSO 3.2) includes about 14K research topics and 160K semantic relationships. CSO is available in OWL, Turtle, and N-Triples. It is aligned with several other knowledge graphs, including DBpedia, Wikidata, YAGO, Freebase, and Cyc. New versions of CSO are regularly released on the CSO Portal. CSO is mostly used to characterise scientific papers and other documents according to their research areas, in order to enable different kinds of analytics. The CSO Classifier is an open-source python tool for automatically annotating documents with CSO. == Applications == Recommender Systems. Computing the semantic similarity of documents. Extracting metadata from video lecture subtitles. Performing bibliometrics analysis.

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  • Frame (artificial intelligence)

    Frame (artificial intelligence)

    Frames are an artificial intelligence data structure used to divide knowledge into substructures by representing "stereotyped situations". They were proposed by Marvin Minsky in his 1974 article "A Framework for Representing Knowledge". Frames are the primary data structure used in artificial intelligence frame languages; they are stored as ontologies of sets. Frames are also an extensive part of knowledge representation and reasoning schemes. They were originally derived from semantic networks and are therefore part of structure-based knowledge representations. According to Russell and Norvig's Artificial Intelligence: A Modern Approach, structural representations assemble "facts about particular object and event types and [arrange] the types into a large taxonomic hierarchy analogous to a biological taxonomy". == Frame structure == The frame contains information on how to use the frame, what to expect next, and what to do when these expectations are not met. Some information in the frame is generally unchanged while other information, stored in "terminals", usually change. Terminals can be considered as variables. Top-level frames carry information, that is always true about the problem in hand, however, terminals do not have to be true. Their value might change with the new information encountered. Different frames may share the same terminals. Each piece of information about a particular frame is held in a slot. The information can contain: Facts or Data Values (called facets) Procedures (also called procedural attachments) IF-NEEDED: deferred evaluation IF-ADDED: updates linked information Default Values For Data For Procedures Other Frames or Subframes == Features and advantages == A frame's terminals are already filled with default values, which is based on how the human mind works. For example, when a person is told "a boy kicks a ball", most people will visualize a particular ball (such as a familiar soccer ball) rather than imagining some abstract ball with no attributes. One particular strength of frame-based knowledge representations is that, unlike semantic networks, they allow for exceptions in particular instances. This gives frames a degree of flexibility that allows representations to reflect real-world phenomena more accurately. Like semantic networks, frames can be queried using spreading activation. Following the rules of inheritance, any value given to a slot that is inherited by subframes will be updated (IF-ADDED) to the corresponding slots in the subframes and any new instances of a particular frame will feature that new value as the default. Because frames are based on structures, it is possible to generate a semantic network given a set of frames even though it lacks explicit arcs. References to Noam Chomsky and his generative grammar of 1950 are generally missing from Minsky's work. The simplified structures of frames allow for easy analogical reasoning, a much prized feature in any intelligent agent. The procedural attachments provided by frames also allow a degree of flexibility that makes for a more realistic representation and gives a natural affordance for programming applications. == Example == Worth noticing here is the easy analogical reasoning (comparison) that can be done between a boy and a monkey just by having similarly named slots. Also notice that Alex, an instance of a boy, inherits default values like "Sex" from the more general parent object Boy, but the boy may also have different instance values in the form of exceptions such as the number of legs. == Frame language == A frame language is a technology used for knowledge representation in artificial intelligence. They are similar to class hierarchies in object-oriented languages although their fundamental design goals are different. Frames are focused on explicit and intuitive representation of knowledge whereas objects focus on encapsulation and information hiding. Frames originated in AI research and objects primarily in software engineering. However, in practice, the techniques and capabilities of frame and object-oriented languages overlap significantly. === Example === A simple example of concepts modeled in a frame language is the Friend of A Friend (FOAF) ontology defined as part of the Semantic Web as a foundation for social networking and calendar systems. The primary frame in this simple example is a Person. Example slots are the person's email, home page, phone, etc. The interests of each person can be represented by additional frames describing the space of business and entertainment domains. The slot knows links each person with other persons. Default values for a person's interests can be inferred by the web of people they are friends of. === Implementations === The earliest frame-based languages were custom developed for specific research projects and were not packaged as tools to be re-used by other researchers. Just as with expert system inference engines, researchers soon realized the benefits of extracting part of the core infrastructure and developing general-purpose frame languages that were not coupled to specific applications. One of the first general-purpose frame languages was KRL. One of the most influential early frame languages was KL-ONE. KL-ONE spawned several subsequent Frame languages. One of the most widely used successors to KL-ONE was the Loom language developed by Robert MacGregor at the Information Sciences Institute. In the 1980s, Artificial Intelligence generated a great deal of interest in the business world fueled by expert systems. This led to the development of many commercial products for the development of knowledge-based systems. These early products were usually developed in Lisp and integrated constructs such as IF-THEN rules for logical reasoning with Frame hierarchies for representing data. One of the most well known of these early Lisp knowledge-base tools was the Knowledge Engineering Environment (KEE) from Intellicorp. KEE provided a full Frame language with multiple inheritance, slots, triggers, default values, and a rule engine that supported backward and forward chaining. As with most early commercial versions of AI software KEE was originally deployed in Lisp on Lisp machine platforms but was eventually ported to PCs and Unix workstations. The research agenda of the Semantic Web spawned a renewed interest in automatic classification and frame languages. An example is the Web Ontology Language (OWL) standard for describing information on the Internet. OWL is a standard to provide a semantic layer on top of the Internet. The goal is that rather than searching the web using keywords as most search engines (e.g. Google) do today, the web can be organized by concepts organized in an ontology, like a directory structure. The name of the OWL language itself provides a good example of the value of a Semantic Web. If one were to search for "OWL" using the Internet today most of the pages retrieved would be on the bird Owl rather than the standard OWL. With a Semantic Web it would be possible to specify the concept "Web Ontology Language" and the user would not need to worry about the various possible acronyms or synonyms as part of the search. Likewise, the user would not need to worry about homonyms crowding the search results with irrelevant data such as information about birds of prey as in this simple example. In addition to OWL, various standards and technologies that are relevant to the Semantic Web and were influenced by Frame languages include OIL and DAML. The Protege Open Source software tool from Stanford University provides an ontology editing capability that is built on OWL and has the full capabilities of a classifier. However it ceased to explicitly support frames as of version 3.5 (which is maintained for those preferring frame orientation), with the current version being 5.6.8 as of 2025. The justification for moving from explicit frames being that OWL DL is more expressive and "industry standard". === Comparison of frames and objects === Frame languages have a significant overlap with object-oriented languages. The terminologies and goals of the two communities were different but as they moved from the academic world and labs to the commercial world developers tended to not care about philosophical issues and focused primarily on specific capabilities, taking the best from either camp regardless of where the idea began. What both paradigms have in common is a desire to reduce the distance between concepts in the real world and their implementation in software. As such both paradigms arrived at the idea of representing the primary software objects in taxonomies starting with very general types and progressing to more specific types. The following table illustrates the correlation between standard terminology from the object-oriented and frame language communities: The primary difference between the two paradigms was in the degree that encapsulation was considered a majo

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  • Camfecting

    Camfecting

    In computer security, camfecting is the process of attempting to hack into a person's webcam and activate it without the webcam owner's permission. The remotely activated webcam can be used to watch anything within the webcam's field of vision, sometimes including the webcam owner themselves. Camfecting is most often carried out by infecting the victim's computer with a virus that can provide the hacker access to their webcam. This attack is specifically targeted at the victim's webcam, and hence the name camfecting, a portmanteau of the words camera and infecting. Typically, a webcam hacker or a camfecter sends his victim an innocent-looking application which has a hidden Trojan software through which the camfecter can control the victim's webcam. The camfecter virus installs itself silently when the victim runs the original application. Once installed, the camfecter can turn on the webcam and capture pictures/videos. The camfecter software works just like the original webcam software present in the victim computer, the only difference being that the camfecter controls the software instead of the webcam's owner. == Notable cases == Marcus Thomas, former assistant director of the FBI's Operational Technology Division in Quantico, said in a 2013 story in The Washington Post that the FBI had been able to covertly activate a computer's camera—without triggering the light that lets users know it is recording—for several years. In November 2013, American teenager Jared James Abrahams pleaded guilty to hacking over 100-150 women and installing the highly invasive malware Blackshades on their computers in order to obtain nude images and videos of them. One of his victims was Miss Teen USA 2013 Cassidy Wolf. Researchers from Johns Hopkins University have shown how to covertly capture images from the iSight camera on MacBook and iMac models released before 2008, by reprogramming the microcontroller's firmware. == Prevention == A computer that does not have an up-to-date webcam software or any anti-virus (or firewall) software installed and operational may be at increased risk for camfecting from different types of malware. Softcams may nominally increase this risk, if not maintained or configured properly. Although a person cannot protect themselves from zero-day exploits that could potentially activate a camera unknowingly, such as Pegasus is able to do on smartphones. The only way to truly avoid being watched through your own camera is by blocking it physically, since software blocks can be overriden by advanced persistent threats. A simple piece of tape is more commonly used to offuscate the feed of the camera. With even Mark Zuckerberg doing so on his personal laptop that appeared during a presentation. And it being the way Snowden, an ex-contractor for the NSA, is portrayed to do so to prevent camfecting in the biopic Snowden. There is now a market for the manufacture and sale of sliding lens covers that allow users to physically block their computer's camera and, in some cases, microphone. A number of phone and laptop manufacturers tried to implement pop-up cameras that can only be opened manually by the user. But the trend did not become mainstream because of the engineering it took to keep the mechanisms up to date, aswell as the fragility and durability of the cameras.

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  • Information Processing Language

    Information Processing Language

    Information Processing Language (IPL) is a programming language created by Allen Newell, Cliff Shaw, and Herbert A. Simon at RAND Corporation and the Carnegie Institute of Technology about 1956. Newell had the job of language specifier-application programmer, Shaw was the system programmer, and Simon had the job of application programmer-user. IPL included features to facilitate AI programming, specifically problem solving. such as lists, dynamic memory allocation, data types, recursion, functions as arguments, generators, and cooperative multitasking. IPL also introduced the concepts of symbol processing and list processing. Unfortunately, all of these innovations were cast in a difficult assembly-language style. Nonetheless, IPL-V (the only public version of IPL) ran on many computers through the mid 1960s. == Basics of IPL == An IPL computer has: A set of symbols. All symbols are addresses, and name cells. Unlike symbols in later languages, symbols consist of a character followed by a number, and are written H1, A29, 9–7, 9–100. Cell names beginning with a letter are regional, and are absolute addresses. Cell names beginning with "9-" are local, and are meaningful within the context of a single list. One list's 9-1 is independent of another list's 9–1. Other symbols (e.g., pure numbers) are internal. A set of cells. Lists are made from several cells including mutual references. Cells have several fields: P, a 3-bit field used for an operation code when the cell is used as an instruction, and unused when the cell is data. Q, a 3-valued field used for indirect reference when the cell is used as an instruction, and unused when the cell is data. SYMB, a symbol used as the value in the cell. A set of primitive processes, which would be termed primitive functions in modern languages. The data structure of IPL is the list, but lists are more intricate structures than in many languages. A list consists of a singly linked sequence of symbols, as might be expected—plus some description lists, which are subsidiary singly linked lists interpreted as alternating attribute names and values. IPL provides primitives to access and mutate attribute value by name. The description lists are given local names (of the form 9–1). So, a list named L1 containing the symbols S4 and S5, and described by associating value V1 to attribute A1 and V2 to A2, would be stored as follows. 0 indicates the end of a list; the cell names 100, 101, etc. are automatically generated internal symbols whose values are irrelevant. These cells can be scattered throughout memory; only L1, which uses a regional name that must be globally known, needs to reside in a specific place. IPL is an assembly language for manipulating lists. It has a few cells which are used as special-purpose registers. H1, for example, is the program counter. The SYMB field of H1 is the name of the current instruction. However, H1 is interpreted as a list; the LINK of H1 is, in modern terms, a pointer to the beginning of the call stack. For example, subroutine calls push the SYMB of H1 onto this stack. H2 is the free-list. Procedures which need to allocate memory grab cells off of H2; procedures which are finished with memory put it on H2. On entry to a function, the list of parameters is given in H0; on exit, the results should be returned in H0. Many procedures return a Boolean result indicating success or failure, which is put in H5. Ten cells, W0-W9, are reserved for public working storage. Procedures are "morally bound" (to quote the CACM article) to save and restore the values of these cells. There are eight instructions, based on the values of P: subroutine call, push/pop S to H0; push/pop the symbol in S to the list attached to S; copy value to S; conditional branch. In these instructions, S is the target. S is either the value of the SYMB field if Q=0, the symbol in the cell named by SYMB if Q=1, or the symbol in the cell named by the symbol in the cell named by SYMB if Q=2. In all cases but conditional branch, the LINK field of the cell tells which instruction to execute next. IPL has a library of some 150 basic operations. These include such operations as: Test symbols for equality Find, set, or erase an attribute of a list Locate the next symbol in a list; insert a symbol in a list; erase or copy an entire list Arithmetic operations (on symbol names) Manipulation of symbols; e.g., test if a symbol denotes an integer, or make a symbol local I/O operations "Generators", which correspond to iterators and filters in functional programming. For example, a generator may accept a list of numbers and produce the list of their squares. Generators could accept suitably designed functions—strictly, the addresses of code of suitably designed functions—as arguments. == History == IPL was first utilized to demonstrate that the theorems in Principia Mathematica which were proven laboriously by hand, by Bertrand Russell and Alfred North Whitehead, could in fact be proven by computation. According to Simon's autobiography Models of My Life, this application was originally developed first by hand simulation, using his children as the computing elements, while writing on and holding up note cards as the registers which contained the state variables of the program. IPL was used to implement several early artificial intelligence programs, also by the same authors: the Logic Theorist (1956), the General Problem Solver (1957), and their computer chess program NSS (1958). Several versions of IPL were created: IPL-I (never implemented), IPL-II (1957 for JOHNNIAC), IPL-III (existed briefly), IPL-IV, IPL-V (1958, for IBM 650, IBM 704, IBM 7090, Philco model 212, many others. Widely used). IPL-VI was a proposal for an IPL hardware. A co-processor “IPL-VC” for the CDC 3600 at Argonne National Libraries was developed which could run IPL-V commands. It was used to implement another checker-playing program. This hardware implementation did not improve running times sufficiently to “compete favorably with a language more directly oriented to the structure of present-day machines”. IPL was soon displaced by Lisp, which had much more powerful features, a simpler syntax, and the benefit of automatic garbage collection. == Legacy to computer programming == IPL arguably introduced several programming language features: List manipulation—but only lists of atoms, not general lists Property lists—but only when attached to other lists Higher-order functions—while assembly programming had always allowed computing with the addresses of functions, IPL was an early attempt to generalize this property of assembly language in a principled way Computation with symbols—though symbols have a restricted form in IPL (letter followed by number) Virtual machine Many of these features were generalized, rationalized, and incorporated into Lisp and from there into many other programming languages during the next several decades.

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  • Copyright and artificial intelligence in the United Kingdom

    Copyright and artificial intelligence in the United Kingdom

    The interaction of artificial intelligence and copyright law has become one of the most contentious tech policy debates in the United Kingdom, centering on whether AI developers should be permitted to train their models on copyrighted material without explicit consent or remuneration. This debate has exposed a deep fracture between the creative industries, which seek to protect their intellectual property from unauthorised commercial exploitation, and tech companies. The academic and library sectors are also impacted, and argue that overly restrictive copyright laws hinder scientific research and the UK's sovereign AI capabilities. In 2024, the UK government proposed a broad text and data mining (TDM) exception to copyright that would have allowed AI companies to use publicly available copyrighted material for training, offering creators only an "opt-out" mechanism, similar to the exception introduced in Europe. This proposal faced intense opposition from across the creative sector. Trade unions representing writers, musicians, performers, and journalists argued that such an exception would effectively expropriate their members' work for the commercial benefit of tech giants. A report from the House of Lords Communications and Digital Committee, warned that generative AI posed a "clear and present danger" to the £124 billion creative economy. The government abandoned the opt-out model in March 2026, opting instead to build a stronger evidence base before pursuing any copyright reform. Conversely, the academic and library sectors have raised significant concerns that the UK's current TDM exception, which is strictly limited to non-commercial research, is too narrow. Universities and research libraries occupy a dual role as both creators of vast datasets and beneficiaries of TDM exceptions. They argue that the current legal framework restricts their ability to computationally analyse the very research they produce, thereby hobbling the UK's "AI for Science" strategy. Advocacy groups have highlighted a "triple payment" problem, wherein publicly funded research is handed over to publishers, who then charge universities substantial subscription fees and demand additional payments for specific TDM licences. This tension is further complicated by the commercial practices of major academic publishers. While publishers often restrict universities from using subscribed databases for AI training, they have simultaneously entered into lucrative, multi-million-dollar licensing agreements to sell access to this academic content to commercial AI developers. Furthermore, academics have accused publishers of actively steering authors away from permissive open-access licences towards more restrictive variants. By doing so, publishers retain the exclusive commercial rights necessary to strike these AI training deals, often without consulting the original authors or offering them any additional remuneration. This dynamic has not only reopened debates within the Open Access movement but has also created complex legal scenarios where publishers, rather than authors, control the terms of copyright litigation against major tech companies. == Training on copyrighted material == The question of whether AI developers should be permitted to train their models on copyrighted material without payment or consent has been one of the most contentious policy debates in the UK AI landscape. In 2024, the then-Conservative government proposed a broad text and data mining (TDM) exception that would have allowed AI companies to use any publicly available copyrighted material for training purposes, with creators able only to "opt out" of having their work used. This proposal provoked intense opposition from writers, musicians, visual artists, publishers, and broadcasters, who argued it would effectively expropriate their intellectual property for the commercial benefit of AI companies. The debate over text and data mining exceptions extends significantly beyond generative AI and the creative industries, implicating a wide range of scientific, industrial, and academic research applications. TDM is a foundational process for analysing large datasets to identify patterns, trends, and correlations, which is heavily utilised in fields such as medical research, climate modelling, and financial services. In the scientific and academic sectors, researchers rely on TDM to process vast amounts of published literature. For example, in biomedical research, TDM is used to accelerate drug discovery, identify new uses for existing medicines, and extract insights from clinical notes and genomic datasets. However, the application of traditional copyright frameworks to scientific literature has been criticised by academics. Researchers argue that scientific writing is intended to convey factual, verifiable information rather than creative originality, and that copyright restrictions on TDM hinder reproducibility, validation, and the advancement of science. The current UK copyright exception for TDM (Section 29A of the Copyright, Designs and Patents Act 1988) is limited strictly to non-commercial research, which creates barriers for public-private research partnerships and commercial scientific development. Beyond academia, non-generative AI and TDM are critical to various industrial and commercial operations. In the financial services sector, TDM is employed to monitor transactions, detect fraud, and analyse market feeds. Other non-generative applications include search engine indexing, plagiarism detection software, and media monitoring. A 2026 report by Public First estimated that 19% of UK businesses use specialised TDM tools, and that a restrictive copyright regime requiring licenses for all copyrighted content could cost the UK economy £220 billion in lost AI-driven GDP growth by 2035 compared to a broad commercial TDM exemption. Industry advocates argue that the lack of a commercial TDM exception in the UK creates legal uncertainty that stifles innovation across these broader, non-generative applications of data analysis. === Tech and AI industry positions === The technology and artificial intelligence industries lobbied for a broad text and data mining (TDM) exception to UK copyright law, arguing that such an exception is essential for the UK to remain globally competitive in AI development. Industry bodies such as techUK have argued that without a TDM exception, the UK risks becoming an "AI taker rather than an AI maker," as developers will relocate training operations to jurisdictions with more permissive copyright regimes, such as the United States, Japan, Singapore, and the European Union. During the UK government's 2024–2025 consultation on copyright and AI, major AI developers and trade associations strongly supported "Option 2" (a broad TDM exception) or "Option 3" (a TDM exception with an opt-out mechanism). OpenAI stated in its consultation response that a broad TDM exception is "necessary to drive AI innovation and investment in the UK," arguing that developers should be permitted to train models on lawfully accessed copies without further distribution. The Computer and Communications Industry Association (CCIA) similarly argued that restricting TDM to non-commercial development would undermine the government's ambitions for the UK tech sector and frustrate partnerships between commercial entities and research institutions. Tech industry advocates have also highlighted the economic implications of copyright policy. According to analysis by the think tank UK Day One, adopting an overly restrictive licensing-only approach could result in the UK economy losing up to £182 billion over 20 years, whereas a broad TDM exception could generate a positive impact of £131.61 billion over the same period. Following the government's March 2026 decision to drop plans for a TDM exception in favour of a market-led licensing approach, techUK's Deputy CEO Antony Walker criticised the move, stating that "copyright material cannot be used for AI development and training without permission" under the current framework, which he argued would push AI model training to the US. === Creative sector and political opposition to text and data mining === In March 2026, the House of Lords Communications and Digital Committee published a report, AI, Copyright and the Creative Industries, which concluded that the creative industries face "a clear and present danger from generative AI" and that it would be "a very poor bet" for the government to weaken copyright protections to attract AI investment. The Committee noted that the creative industries contributed £124 billion to the UK economy in 2023 and employed 2.4 million people, compared to the AI sector's £12 billion GVA and 86,000 employees in 2024. The Committee called on the government to develop a "licensing-first" regime underpinned by mandatory transparency requirements, and to rule out any new commercial TDM exception with an opt-out model. Tra

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