Best AI Photo Editor

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

  • Fyuse

    Fyuse

    Fyuse is a spatial photography app which lets users capture and share interactive 3D images. By tilting or swiping one's smartphone, one can view such "fyuses" from various angles — as if one were walking around an object or subject. The app blends photography and video to create an interactive medium and was first published for iOS in April 2014. The Android version was released at the end of 2014. == The app == Fyuse lets users capture panoramas, selfies, and full 360° views of objects and allows one to view captured moments from different angles. It has its own personal gallery, social network and standalone web integration. With the app, Fyusion also created a social networking platform similar to Instagram. Fyuses can be shared, commented on, liked and re-shared to one's followers (called Echoes). One can build a network of followers and with engagement tracking, one can see how many times an image has been interacted with The images can also be saved for private, offline view, or shared to other social networks, like Facebook or Twitter, or embedded on a website where the images can be interacted with by desktop users via dragging the mouse. Furthermore, in the compass tab other fyuses can be discovered using the app's system of tags and categories. One's Fyuse feed is prepopulated with top users, and one can follow people to see when they post a new fyuse. The app will also find one's friends if one signs up with Facebook or connects it with one's Twitter account. To create a fyuse one moves around a person or object with one's phone's camera in one direction or moving/tilting one's phone around while holding one's finger on the screen. By combining photography and video the app allows one to capture moments that one may not have otherwise been able to capture by recording not one moment in time but stitched together little moments. According to Fyusion CEO Radu Rusu, a photo freezes a moment in time, while a video captures moments in a linear timeline — both still flat, when viewed. A fyuse image captures a moment in space, where one can not only see one side of something, but also around it. When it is done rendering, fyuses can also be edited – one can trim the fyuse for length and edit the brightness, contrast, exposure, saturation and sharpness. One can also add a vignette and apply a filters, with options to adjust their intensity. After editing, one can write a description, add hashtags, and tag parts of the fyuse before one can (voluntarily) publish and share it. Version 1.0 has been described as "alpha prototype" and version 2.0 was released on 17 December 2014. Version 3.0 introduced 3D tagging by which users can layer 3D graphic that animate accordingly with each interaction to add some context to the content. Version 4.0 was released on December 21, 2016 for iOS. Since January 2016 (v3.2) the app allows the export of fyuses as Live Photos. The app has also been described as a more sophisticated version of 3D stickers and flip images. == Applications == The app has many applications for e-commerce such as for fashion designers who want to showcase a garment from every angle, or real estate listings and Airbnb-type sites that want to make their rental properties seem as enticing as possible. The app can also be used for interactive art, 360° panoramas and selfies. == History == San Francisco-based Fyusion Inc.'s three founders — Radu B. Rusu, CTO Stefan Holzer, and VP of Engineering Stephen Miller — worked together at Willow Garage, the robotics research lab started by early Google employee Scott Hassan in the area of "personal robotics" — Hassan decided to turn the lab into more of an incubator, suggesting that the members spin off their technologies into consumer-facing enterprises. Rusu first set out with an open-source 3D perception software startup called Open Perception. Fyusion was officially founded in 2013, and soon after Rusu and his cofounders patented the technology for spatial photography. The company closed a seed funding round at the end of May, raising $3.35 million from investors, including an angel investment from Sun Microsystems cofounder Andreas Bechtolsheim. In 2014 the Fyuse team consisted of 13 employees, mostly engineers and designers, recruited from around the globe. In March 2015 the team displayed their app at Katy Perry's premiere for the movie "Prismatic World Tour on Epix" where Perry also took Fyuse for a test run. == Augmented reality == In September 2016 Fyusion unveiled its platform for creating augmented reality content using ones smartphone. It takes the images from ones smartphone and converts them into 3D holographic images, which one can then view on an AR headset. According to Rusu "by making it easy for people to capture their surroundings on any mobile device, [Fyusion is] revolutionizing the way that people view the world around them" and also states that for "AR to be successful, anyone should be able to create content for it" opposed to the current "small number of content creators and an even smaller number of hardware players". According to him "the applications of [Fyusion's] technology for consumers and businesses are incredibly limitless". The platform uses the company's patented 3D spatio-temporal platform that uses advanced sensor fusion, machine learning and computer vision algorithms and part of the platform is built into the Fyuse app. Before committing to releasing a separate consumer product the company intends to wait until the HoloLens device becomes available to the public. Until then any Fyuse representation created using Fyuse is AR ready and will be able to be shown in HoloLens in the future. == Fyuse - Point of No Return == Fyuse - Point of No Return is a science fiction short advert for Fyuse 3.0 in which Fyuse's digital medium is extrapolated into the future. In the film a woman uses a mini scanning-drone to 3D scan a tree with Fyuse and later recreate it as an augmented reality object at another place.

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  • Anomaly detection

    Anomaly detection

    In data analysis, anomaly detection (also referred to as outlier detection and sometimes as novelty detection) is generally understood to be the identification of rare items, events or observations which deviate significantly from the majority of the data and do not conform to a well defined notion of normal behavior. Such examples may arouse suspicions of being generated by a different mechanism, or appear inconsistent with the remainder of that set of data. Anomaly detection finds application in many domains including cybersecurity, medicine, machine vision, statistics, neuroscience, law enforcement and financial fraud to name only a few. Anomalies were initially searched for clear rejection or omission from the data to aid statistical analysis, for example to compute the mean or standard deviation. They were also removed to better predictions from models such as linear regression, and more recently their removal aids the performance of machine learning algorithms. However, in many applications anomalies themselves are of interest and are the observations most desirous in the entire data set, which need to be identified and separated from noise or irrelevant outliers. Three broad categories of anomaly detection techniques exist. Supervised anomaly detection techniques require a data set that has been labeled as "normal" and "abnormal" and involves training a classifier. However, this approach is rarely used in anomaly detection due to the general unavailability of labelled data and the inherent unbalanced nature of the classes. Semi-supervised anomaly detection techniques assume that some portion of the data is labelled. This may be any combination of the normal or anomalous data, but more often than not, the techniques construct a model representing normal behavior from a given normal training data set, and then test the likelihood of a test instance to be generated by the model. Unsupervised anomaly detection techniques assume the data is unlabelled and are by far the most commonly used due to their wider and relevant application. == Definition == Many attempts have been made in the statistical and computer science communities to define an anomaly. The most prevalent ones include the following, and can be categorised into three groups: those that are ambiguous, those that are specific to a method with pre-defined thresholds usually chosen empirically, and those that are formally defined: === Ill defined === An outlier is an observation which deviates so much from the other observations as to arouse suspicions that it was generated by a different mechanism. Anomalies are instances or collections of data that occur very rarely in the data set and whose features differ significantly from most of the data. An outlier is an observation (or subset of observations) which appears to be inconsistent with the remainder of that set of data. An anomaly is a point or collection of points that is relatively distant from other points in multi-dimensional space of features. Anomalies are patterns in data that do not conform to a well-defined notion of normal behaviour. === Specific === Let T be observations from a univariate Gaussian distribution and O a point from T. Then the z-score for O is greater than a pre-selected threshold if and only if O is an outlier. == History == === Intrusion detection === The concept of intrusion detection, a critical component of anomaly detection, has evolved significantly over time. Initially, it was a manual process where system administrators would monitor for unusual activities, such as a vacationing user's account being accessed or unexpected printer activity. This approach was not scalable and was soon superseded by the analysis of audit logs and system logs for signs of malicious behavior. By the late 1970s and early 1980s, the analysis of these logs was primarily used retrospectively to investigate incidents, as the volume of data made it impractical for real-time monitoring. The affordability of digital storage eventually led to audit logs being analyzed online, with specialized programs being developed to sift through the data. These programs, however, were typically run during off-peak hours due to their computational intensity. The 1990s brought the advent of real-time intrusion detection systems capable of analyzing audit data as it was generated, allowing for immediate detection of and response to attacks. This marked a significant shift towards proactive intrusion detection. As the field has continued to develop, the focus has shifted to creating solutions that can be efficiently implemented across large and complex network environments, adapting to the ever-growing variety of security threats and the dynamic nature of modern computing infrastructures. == Applications == Anomaly detection is applicable in a very large number and variety of domains, and is an important subarea of unsupervised machine learning. As such it has applications in cyber-security, intrusion detection, fraud detection, fault detection, system health monitoring, event detection in sensor networks, detecting ecosystem disturbances, defect detection in images using machine vision, medical diagnosis and law enforcement. === Intrusion detection === Anomaly detection was proposed for intrusion detection systems (IDS) by Dorothy Denning in 1986. Anomaly detection for IDS is normally accomplished with thresholds and statistics, but can also be done with soft computing, and inductive learning. Types of features proposed by 1999 included profiles of users, workstations, networks, remote hosts, groups of users, and programs based on frequencies, means, variances, covariances, and standard deviations. The counterpart of anomaly detection in intrusion detection is misuse detection. === Fintech fraud detection === Anomaly detection is vital in fintech for fraud prevention. === Preprocessing === Preprocessing data to remove anomalies can be an important step in data analysis, and is done for a number of reasons. Statistics such as the mean and standard deviation are more accurate after the removal of anomalies, and the visualisation of data can also be improved. In supervised learning, removing the anomalous data from the dataset often results in a statistically significant increase in accuracy. === Video surveillance === Anomaly detection has become increasingly vital in video surveillance to enhance security and safety. With the advent of deep learning technologies, methods using Convolutional Neural Networks (CNNs) and Simple Recurrent Units (SRUs) have shown significant promise in identifying unusual activities or behaviors in video data. These models can process and analyze extensive video feeds in real-time, recognizing patterns that deviate from the norm, which may indicate potential security threats or safety violations. An important aspect for video surveillance is the development of scalable real-time frameworks. Such pipelines are required for processing multiple video streams with low computational resources. === IT infrastructure === In IT infrastructure management, anomaly detection is crucial for ensuring the smooth operation and reliability of services. These are complex systems, composed of many interactive elements and large data quantities, requiring methods to process and reduce this data into a human and machine interpretable format. Techniques like the IT Infrastructure Library (ITIL) and monitoring frameworks are employed to track and manage system performance and user experience. Detected anomalies can help identify and pre-empt potential performance degradations or system failures, thus maintaining productivity and business process effectiveness. === IoT systems === Anomaly detection is critical for the security and efficiency of Internet of Things (IoT) systems. It helps in identifying system failures and security breaches in complex networks of IoT devices. The methods must manage real-time data, diverse device types, and scale effectively. Garg et al. have introduced a multi-stage anomaly detection framework that improves upon traditional methods by incorporating spatial clustering, density-based clustering, and locality-sensitive hashing. This tailored approach is designed to better handle the vast and varied nature of IoT data, thereby enhancing security and operational reliability in smart infrastructure and industrial IoT systems. === Petroleum industry === Anomaly detection is crucial in the petroleum industry for monitoring critical machinery. A 2015 paper proposed a novel segmentation algorithm using support vector machines to analyze sensor data for real-time anomaly detection. === Oil and gas pipeline monitoring === In the oil and gas sector, anomaly detection is not just crucial for maintenance and safety, but also for environmental protection. Aljameel et al. propose an advanced machine learning-based model for detecting minor leaks in oil and gas pipelines, a task traditional methods may miss.

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  • Manifold regularization

    Manifold regularization

    In machine learning, manifold regularization is a technique for using the shape of a dataset to constrain the functions that should be learned on that dataset. In many machine learning problems, the data to be learned do not cover the entire input space. For example, a facial recognition system may not need to classify any possible image, but only the subset of images that contain faces. The technique of manifold learning assumes that the relevant subset of data comes from a manifold, a mathematical structure with useful properties. The technique also assumes that the function to be learned is smooth: data with different labels are not likely to be close together, and so the labeling function should not change quickly in areas where there are likely to be many data points. Because of this assumption, a manifold regularization algorithm can use unlabeled data to inform where the learned function is allowed to change quickly and where it is not, using an extension of the technique of Tikhonov regularization. Manifold regularization algorithms can extend supervised learning algorithms in semi-supervised learning and transductive learning settings, where unlabeled data are available. The technique has been used for applications including medical imaging, geographical imaging, and object recognition. == Manifold regularizer == === Motivation === Manifold regularization is a type of regularization, a family of techniques that reduces overfitting and ensures that a problem is well-posed by penalizing complex solutions. In particular, manifold regularization extends the technique of Tikhonov regularization as applied to Reproducing kernel Hilbert spaces (RKHSs). Under standard Tikhonov regularization on RKHSs, a learning algorithm attempts to learn a function f {\displaystyle f} from among a hypothesis space of functions H {\displaystyle {\mathcal {H}}} . The hypothesis space is an RKHS, meaning that it is associated with a kernel K {\displaystyle K} , and so every candidate function f {\displaystyle f} has a norm ‖ f ‖ K {\displaystyle \left\|f\right\|_{K}} , which represents the complexity of the candidate function in the hypothesis space. When the algorithm considers a candidate function, it takes its norm into account in order to penalize complex functions. Formally, given a set of labeled training data ( x 1 , y 1 ) , … , ( x ℓ , y ℓ ) {\displaystyle (x_{1},y_{1}),\ldots ,(x_{\ell },y_{\ell })} with x i ∈ X , y i ∈ Y {\displaystyle x_{i}\in X,y_{i}\in Y} and a loss function V {\displaystyle V} , a learning algorithm using Tikhonov regularization will attempt to solve the expression arg min f ∈ H 1 ℓ ∑ i = 1 ℓ V ( f ( x i ) , y i ) + γ ‖ f ‖ K 2 {\displaystyle {\underset {f\in {\mathcal {H}}}{\arg \!\min }}{\frac {1}{\ell }}\sum _{i=1}^{\ell }V(f(x_{i}),y_{i})+\gamma \left\|f\right\|_{K}^{2}} where γ {\displaystyle \gamma } is a hyperparameter that controls how much the algorithm will prefer simpler functions over functions that fit the data better. Manifold regularization adds a second regularization term, the intrinsic regularizer, to the ambient regularizer used in standard Tikhonov regularization. Under the manifold assumption in machine learning, the data in question do not come from the entire input space X {\displaystyle X} , but instead from a nonlinear manifold M ⊂ X {\displaystyle M\subset X} . The geometry of this manifold, the intrinsic space, is used to determine the regularization norm. === Laplacian norm === There are many possible choices for the intrinsic regularizer ‖ f ‖ I {\displaystyle \left\|f\right\|_{I}} . Many natural choices involve the gradient on the manifold ∇ M {\displaystyle \nabla _{M}} , which can provide a measure of how smooth a target function is. A smooth function should change slowly where the input data are dense; that is, the gradient ∇ M f ( x ) {\displaystyle \nabla _{M}f(x)} should be small where the marginal probability density P X ( x ) {\displaystyle {\mathcal {P}}_{X}(x)} , the probability density of a randomly drawn data point appearing at x {\displaystyle x} , is large. This gives one appropriate choice for the intrinsic regularizer: ‖ f ‖ I 2 = ∫ x ∈ M ‖ ∇ M f ( x ) ‖ 2 d P X ( x ) {\displaystyle \left\|f\right\|_{I}^{2}=\int _{x\in M}\left\|\nabla _{M}f(x)\right\|^{2}\,d{\mathcal {P}}_{X}(x)} In practice, this norm cannot be computed directly because the marginal distribution P X {\displaystyle {\mathcal {P}}_{X}} is unknown, but it can be estimated from the provided data. === Graph-based approach of the Laplacian norm === When the distances between input points are interpreted as a graph, then the Laplacian matrix of the graph can help to estimate the marginal distribution. Suppose that the input data include ℓ {\displaystyle \ell } labeled examples (pairs of an input x {\displaystyle x} and a label y {\displaystyle y} ) and u {\displaystyle u} unlabeled examples (inputs without associated labels). Define W {\displaystyle W} to be a matrix of edge weights for a graph, where W i j {\displaystyle W_{ij}} is a similarity built from distance measure between the data points x i {\displaystyle x_{i}} and x j {\displaystyle x_{j}} (so that more close implies higher W i j {\displaystyle W_{ij}} ). Define D {\displaystyle D} to be a diagonal matrix with D i i = ∑ j = 1 ℓ + u W i j {\displaystyle D_{ii}=\sum _{j=1}^{\ell +u}W_{ij}} and L {\displaystyle L} to be the Laplacian matrix D − W {\displaystyle D-W} . Then, as the number of data points ℓ + u {\displaystyle \ell +u} increases, L {\displaystyle L} converges to the Laplace–Beltrami operator Δ M {\displaystyle \Delta _{M}} , which is the divergence of the gradient ∇ M {\displaystyle \nabla _{M}} . Then, if f {\displaystyle \mathbf {f} } is a vector of the values of f {\displaystyle f} at the data, f = [ f ( x 1 ) , … , f ( x l + u ) ] T {\displaystyle \mathbf {f} =[f(x_{1}),\ldots ,f(x_{l+u})]^{\mathrm {T} }} , the intrinsic norm can be estimated: ‖ f ‖ I 2 = 1 ( ℓ + u ) 2 f T L f {\displaystyle \left\|f\right\|_{I}^{2}={\frac {1}{(\ell +u)^{2}}}\mathbf {f} ^{\mathrm {T} }L\mathbf {f} } As the number of data points ℓ + u {\displaystyle \ell +u} increases, this empirical definition of ‖ f ‖ I 2 {\displaystyle \left\|f\right\|_{I}^{2}} converges to the definition when P X {\displaystyle {\mathcal {P}}_{X}} is known. === Solving the regularization problem with graph-based approach === Using the weights γ A {\displaystyle \gamma _{A}} and γ I {\displaystyle \gamma _{I}} for the ambient and intrinsic regularizers, the final expression to be solved becomes: arg min f ∈ H 1 ℓ ∑ i = 1 ℓ V ( f ( x i ) , y i ) + γ A ‖ f ‖ K 2 + γ I ( ℓ + u ) 2 f T L f {\displaystyle {\underset {f\in {\mathcal {H}}}{\arg \!\min }}{\frac {1}{\ell }}\sum _{i=1}^{\ell }V(f(x_{i}),y_{i})+\gamma _{A}\left\|f\right\|_{K}^{2}+{\frac {\gamma _{I}}{(\ell +u)^{2}}}\mathbf {f} ^{\mathrm {T} }L\mathbf {f} } As with other kernel methods, H {\displaystyle {\mathcal {H}}} may be an infinite-dimensional space, so if the regularization expression cannot be solved explicitly, it is impossible to search the entire space for a solution. Instead, a representer theorem shows that under certain conditions on the choice of the norm ‖ f ‖ I {\displaystyle \left\|f\right\|_{I}} , the optimal solution f ∗ {\displaystyle f^{}} must be a linear combination of the kernel centered at each of the input points: for some weights α i {\displaystyle \alpha _{i}} , f ∗ ( x ) = ∑ i = 1 ℓ + u α i K ( x i , x ) {\displaystyle f^{}(x)=\sum _{i=1}^{\ell +u}\alpha _{i}K(x_{i},x)} Using this result, it is possible to search for the optimal solution f ∗ {\displaystyle f^{}} by searching the finite-dimensional space defined by the possible choices of α i {\displaystyle \alpha _{i}} . === Functional approach of the Laplacian norm === The idea beyond the graph-Laplacian is to use neighbors to estimate the Laplacian. This method is akin to local averaging methods, that are known to scale poorly in high-dimensional problems. Indeed, the graph Laplacian is known to suffer from the curse of dimensionality. Luckily, it is possible to leverage expected smoothness of the function to estimate thanks to more advanced functional analysis. This method consists of estimating the Laplacian operator using derivatives of the kernel reading ∂ 1 , j K ( x i , x ) {\displaystyle \partial _{1,j}K(x_{i},x)} where ∂ 1 , j {\displaystyle \partial _{1,j}} denotes the partial derivatives according to the j-th coordinate of the first variable. This second approach to the Laplacian norm is to put in relation with meshfree methods, that contrast with the finite difference method in PDE. == Applications == Manifold regularization can extend a variety of algorithms that can be expressed using Tikhonov regularization, by choosing an appropriate loss function V {\displaystyle V} and hypothesis space H {\displaystyle {\mathcal {H}}} . Two commonly used examples are the families of support vector machines and regularized least squares algorithm

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  • And–or tree

    And–or tree

    An and–or tree is a graphical representation of the reduction of problems (or goals) to conjunctions and disjunctions of subproblems (or subgoals). == Example == The and–or tree: represents the search space for solving the problem P, using the goal-reduction methods: P if Q and R P if S Q if T Q if U == Definitions == Given an initial problem P0 and set of problem solving methods of the form: P if P1 and … and Pn the associated and–or tree is a set of labelled nodes such that: The root of the tree is a node labelled by P0. For every node N labelled by a problem or sub-problem P and for every method of the form P if P1 and ... and Pn, there exists a set of children nodes N1, ..., Nn of the node N, such that each node Ni is labelled by Pi. The nodes are conjoined by an arc, to distinguish them from children of N that might be associated with other methods. A node N, labelled by a problem P, is a success node if there is a method of the form P if nothing (i.e., P is a "fact"). The node is a failure node if there is no method for solving P. If all of the children of a node N, conjoined by the same arc, are success nodes, then the node N is also a success node. Otherwise the node is a failure node. == Search strategies == An and–or tree specifies only the search space for solving a problem. Different search strategies for searching the space are possible. These include searching the tree depth-first, breadth-first, or best-first using some measure of desirability of solutions. The search strategy can be sequential, searching or generating one node at a time, or parallel, searching or generating several nodes in parallel. == Relationship with logic programming == The methods used for generating and–or trees are propositional logic programs (without variables). In the case of logic programs containing variables, the solutions of conjoint sub-problems must be compatible. Subject to this complication, sequential and parallel search strategies for and–or trees provide a computational model for executing logic programs. == Relationship with two-player games == And–or trees can also be used to represent the search spaces for two-person games. The root node of such a tree represents the problem of one of the players winning the game, starting from the initial state of the game. Given a node N, labelled by the problem P of the player winning the game from a particular state of play, there exists a single set of conjoint children nodes, corresponding to all of the opponents responding moves. For each of these children nodes, there exists a set of non-conjoint children nodes, corresponding to all of the player's defending moves. For solving game trees with proof-number search family of algorithms, game trees are to be mapped to and–or trees. MAX-nodes (i.e. maximizing player to move) are represented as OR nodes, MIN-nodes map to AND nodes. The mapping is possible, when the search is done with only a binary goal, which usually is "player to move wins the game".

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  • Chatbot psychosis

    Chatbot psychosis

    Chatbot psychosis, also called AI psychosis, is a phenomenon wherein individuals reportedly develop or experience worsening psychosis, such as paranoia and delusions, in connection with their use of chatbots. The term was first suggested in a 2023 editorial by Danish psychiatrist Søren Dinesen Østergaard. It is not a recognized clinical diagnosis. Journalistic accounts describe individuals who have developed strong beliefs that chatbots are sentient, are channeling spirits, or are revealing conspiracies, sometimes leading to personal crises or criminal acts. Proposed causes include the tendency of chatbots to provide inaccurate information ("hallucinate") and to affirm or validate users' beliefs, or their ability to mimic an intimacy that users do not experience with other humans. == Background == In his editorial published in Schizophrenia Bulletin's November 2023 issue, Danish psychiatrist Søren Dinesen Østergaard proposed a hypothesis that individuals' use of generative artificial intelligence chatbots might trigger delusions in those prone to psychosis. Østergaard revisited it in an August 2025 editorial, noting that he has received numerous emails from chatbot users, their relatives, and journalists, most of which are anecdotal accounts of delusion linked to chatbot use. He also acknowledged the phenomenon's increasing popularity in public engagement and media coverage. Østergaard believed that there is a high possibility for his hypothesis to be true and called for empirical, systematic research on the matter. Nature reported that as of September 2025, there is still little scientific research into this phenomenon. The term "AI psychosis" emerged when outlets started reporting incidents on chatbot-related psychotic behavior in mid-2025. It is not a recognized clinical diagnosis and has been criticized by several psychiatrists due to its almost exclusive focus on delusions rather than other features of psychosis, such as hallucinations or thought disorder. == Causes == === Chatbot behavior and design === A primary factor cited is the tendency for chatbots to produce inaccurate, nonsensical, or false information, a phenomenon often called hallucination. Nate Sharadin, a fellow at the Center for AI Safety, speculated that AI training prioritizes supporting a user's subjective experience rather than objective truth. "People with existing tendencies toward experiencing various psychological issues...now have an always-on, human-level conversational partner with whom to co-experience their delusions." AI researcher Eliezer Yudkowsky suggested that chatbots may be primed to entertain delusions because they are built for "engagement", which encourages creating conversations that keep people hooked. In some cases, chatbots have been specifically designed in ways that were found to be harmful. A 2025 update to ChatGPT using GPT-4o was withdrawn after its creator, OpenAI, found the new version was overly sycophantic and was "validating doubts, fueling anger, urging impulsive actions or reinforcing negative emotions". Østergaard has argued that the danger stems from the AI's tendency to agreeably confirm users' ideas, which can dangerously amplify delusional beliefs. OpenAI said in October 2025 that a team of 170 psychiatrists, psychologists, and physicians had written responses for ChatGPT to use in cases where the user shows possible signs of mental health emergencies. === User psychology and vulnerability === Commentators have also pointed to the psychological state of users. Psychologist Erin Westgate noted that a person's desire for self-understanding can lead them to chatbots, which can provide appealing but misleading answers, similar in some ways to talk therapy. Krista K. Thomason, a philosophy professor, compared chatbots to fortune tellers, observing that people in crisis may seek answers from them and find whatever they are looking for in the bot's plausible-sounding text. This has led some people to develop intense obsessions with the chatbots, relying on them for information about the world. In October 2025, OpenAI stated that around 0.07% of ChatGPT users exhibited signs of mental health emergencies each week, and 0.15% of users had "explicit indicators of potential suicidal planning or intent". Jason Nagata, a professor at the University of California, San Francisco, expressed concern that "at a population level with hundreds of millions of users, that actually can be quite a few people". === Inadequacy as a therapeutic tool === The use of chatbots as a replacement for mental health support has been specifically identified as a risk. A study in April 2025 found that when used as therapists, chatbots expressed stigma toward mental health conditions and provided responses that were contrary to best medical practices, including the encouragement of users' delusions. The study concluded that such responses pose a significant risk to users and that chatbots should not be used to replace professional therapists. Experts claim that it is time to establish mandatory safeguards for all emotionally responsive AI and suggested four guardrails. Another study found that users who needed help with self-harm, sexual assault, or substance abuse were not referred to available services by AI chatbots. === National security implications === Beyond public and mental health concerns, RAND Corporation research indicates that AI systems could plausibly be weaponized by adversaries to induce psychosis at scale or in key individuals, target groups, or populations. == Policy == In August 2025, Illinois passed the Wellness and Oversight for Psychological Resources Act, banning the use of AI in therapeutic roles by licensed professionals, while allowing AI for administrative tasks. The law imposes penalties for unlicensed AI therapy services, amid warnings about AI-induced psychosis and unsafe chatbot interactions. In December 2025, the Cyberspace Administration of China proposed regulations to ban chatbots from generating content that encourages suicide, mandating human intervention when suicide is mentioned. Services with over 1 million users or 100,000 monthly active users would be subject to annual safety tests and audits. == Cases == === Clinical === In 2025, psychiatrist Keith Sakata working at the University of California, San Francisco (UCSF), reported treating 12 patients displaying psychosis-like symptoms tied to extended chatbot use. These patients, mostly young adults with underlying vulnerabilities, showed delusions, disorganized thinking, and hallucinations. Sakata warned that isolation and overreliance on chatbots—which do not challenge delusional thinking—could worsen mental health. Also in 2025, authors at UCSF published a case study in Innovations in Clinical Neuroscience of AI-associated psychosis in a patient with no previous history of psychosis, who believed she could communicate with her dead brother through a chatbot. Also in 2025, a case study was published in Annals of Internal Medicine about a patient who consulted ChatGPT for medical advice and suffered severe bromism as a result. The patient, a sixty-year-old man, had replaced sodium chloride in his diet with sodium bromide for three months after reading about the negative effects of table salt and making conversations with the chatbot. He showed common symptoms of bromism, such as paranoia and hallucinations, on his first day of clinical admission and was kept in the hospital for three weeks. === Other notable incidents === ==== Windsor Castle intruder ==== In a 2023 court case in the United Kingdom, prosecutors suggested that Jaswant Singh Chail, a man who attempted to assassinate Queen Elizabeth II in 2021, had been encouraged by a Replika chatbot he called "Sarai". Chail was arrested at Windsor Castle with a loaded crossbow, telling police "I am here to kill the Queen". According to prosecutors, his "lengthy" and sometimes sexually explicit conversations with the chatbot emboldened him. When Chail asked the chatbot how he could get to the royal family, it reportedly replied, "that's not impossible" and "we have to find a way." When he asked if they would meet after death, the chatbot said, "yes, we will". ==== Journalistic and anecdotal accounts ==== By 2025, multiple journalism outlets had accumulated stories of individuals whose psychotic beliefs reportedly progressed in tandem with AI chatbot use. The New York Times profiled several individuals who had become convinced that ChatGPT was channeling spirits, revealing evidence of cabals, or had achieved sentience. In another instance, Futurism reviewed transcripts in which ChatGPT told a man that he was being targeted by the US Federal Bureau of Investigation and that he could telepathically access documents at the Central Intelligence Agency. In 2026, Futurism reported on a man who lost his job and became estranged from his family after being deluded by heavy use of Meta's smartglasses. In some cases, psychosis a

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  • Data-driven model

    Data-driven model

    Data-driven models are a class of computational models that primarily rely on historical data collected throughout a system's or process' lifetime to establish relationships between input, internal, and output variables. Commonly found in numerous articles and publications, data-driven models have evolved from earlier statistical models, overcoming limitations posed by strict assumptions about probability distributions. These models have gained prominence across various fields, particularly in the era of big data, artificial intelligence, and machine learning, where they offer valuable insights and predictions based on the available data. == Background == These models have evolved from earlier statistical models, which were based on certain assumptions about probability distributions that often proved to be overly restrictive. The emergence of data-driven models in the 1950s and 1960s coincided with the development of digital computers, advancements in artificial intelligence research, and the introduction of new approaches in non-behavioural modelling, such as pattern recognition and automatic classification. == Key Concepts == Data-driven models encompass a wide range of techniques and methodologies that aim to intelligently process and analyse large datasets. Examples include fuzzy logic, fuzzy and rough sets for handling uncertainty, neural networks for approximating functions, global optimization and evolutionary computing, statistical learning theory, and Bayesian methods. These models have found applications in various fields, including economics, customer relations management, financial services, medicine, and the military, among others. Machine learning, a subfield of artificial intelligence, is closely related to data-driven modelling as it also focuses on using historical data to create models that can make predictions and identify patterns. In fact, many data-driven models incorporate machine learning techniques, such as regression, classification, and clustering algorithms, to process and analyse data. In recent years, the concept of data-driven models has gained considerable attention in the field of water resources, with numerous applications, academic courses, and scientific publications using the term as a generalization for models that rely on data rather than physics. This classification has been featured in various publications and has even spurred the development of hybrid models in the past decade. Hybrid models attempt to quantify the degree of physically based information used in hydrological models and determine whether the process of building the model is primarily driven by physics or purely data-based. As a result, data-driven models have become an essential topic of discussion and exploration within water resources management and research. The term "data-driven modelling" (DDM) refers to the overarching paradigm of using historical data in conjunction with advanced computational techniques, including machine learning and artificial intelligence, to create models that can reveal underlying trends, patterns, and, in some cases, make predictions Data-driven models can be built with or without detailed knowledge of the underlying processes governing the system behavior, which makes them particularly useful when such knowledge is missing or fragmented.

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  • Purged cross-validation

    Purged cross-validation

    Purged cross-validation is a variant of k-fold cross-validation designed to prevent look-ahead bias in time series and other structured data, developed in 2017 by Marcos López de Prado at Guggenheim Partners and Cornell University. It is primarily used in financial machine learning to ensure the independence of training and testing samples when labels depend on future events. It provides an alternative to conventional cross-validation and walk-forward backtesting methods, which often yield overly optimistic performance estimates due to information leakage and overfitting. == Motivation == Standard cross-validation assumes that observations are independently and identically distributed (IID), which often does not hold in time series or financial datasets. If the label of a test sample overlaps in time with the features or labels in the training set, the result may be data leakage and overfitting. Purged cross-validation addresses this issue by removing overlapping observations and, optionally, adding a temporal buffer ("embargo") around the test set to further reduce the risk of leakage. The figure below illustrates standard 5 Fold Cross-Validation == Purging == Purging removes from the training set any observation whose timestamp falls within the time range of formation of a label in the test set. This can be the case for train set observations before and after the test set. Their removal ensures that the algorithm cannot learn during train time information that will be used to assess the performance of the algorithm. See the figure below for an illustration of purging. == Embargoing == Embargoing addresses a more subtle form of leakage: even if an observation does not directly overlap the test set, it may still be affected by test events due to market reaction lag or downstream dependencies. To guard against this, a percentage-based embargo is imposed after each test fold. For example, with a 5% embargo and 1000 observations, the 50 observations following each test fold are excluded from training. Unlike purging, embargoing can only occur after the test set. The figure below illustrates the application of embargo: == Applications == Purged and embargoed cross-validation has been useful in: Backtesting of trading strategies Validation of classifiers on labeled event-driven returns Any machine learning task with overlapping label horizons == Example == To illustrate the effect of purging and embargoing, consider the figures below. Both diagrams show the structure of 5-fold cross-validation over a 20-day period. In each row, blue squares indicate training samples and red squares denote test samples. Each label is defined based on the value of the next two observations, hence creating an overlap. If this overlap is left untreated, test set information leaks into the train set. The second figure applies the Purged CV procedure. Notice how purging removes overlapping observations from the training set and the embargo widens the gap between test and training data. This approach ensures that the evaluation more closely resembles a true out-of-sample test and reduces the risk of backtest overfitting. == Combinatorial Purged Cross-Validation == Walk-forward backtesting analysis, another common cross-validation technique in finance, preserves temporal order but evaluates the model on a single sequence of test sets. This leads to high variance in performance estimation, as results are contingent on a specific historical path. Combinatorial Purged Cross-Validation (CPCV) addresses this limitation by systematically constructing multiple train-test splits, purging overlapping samples, and enforcing an embargo period to prevent information leakage. The result is a distribution of out-of-sample performance estimates, enabling robust statistical inference and more realistic assessment of a model's predictive power. === Methodology === CPCV divides a time-series dataset into N sequential, non-overlapping groups. These groups preserve the temporal order of observations. Then, all combinations of k groups (where k < N) are selected as test sets, with the remaining N − k groups used for training. For each combination, the model is trained and evaluated under strict controls to prevent leakage. To eliminate potential contamination between training and test sets, CPCV introduces two additional mechanisms: Purging: Any training observations whose label horizon overlaps with the test period are excluded. This ensures that future information does not influence model training. Embargoing: After the end of each test period, a fixed number of observations (typically a small percentage) are removed from the training set. This prevents leakage due to delayed market reactions or auto-correlated features. Each data point appears in multiple test sets across different combinations. Because test groups are drawn combinatorially, this process produces multiple backtest "paths," each of which simulates a plausible market scenario. From these paths, practitioners can compute a distribution of performance statistics such as the Sharpe ratio, drawdown, or classification accuracy. === Formal definition === Let N be the number of sequential groups into which the dataset is divided, and let k be the number of groups selected as the test set for each split. Then: The number of unique train-test combinations is given by the binomial coefficient: ( N k ) {\displaystyle {\binom {N}{k}}} Each observation is used in k {\displaystyle k} test sets and contributes to φ [ N , k ] {\displaystyle \varphi [N,k]} unique backtest paths: φ [ N , k ] = k N ( N k ) {\displaystyle \varphi [N,k]={\frac {k}{N}}{\binom {N}{k}}} This yields a distribution of performance metrics rather than a single point estimate, making it possible to apply Monte Carlo-based or probabilistic techniques to assess model robustness. === Illustrative example === Consider the case where N = 6 and k = 2. The number of possible test set combinations is ( 6 2 ) = 15 {\displaystyle {\binom {6}{2}}=15} . Each of the six groups appears in five test splits. Consequently, five distinct backtest paths can be constructed, each incorporating one appearance from every group. ==== Test group assignment matrix ==== This table shows the 15 test combinations. An "x" indicates that the corresponding group is included in the test set for that split. ==== Backtest path assignment ==== Each group contributes to five different backtest paths. The number in each cell indicates the path to which the group's result is assigned for that split. === Advantages === Combinatorial Purged Cross-Validation offers several key benefits over conventional methods: It produces a distribution of performance metrics, enabling more rigorous statistical inference. The method systematically eliminates lookahead bias through purging and embargoing. By simulating multiple historical scenarios, it reduces the dependence on any single market regime or realization. It supports high-confidence comparisons between competing models or strategies. CPCV is commonly used in quantitative strategy research, especially for evaluating predictive models such as classifiers, regressors, and portfolio optimizers. It has been applied to estimate realistic Sharpe ratios, assess the risk of overfitting, and support the use of statistical tools such as the Deflated Sharpe Ratio (DSR). === Limitations === The main limitation of CPCV stems from its high computational cost. However, this cost can be managed by sampling a finite number of splits from the space of all possible combinations.

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  • Machine learning in video games

    Machine learning in video games

    Artificial intelligence and machine learning techniques are used in video games for a wide variety of applications such as non-player character (NPC) control, procedural content generation (PCG) and deep learning-based content generation. Machine learning is a subset of artificial intelligence that uses historical data to build predictive and analytical models. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning. == Overview of relevant machine learning techniques == === Deep learning === Deep learning is a subset of machine learning which focuses heavily on the use of artificial neural networks (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on. ==== Convolutional neural networks ==== Convolutional neural networks (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games. === Recurrent neural network === Recurrent neural networks are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as speech recognition and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of long term memory due to the vanishing gradient problem, thus it is rarely used over newer implementations. ==== Long short-term memory ==== A long short-term memory (LSTM) network is a specific implementation of a RNN that is designed to deal with the vanishing gradient problem seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games. === Reinforcement learning === Reinforcement learning is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as Q-learning, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and robotics. === Neuroevolution === Neuroevolution involves the use of both neural networks and evolutionary algorithms. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques. == Deep learning agents == Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed gameplay. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents. === Chess === Chess is a turn-based strategy game that is considered a difficult AI problem due to the computational complexity of its board space. Similar strategy games are often solved with some form of a Minimax Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997 Deep Blue versus Garry Kasparov match. Since then, machine learning agents have shown ever greater success than previous AI agents. === Go === Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur. ==== AlphaGo ==== Google's 2015 AlphaGo was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a Monte Carlo tree search (MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself. ==== AlphaGo Zero ==== AlphaGo Zero, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent. === StarCraft series === StarCraft and its sequel StarCraft II are real-time strategy (RTS) video games that have become popular environments for AI research. Blizzard and DeepMind have worked together to release a public StarCraft 2 environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game. ==== Alphastar ==== Alphastar was the first AI agent to beat professional StarCraft 2 players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup. === Dota 2 === Dota 2 is a multiplayer online battle arena (MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on Dota 2 is OpenAI's deep learning Five agent. ==== OpenAI Five ==== OpenAI Five utilized separate long short-term memory networks to learn each hero. It trained using a reinforcement learning technique known as Proximal Policy Learning running on a system containing 256 GPUs and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 Dota 2 esports champion team in a 2019 series of games. === Planetary Annihilation === Planetary Annihilation is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent. === Supreme Commander 2 === Supreme Commander 2 is a real-time strategy (RTS) video game. The game uses Multilayer Perceptrons (MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval

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  • Tessellation (computer graphics)

    Tessellation (computer graphics)

    In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. == In graphics rendering == A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance). In previously leading realtime techniques such as parallax mapping and bump mapping, surface details could be simulated at the pixel level, but silhouette edge detail was fundamentally limited by the quality of the original dataset. In Direct3D 11 pipeline (a part of DirectX 11), the graphics primitive is the patch. The tessellator generates a triangle-based tessellation of the patch according to tessellation parameters such as the TessFactor, which controls the degree of fineness of the mesh. The tessellation, along with shaders such as a Phong shader, allows for producing smoother surfaces than would be generated by the original mesh. By offloading the tessellation process onto the GPU hardware, smoothing can be performed in real time. Tessellation can also be used for implementing subdivision surfaces, level of detail scaling and fine displacement mapping. OpenGL 4.0 uses a similar pipeline, where tessellation into triangles is controlled by the Tessellation Control Shader and a set of four tessellation parameters. == In computer-aided design == In computer-aided design the constructed design is represented by a boundary representation topological model, where analytical 3D surfaces and curves, limited to faces, edges, and vertices, constitute a continuous boundary of a 3D body. Arbitrary 3D bodies are often too complicated to analyze directly. So they are approximated (tessellated) with a mesh of small, easy-to-analyze pieces of 3D volume—usually either irregular tetrahedra, or irregular hexahedra. The mesh is used for finite element analysis. The mesh of a surface is usually generated per individual faces and edges (approximated to polylines) so that original limit vertices are included into mesh. To ensure that approximation of the original surface suits the needs of further processing, three basic parameters are usually defined for the surface mesh generator: The maximum allowed distance between the planar approximation polygon and the surface (known as "sag"). This parameter ensures that mesh is similar enough to the original analytical surface (or the polyline is similar to the original curve). The maximum allowed size of the approximation polygon (for triangulations it can be maximum allowed length of triangle sides). This parameter ensures enough detail for further analysis. The maximum allowed angle between two adjacent approximation polygons (on the same face). This parameter ensures that even very small humps or hollows that can have significant effect to analysis will not disappear in mesh. An algorithm generating a mesh is typically controlled by the above three and other parameters. Some types of computer analysis of a constructed design require an adaptive mesh refinement, which is a mesh made finer (using stronger parameters) in regions where the analysis needs more detail.

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  • Contrastive Language-Image Pre-training

    Contrastive Language-Image Pre-training

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

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  • Stability (learning theory)

    Stability (learning theory)

    Stability, also known as algorithmic stability, is a notion in computational learning theory of how a machine learning algorithm output is changed with small perturbations to its inputs. A stable learning algorithm is one for which the prediction does not change much when the training data is modified slightly. For instance, consider a machine learning algorithm that is being trained to recognize handwritten letters of the alphabet, using 1000 examples of handwritten letters and their labels ("A" to "Z") as a training set. One way to modify this training set is to leave out an example, so that only 999 examples of handwritten letters and their labels are available. A stable learning algorithm would produce a similar classifier with both the 1000-element and 999-element training sets. Stability can be studied for many types of learning problems, from language learning to inverse problems in physics and engineering, as it is a property of the learning process rather than the type of information being learned. The study of stability gained importance in computational learning theory in the 2000s when it was shown to have a connection with generalization. It was shown that for large classes of learning algorithms, notably empirical risk minimization algorithms, certain types of stability ensure good generalization. == History == A central goal in designing a machine learning system is to guarantee that the learning algorithm will generalize, or perform accurately on new examples after being trained on a finite number of them. In the 1990s, milestones were reached in obtaining generalization bounds for supervised learning algorithms. The technique historically used to prove generalization was to show that an algorithm was consistent, using the uniform convergence properties of empirical quantities to their means. This technique was used to obtain generalization bounds for the large class of empirical risk minimization (ERM) algorithms. An ERM algorithm is one that selects a solution from a hypothesis space H {\displaystyle H} in such a way to minimize the empirical error on a training set S {\displaystyle S} . A general result, proved by Vladimir Vapnik for an ERM binary classification algorithms, is that for any target function and input distribution, any hypothesis space H {\displaystyle H} with VC-dimension d {\displaystyle d} , and n {\displaystyle n} training examples, the algorithm is consistent and will produce a training error that is at most O ( d n ) {\displaystyle O\left({\sqrt {\frac {d}{n}}}\right)} (plus logarithmic factors) from the true error. The result was later extended to almost-ERM algorithms with function classes that do not have unique minimizers. Vapnik's work, using what became known as VC theory, established a relationship between generalization of a learning algorithm and properties of the hypothesis space H {\displaystyle H} of functions being learned. However, these results could not be applied to algorithms with hypothesis spaces of unbounded VC-dimension. Put another way, these results could not be applied when the information being learned had a complexity that was too large to measure. Some of the simplest machine learning algorithms—for instance, for regression—have hypothesis spaces with unbounded VC-dimension. Another example is language learning algorithms that can produce sentences of arbitrary length. Stability analysis was developed in the 2000s for computational learning theory and is an alternative method for obtaining generalization bounds. The stability of an algorithm is a property of the learning process, rather than a direct property of the hypothesis space H {\displaystyle H} , and it can be assessed in algorithms that have hypothesis spaces with unbounded or undefined VC-dimension such as nearest neighbor. A stable learning algorithm is one for which the learned function does not change much when the training set is slightly modified, for instance by leaving out an example. A measure of Leave one out error is used in a Cross Validation Leave One Out (CVloo) algorithm to evaluate a learning algorithm's stability with respect to the loss function. As such, stability analysis is the application of sensitivity analysis to machine learning. == Summary of classic results == Early 1900s - Stability in learning theory was earliest described in terms of continuity of the learning map L {\displaystyle L} , traced to Andrey Nikolayevich Tikhonov. 1979 - Devroye and Wagner observed that the leave-one-out behavior of an algorithm is related to its sensitivity to small changes in the sample. 1999 - Kearns and Ron discovered a connection between finite VC-dimension and stability. 2002 - In a landmark paper, Bousquet and Elisseeff proposed the notion of uniform hypothesis stability of a learning algorithm and showed that it implies low generalization error. Uniform hypothesis stability, however, is a strong condition that does not apply to large classes of algorithms, including ERM algorithms with a hypothesis space of only two functions. 2002 - Kutin and Niyogi extended Bousquet and Elisseeff's results by providing generalization bounds for several weaker forms of stability which they called almost-everywhere stability. Furthermore, they took an initial step in establishing the relationship between stability and consistency in ERM algorithms in the Probably Approximately Correct (PAC) setting. 2004 - Poggio et al. proved a general relationship between stability and ERM consistency. They proposed a statistical form of leave-one-out-stability which they called CVEEEloo stability, and showed that it is a) sufficient for generalization in bounded loss classes, and b) necessary and sufficient for consistency (and thus generalization) of ERM algorithms for certain loss functions such as the square loss, the absolute value and the binary classification loss. 2010 - Shalev Shwartz et al. noticed problems with the original results of Vapnik due to the complex relations between hypothesis space and loss class. They discuss stability notions that capture different loss classes and different types of learning, supervised and unsupervised. 2016 - Moritz Hardt et al. proved stability of gradient descent given certain assumption on the hypothesis and number of times each instance is used to update the model. == Preliminary definitions == We define several terms related to learning algorithms training sets, so that we can then define stability in multiple ways and present theorems from the field. A machine learning algorithm, also known as a learning map L {\displaystyle L} , maps a training data set, which is a set of labeled examples ( x , y ) {\displaystyle (x,y)} , onto a function f {\displaystyle f} from X {\displaystyle X} to Y {\displaystyle Y} , where X {\displaystyle X} and Y {\displaystyle Y} are in the same space of the training examples. The functions f {\displaystyle f} are selected from a hypothesis space of functions called H {\displaystyle H} . The training set from which an algorithm learns is defined as S = { z 1 = ( x 1 , y 1 ) , . . , z m = ( x m , y m ) } {\displaystyle S=\{z_{1}=(x_{1},\ y_{1})\ ,..,\ z_{m}=(x_{m},\ y_{m})\}} and is of size m {\displaystyle m} in Z = X × Y {\displaystyle Z=X\times Y} drawn i.i.d. from an unknown distribution D. Thus, the learning map L {\displaystyle L} is defined as a mapping from Z m {\displaystyle Z_{m}} into H {\displaystyle H} , mapping a training set S {\displaystyle S} onto a function f S {\displaystyle f_{S}} from X {\displaystyle X} to Y {\displaystyle Y} . Here, we consider only deterministic algorithms where L {\displaystyle L} is symmetric with respect to S {\displaystyle S} , i.e. it does not depend on the order of the elements in the training set. Furthermore, we assume that all functions are measurable and all sets are countable. The loss V {\displaystyle V} of a hypothesis f {\displaystyle f} with respect to an example z = ( x , y ) {\displaystyle z=(x,y)} is then defined as V ( f , z ) = V ( f ( x ) , y ) {\displaystyle V(f,z)=V(f(x),y)} . The empirical error of f {\displaystyle f} is I S [ f ] = 1 n ∑ V ( f , z i ) {\displaystyle I_{S}[f]={\frac {1}{n}}\sum V(f,z_{i})} . The true error of f {\displaystyle f} is I [ f ] = E z V ( f , z ) {\displaystyle I[f]=\mathbb {E} _{z}V(f,z)} Given a training set S of size m, we will build, for all i = 1....,m, modified training sets as follows: By removing the i-th element S | i = { z 1 , . . . , z i − 1 , z i + 1 , . . . , z m } {\displaystyle S^{|i}=\{z_{1},...,\ z_{i-1},\ z_{i+1},...,\ z_{m}\}} By replacing the i-th element S i = { z 1 , . . . , z i − 1 , z i ′ , z i + 1 , . . . , z m } {\displaystyle S^{i}=\{z_{1},...,\ z_{i-1},\ z_{i}',\ z_{i+1},...,\ z_{m}\}} == Definitions of stability == === Hypothesis Stability === An algorithm L {\displaystyle L} has hypothesis stability β with respect to the loss function V if the following holds: ∀ i ∈ { 1 , . . . , m } , E S , z [ | V ( f S , z ) − V ( f S |

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  • Energy-based model

    Energy-based model

    An energy-based model (EBM), also called Canonical Ensemble Learning (CEL) or Learning via Canonical Ensemble (LCE), is an application of canonical ensemble formulation from statistical physics for learning from data. The approach prominently appears in generative artificial intelligence. EBMs provide a unified framework for many probabilistic and non-probabilistic approaches to such learning, particularly for training graphical and other structured models. An EBM learns the characteristics of a target dataset and generates a similar but larger dataset. EBMs detect the latent variables of a dataset and generate new datasets with a similar distribution. Energy-based generative neural networks is a class of generative models, which aim to learn explicit probability distributions of data in the form of energy-based models, the energy functions of which are parameterized by modern deep neural networks. Boltzmann machines are a special form of energy-based models with a specific parametrization of the energy. == Description == For a given input x {\displaystyle x} , the model describes an energy E θ ( x ) {\displaystyle E_{\theta }(x)} such that the Boltzmann distribution P θ ( x ) = e − β E θ ( x ) Z ( θ ) {\displaystyle P_{\theta }(x)={e^{-\beta E_{\theta }(x)} \over Z(\theta )}} is a probability (density), and typically β = 1 {\displaystyle \beta =1} . Since the normalization constant: Z ( θ ) := ∫ x ∈ X e − β E θ ( x ) d x {\displaystyle Z(\theta ):=\int _{x\in X}e^{-\beta E_{\theta }(x)}dx} (also known as the partition function) depends on all the Boltzmann factors of all possible inputs x {\displaystyle x} , it cannot be easily computed or reliably estimated during training simply using standard maximum likelihood estimation. However, for maximizing the likelihood during training, the gradient of the log-likelihood of a single training example x {\displaystyle x} is given by using the chain rule: ∂ θ log ⁡ ( P θ ( x ) ) = E x ′ ∼ P θ [ ∂ θ E θ ( x ′ ) ] − ∂ θ E θ ( x ) ( ∗ ) {\displaystyle \partial _{\theta }\log \left(P_{\theta }(x)\right)=\mathbb {E} _{x'\sim P_{\theta }}[\partial _{\theta }E_{\theta }(x')]-\partial _{\theta }E_{\theta }(x)\,()} The expectation in the above formula for the gradient can be approximately estimated by drawing samples x ′ {\displaystyle x'} from the distribution P θ {\displaystyle P_{\theta }} using Markov chain Monte Carlo (MCMC). Early energy-based models, such as the 2003 Boltzmann machine by Hinton, estimated this expectation via blocked Gibbs sampling. Newer approaches make use of more efficient Stochastic Gradient Langevin Dynamics (LD), drawing samples using: x 0 ′ ∼ P 0 , x i + 1 ′ = x i ′ − α 2 ∂ E θ ( x i ′ ) ∂ x i ′ + ϵ {\displaystyle x_{0}'\sim P_{0},x_{i+1}'=x_{i}'-{\frac {\alpha }{2}}{\frac {\partial E_{\theta }(x_{i}')}{\partial x_{i}'}}+\epsilon } , where ϵ ∼ N ( 0 , α ) {\displaystyle \epsilon \sim {\mathcal {N}}(0,\alpha )} . A replay buffer of past values x i ′ {\displaystyle x_{i}'} is used with LD to initialize the optimization module. The parameters θ {\displaystyle \theta } of the neural network are therefore trained in a generative manner via MCMC-based maximum likelihood estimation: the learning process follows an "analysis by synthesis" scheme, where within each learning iteration, the algorithm samples the synthesized examples from the current model by a gradient-based MCMC method (e.g., Langevin dynamics or Hybrid Monte Carlo), and then updates the parameters θ {\displaystyle \theta } based on the difference between the training examples and the synthesized ones – see equation ( ∗ ) {\displaystyle ()} . This process can be interpreted as an alternating mode seeking and mode shifting process, and also has an adversarial interpretation. Essentially, the model learns a function E θ {\displaystyle E_{\theta }} that associates low energies to correct values, and higher energies to incorrect values. After training, given a converged energy model E θ {\displaystyle E_{\theta }} , the Metropolis–Hastings algorithm can be used to draw new samples. The acceptance probability is given by: P a c c ( x i → x ∗ ) = min ( 1 , P θ ( x ∗ ) P θ ( x i ) ) . {\displaystyle P_{acc}(x_{i}\to x^{})=\min \left(1,{\frac {P_{\theta }(x^{})}{P_{\theta }(x_{i})}}\right).} == History == The term "energy-based models" was first coined in a 2003 JMLR paper where the authors defined a generalisation of independent components analysis to the overcomplete setting using EBMs. Other early work on EBMs proposed models that represented energy as a composition of latent and observable variables. == Characteristics == EBMs demonstrate useful properties: Simplicity and stability. The EBM is the only object that needs to be designed and trained. Separate networks need not be trained to ensure balance. Adaptive computation time. An EBM can generate sharp, diverse samples or (more quickly) coarse, less diverse samples. Given infinite time, this procedure produces true samples. Flexibility. In Variational Autoencoders (VAE) and flow-based models, the generator learns a map from a continuous space to a (possibly) discontinuous space containing different data modes. EBMs can learn to assign low energies to disjoint regions (multiple modes). Adaptive generation. EBM generators are implicitly defined by the probability distribution, and automatically adapt as the distribution changes (without training), allowing EBMs to address domains where generator training is impractical, as well as minimizing mode collapse and avoiding spurious modes from out-of-distribution samples. Compositionality. Individual models are unnormalized probability distributions, allowing models to be combined through product of experts or other hierarchical techniques. == Experimental results == On image datasets such as CIFAR-10 and ImageNet 32x32, an EBM model generated high-quality images relatively quickly. It supported combining features learned from one type of image for generating other types of images. It was able to generalize using out-of-distribution datasets, outperforming flow-based and autoregressive models. EBM was relatively resistant to adversarial perturbations, behaving better than models explicitly trained against them with training for classification. == Applications == Target applications include natural language processing, robotics and computer vision. The first energy-based generative neural network is the generative ConvNet proposed in 2016 for image patterns, where the neural network is a convolutional neural network. The model has been generalized to various domains to learn distributions of videos, and 3D voxels. They are made more effective in their variants. They have proven useful for data generation (e.g., image synthesis, video synthesis, 3D shape synthesis, etc.), data recovery (e.g., recovering videos with missing pixels or image frames, 3D super-resolution, etc), data reconstruction (e.g., image reconstruction and linear interpolation ). == Alternatives == EBMs compete with techniques such as variational autoencoders (VAEs), generative adversarial networks (GANs) or normalizing flows. == Extensions == === Joint energy-based models === Joint energy-based models (JEM), proposed in 2020 by Grathwohl et al., allow any classifier with softmax output to be interpreted as energy-based model. The key observation is that such a classifier is trained to predict the conditional probability p θ ( y | x ) = e f → θ ( x ) [ y ] ∑ j = 1 K e f → θ ( x ) [ j ] for y = 1 , … , K and f → θ = ( f 1 , … , f K ) ∈ R K , {\displaystyle p_{\theta }(y|x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{\sum _{j=1}^{K}e^{{\vec {f}}_{\theta }(x)[j]}}}\ \ {\text{ for }}y=1,\dotsc ,K{\text{ and }}{\vec {f}}_{\theta }=(f_{1},\dotsc ,f_{K})\in \mathbb {R} ^{K},} where f → θ ( x ) [ y ] {\displaystyle {\vec {f}}_{\theta }(x)[y]} is the y-th index of the logits f → {\displaystyle {\vec {f}}} corresponding to class y. Without any change to the logits it was proposed to reinterpret the logits to describe a joint probability density: p θ ( y , x ) = e f → θ ( x ) [ y ] Z ( θ ) , {\displaystyle p_{\theta }(y,x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}},} with unknown partition function Z ( θ ) {\displaystyle Z(\theta )} and energy E θ ( x , y ) = − f θ ( x ) [ y ] {\displaystyle E_{\theta }(x,y)=-f_{\theta }(x)[y]} . By marginalization, we obtain the unnormalized density p θ ( x ) = ∑ y p θ ( y , x ) = ∑ y e f → θ ( x ) [ y ] Z ( θ ) =: e − E θ ( x ) , {\displaystyle p_{\theta }(x)=\sum _{y}p_{\theta }(y,x)=\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}=:e^{-E_{\theta }(x)},} therefore, E θ ( x ) = − log ⁡ ( ∑ y e f → θ ( x ) [ y ] Z ( θ ) ) , {\displaystyle E_{\theta }(x)=-\log \left(\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}\right),} so that any classifier can be used to define an energy function E θ ( x ) {\displaystyle E_{\theta }(x)} .

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  • Apache CarbonData

    Apache CarbonData

    Apache CarbonData is a free and open-source column-oriented data storage format of the Apache Hadoop ecosystem. It is similar to the other columnar-storage file formats available in Hadoop namely RCFile and ORC. It is compatible with most of the data processing frameworks in the Hadoop environment. It provides efficient data compression and encoding schemes with enhanced performance to handle complex data in bulk. == History == CarbonData was developed at Huawei in 2013. The project was donated to the Apache Community in 2015 submitted to the Apache Incubator in June 2016. The project won top honors in the BlackDuck 2016 Open Source Rookies of the Year's Big Data category. Apache CarbonData has been a top-level Apache Software Foundation (ASF)-sponsored project since May 1, 2017.

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  • Slopaganda

    Slopaganda

    Slopaganda is a portmanteau of "AI slop" and "propaganda", referring to AI-generated content designed to manipulate beliefs, emotions, and political decision-making at scale. The term is credited to Michał Klincewicz, an assistant professor in the Department of Computational Cognitive Science at Tilburg University, in 2025. == Definition == Slopaganda is distinguished from traditional propaganda by three features: scale, scope, and speed. Generative AI makes it possible to produce large volumes of content quickly and at low cost, allows for highly personalised and targeted messaging to specific sub-audiences, and leverages the hyper-connectivity of social networks to accelerate dissemination beyond what conventional media could achieve. Unlike traditional propaganda, which delivers a uniform message to all recipients, slopaganda can be micro-targeted — tailored to individuals based on estimated prior beliefs to reinforce political biases or emotional associations. The authors note that it need not aim at literal deception: much slopaganda is expressive rather than truth-apt, designed to create emotional associations rather than false factual beliefs. == Relation to AI slop == Slopaganda is a subset of AI slop — low-quality, mass-produced AI-generated content — distinguished by intent. Where AI slop may be produced indifferently for commercial or engagement-farming purposes, slopaganda is deployed with a deliberate political or ideological goal. == Notable examples == Examples discussed by the term's originators include Donald Trump's prolific use of AI in Truth Social posts and Iranian Lego-themed music videos. AI-generated videos posted by the White House mixing real military footage with clips from films and video games; and deepfake audio imitating political candidates during the 2024 US presidential campaign have also been given the label slopaganda.

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  • Slopaganda

    Slopaganda

    Slopaganda is a portmanteau of "AI slop" and "propaganda", referring to AI-generated content designed to manipulate beliefs, emotions, and political decision-making at scale. The term is credited to Michał Klincewicz, an assistant professor in the Department of Computational Cognitive Science at Tilburg University, in 2025. == Definition == Slopaganda is distinguished from traditional propaganda by three features: scale, scope, and speed. Generative AI makes it possible to produce large volumes of content quickly and at low cost, allows for highly personalised and targeted messaging to specific sub-audiences, and leverages the hyper-connectivity of social networks to accelerate dissemination beyond what conventional media could achieve. Unlike traditional propaganda, which delivers a uniform message to all recipients, slopaganda can be micro-targeted — tailored to individuals based on estimated prior beliefs to reinforce political biases or emotional associations. The authors note that it need not aim at literal deception: much slopaganda is expressive rather than truth-apt, designed to create emotional associations rather than false factual beliefs. == Relation to AI slop == Slopaganda is a subset of AI slop — low-quality, mass-produced AI-generated content — distinguished by intent. Where AI slop may be produced indifferently for commercial or engagement-farming purposes, slopaganda is deployed with a deliberate political or ideological goal. == Notable examples == Examples discussed by the term's originators include Donald Trump's prolific use of AI in Truth Social posts and Iranian Lego-themed music videos. AI-generated videos posted by the White House mixing real military footage with clips from films and video games; and deepfake audio imitating political candidates during the 2024 US presidential campaign have also been given the label slopaganda.

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