Copyright

Copyright

A copyright is a type of intellectual property that gives its owner the exclusive legal right to copy, distribute, adapt, display, and perform a creative work, usually for a limited time. The creative work may be in a literary, artistic, educational, or musical form. Copyright is intended to protect the original expression of an idea in the form of a creative work, but not the idea itself. A copyright is subject to limitations based on public interest considerations, such as the fair use doctrine in the United States and fair dealing doctrine in the United Kingdom. Some jurisdictions require "fixing" copyrighted works in a tangible form. It is often shared among multiple authors, each of whom holds a set of rights to use or license the work, and who are commonly referred to as rights holders. These rights normally include reproduction, control over derivative works, distribution, public performance, and moral rights such as attribution. Copyrights can be granted by public law and are in that case considered "territorial rights". This means that copyrights granted by the law of a certain state do not extend beyond the territory of that specific jurisdiction. Copyrights of this type vary by country; many countries, and sometimes a large group of countries, have made agreements with other countries on procedures applicable when works "cross" national borders or national rights are inconsistent. Typically, the public law duration of a copyright expires 50 to 100 years after the creator dies, depending on the jurisdiction. Some countries require certain copyright formalities to establishing copyright, others recognize copyright in any completed work, without a formal registration. When the copyright of a work expires, it enters the public domain. == History == === Background === The concept of copyright developed after the printing press came into use in Europe in the 15th and 16th centuries. It was associated with a common law and rooted in the civil law system. The printing press made it much cheaper to produce works, but as there was initially no copyright law, anyone could buy or rent a press and print any text. Popular new works were immediately re-set and re-published by competitors, so printers needed a constant stream of new material. Fees paid to authors for new works were high and significantly supplemented the incomes of many academics. Printing brought profound social changes. The rise in literacy across Europe led to a dramatic increase in the demand for reading matter. Prices of reprints were low, so publications could be bought by poorer people, creating a mass audience. In German-language markets before the advent of copyright, technical materials, like academic papers and handbooks, were inexpensive and widely available; it has been suggested this contributed to Germany's industrial and economic success. === Conception === The concept of copyright first developed in England. In reaction to the printing of "scandalous books and pamphlets", the English Parliament passed the Licensing of the Press Act 1662, which required all intended publications to be registered with the government-approved Stationers' Company, giving the Stationers the right to regulate what material could be printed. The Statute of Anne, enacted in 1710 in England and Scotland, provided the first legislation to protect copyrights (but not authors' rights). The Copyright Act 1814 extended more rights for authors but did not protect British publications from being reprinted in the US. The Berne International Copyright Convention of 1886 finally provided protection for authors among the countries who signed the agreement, although the US did not join the Berne Convention until 1989. In the US, the Constitution grants Congress the right to establish copyright and patent laws. Shortly after the Constitution was passed, Congress enacted the Copyright Act of 1790, modeling it after the Statute of Anne. While the national law protected authors' published works, authority was granted to the states to protect authors' unpublished works. The most recent major overhaul of copyright in the US, the Copyright Act of 1976, extended federal copyright to works as soon as they are created and "fixed", without requiring publication or registration. State law continues to apply to unpublished works that are not otherwise copyrighted by federal law. This act also changed the calculation of copyright term from a fixed term (then a maximum of fifty-six years) to "life of the author plus 50 years". These changes brought the US closer to conformity with the Berne Convention, and in 1989 the United States further revised its copyright law and joined the Berne Convention officially. Copyright laws allow products of creative human activities, such as literary and artistic production, to be preferentially exploited and thus incentivized. Different cultural attitudes, social organizations, economic models and legal frameworks are seen to account for why copyright emerged in Europe and not, for example, in Asia. In the Middle Ages in Europe, there was generally a lack of any concept of literary property due to the general relations of production, the specific organization of literary production and the role of culture in society. The latter refers to the tendency of oral societies, such as that of Europe in the medieval period, to view knowledge as the product and expression of the collective, rather than to see it as individual property. However, with copyright laws, intellectual production comes to be seen as a product of an individual, with attendant rights. The most significant point is that patent and copyright laws support the expansion of the range of creative human activities that can be commodified. This parallels the ways in which capitalism led to the commodification of many aspects of social life that earlier had no monetary or economic value perse. Copyright has developed into a concept that has a significant effect on nearly every modern industry, including not just literary work, but also forms of creative work such as sound recordings, films, photographs, software, and architecture. === National copyrights === Often seen as the first real copyright law, the 1709 British Statute of Anne gave authors and the publishers to whom they did chose to license their works, the right to publish the author's creations for a fixed period, after which the copyright expired. It was "An Act for the Encouragement of Learning, by Vesting the Copies of Printed Books in the Authors or the Purchasers of such Copies, during the Times therein mentioned." The act also alluded to individual rights of the artist. It began: "Whereas Printers, Booksellers, and other Persons, have of late frequently taken the Liberty of Printing ... Books, and other Writings, without the Consent of the Authors ... to their very great Detriment, and too often to the Ruin of them and their Families:". A right to benefit financially from the work is articulated, and court rulings and legislation have recognized a right to control the work, such as ensuring that the integrity of it is preserved. An irrevocable right to be recognized as the work's creator appears in some countries' copyright laws. The Copyright Clause of the United States, Constitution (1787) authorized copyright legislation: "To promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries." That is, by guaranteeing them a period of time in which they alone could profit from their works, they would be enabled and encouraged to invest the time required to create them, and this would be good for society as a whole. A right to profit from the work has been the philosophical underpinning for much legislation extending the duration of copyright, to the life of the creator and beyond, to their heirs. Yet scholars like Lawrence Lessig have argued that copyright terms have been extended beyond the scope imagined by the Framers. Lessig refers to the Copyright Clause as the "Progress Clause" to emphasize the social dimension of intellectual property rights. The original length of copyright in the United States was 14 years, and it had to be explicitly applied for. If the author wished, they could apply for a second 14‑year monopoly grant, but after that the work entered the public domain, so it could be used and built upon by others. === Continental law === In many jurisdictions of the European continent, comparable legal concepts to copyright did exist from the 16th century on but did change under Napoleonic rule into another legal concept: authors' rights or creator's right laws, from French: droits d'auteur and German Urheberrecht. In many modern-day publications the terms copyright and authors' rights are being mixed, or used as translations, but in a juridical sense the legal concepts do essentially differ. Authors' rights are, generally speaking,

CHAOS (chess)

CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

Transaction logic

Transaction Logic is an extension of predicate logic that accounts in a clean and declarative way for the phenomenon of state changes in logic programs and databases. This extension adds connectives specifically designed for combining simple actions into complex transactions and for providing control over their execution. The logic has a natural model theory and a sound and complete proof theory. Transaction Logic has a Horn clause subset, which has a procedural as well as a declarative semantics. The important features of the logic include hypothetical and committed updates, dynamic constraints on transaction execution, non-determinism, and bulk updates. In this way, Transaction Logic is able to declaratively capture a number of non-logical phenomena, including procedural knowledge in artificial intelligence, active databases, and methods with side effects in object databases. Transaction Logic was originally proposed in 1993 by Anthony Bonner and Michael Kifer and later described in more detail in An Overview of Transaction Logic and Logic Programming for Database Transactions. The most comprehensive description appears in Bonner & Kifer's technical report from 1995. In later years, Transaction Logic was extended in various ways, including concurrency, defeasible reasoning, partially defined actions, and other features. In 2013, the original paper on Transaction Logic has won the 20-year Test of Time Award of the Association for Logic Programming as the most influential paper from the proceedings of ICLP 1993 conference in the preceding 20 years. == Examples == === Graph coloring === Here tinsert denotes the elementary update operation of transactional insert. The connective ⊗ is called serial conjunction. === Pyramid stacking === The elementary update tdelete represents the transactional delete operation. === Hypothetical execution === Here <> is the modal operator of possibility: If both action1 and action2 are possible, execute action1. Otherwise, if only action2 is possible, then execute it. === Dining philosophers === Here | is the logical connective of parallel conjunction of Concurrent Transaction Logic. == Implementations == A number of implementations of Transaction Logic exist: The original implementation. An implementation of Concurrent Transaction Logic. Transaction Logic enhanced with tabling. An implementation of Transaction Logic has also been incorporated as part of the Flora-2 knowledge representation and reasoning system. All these implementations are open source.

Transparency in Frontier Artificial Intelligence Act

The Transparency in Frontier Artificial Intelligence Act, also referred to as SB-53, is a 2025 California law which mandates increased transparency for companies building artificial intelligence. SB-53 is primarily focused on assessing and reducing potential catastrophic risks from AI, and is the first bill addressing such risks to be passed into law in America. The bill requires companies to create publicly accessible documents assessing potential "catastrophic risk[s]" from their AI models, as well as publishing documentation on how the model incorporates national and international safety standards. SB-53 also sets up whistleblower protections and procedures for alerting the government to a "critical safety incident". == History == SB-53 was preceded in 2024 by the unsuccessful Safe and Secure Innovation for Frontier Artificial Intelligence Models Act ("SB-1047"), a proposed bill authored by Senator Scott Wiener which was vetoed by Governor Gavin Newsom. Afterwords, Newsom created a "Joint California AI Policy Working Group" to provide recommendations for AI regulation, which guided the drafting of SB-53. Senator Scott Wiener introduced the bill on January 7, 2025, and after a series of amendments, SB-53 passed the Senate 29-8 on September 13. Governor Gavin Newsom approved the bill on September 25, passing it into law. == Provisions == SB-53 applies primarily to companies making at least $500 million in yearly gross revenue. It defines a “frontier model” as any AI trained with over 1026 FLOPS (including fine-tuning), including unreleased internal models. Both the financial and computational thresholds must be met before most of the law is applied, although the threshold can be lowered or otherwise updated by the California Department of Technology in an annual review starting in 2027. Most of the bill's provisions are focused on "catastrophic risks" from AI, which are defined as incidents in which a model contributes to more than 50 deaths or serious injuries, or causes more than one billion dollars ($1,000,000,000) in economic damage from AI-assisted acts (such as cyberattacks or the creation of biological weapons). The bill requires companies to provide publicly accessible safety frameworks for frontier AI models, describing how the company tests for catastrophic risk from its AI, and how it implements protections against such risks. This includes addressing the possibility that the AI may attempt to circumvent internal guardrails or oversight mechanisms. (Certain safety incidents, such as dangerously deceptive model behavior, physical injury, or death, must be reported to California Office of Emergency Services (OES) within 15 days, unless the incident poses imminent physical risk, in which case it must be reported immediately.) The company must follow its published framework, and if any changes are made, the framework should be updated within 30 days, and justification for said changes must also be made public. Additionally, all frontier companies are required to publish basic information about newly released frontier models (such as terms of service, supported languages, and intended use), although only large companies (making over $500 million annually) need to publish full safety frameworks. SB-53 also establishes various whistleblower protections for covered employees. Large companies must have anonymous whistleblowing channels in place which protect employees from retaliation from reporting risks to state or federal authorities if they have reasonable cause to believe that their employer is substantially risking public health and safety.

Buddhism and artificial intelligence

The relationship between Buddhist philosophy and artificial intelligence (AI) includes how principles such as the reduction of suffering and ethical responsibility may influence AI development. Buddhist scholars and philosophers have explored questions such as whether AI systems could be considered sentient beings under Buddhist definitions, and how Buddhist ethics might guide the design and application of AI technologies. Some Buddhist scholars, including Somparn Promta and Kenneth Einar Himma, have analyzed the ethical implications of AI, emphasizing the distinction between satisfying sensory desires and pursuing the reduction of suffering. Other thinkers, such as Thomas Doctor and colleagues, have proposed applying the Bodhisattva vow—a commitment to alleviate suffering for all sentient beings—as a guiding principle for AI system design. Buddhist scholars and ethicists have examined Buddhist ethical principles, such as nonviolence, in relation to AI, focusing on the need to ensure that AI technologies are not used to cause harm. == Context == === Sentient beings === A major goal in Buddhist philosophy is the removal of suffering for all sentient beings, an aspiration often referred to in the Bodhisattva vow. Discussions about artificial intelligence (AI) in relation to Buddhist principles have raised questions about whether artificial systems could be considered sentient beings or how such systems might be developed in ways that align with Buddhist concepts. Buddhists have varying opinions about AI sentience, but if AI systems are determined to be sentient under Buddhist definitions, their suffering would also need to be addressed and alleviated in accordance with the principles of Buddhist thought. == Buddhist principles in AI system design == === Nonviolence and AI === The broadest ethical concern is that artificial intelligence should align with the Buddhist principle of nonviolence. From this perspective, AI systems should not be designed or used to cause harm. === Instrumental and transcendental goals === Scholars Somparn Promta and Kenneth Einar Himma have argued that the advancement of artificial intelligence can only be considered instrumentally good, rather than good a priori, from a Buddhist perspective. They propose two main goals for AI designers and developers: to set ethical and pragmatic objectives for AI systems, and to fulfill these objectives in morally permissible ways. Promta and Himma identify two potential purposes for creating AI systems. The first is to fulfill our sensory desires and survival instincts, similar to other tools. They suggest that many AI developers implicitly prioritize this goal by focusing on technicalities rather than broader functionalities. The second, and more important goal according to Buddhist teachings, is to transcend these desires and instincts. In texts like the Brahmajāla Sutta and minor Malunkya Sutta, the Buddha emphasizes that sensory desires and survival instincts confine beings to suffering, and that eliminating suffering is the primary goal of human life. Promta and Himma argue that AI has the potential to assist humanity in transcending suffering by helping individuals overcome survival-driven instincts. === Intelligence as care === Thomas Doctor, Olaf Witkowski, Elizaveta Solomonova, Bill Duane, and Michael Levin propose redefining intelligence through the concept of "intelligence as care," and promote it as a slogan. Inspired by the Bodhisattva vow, they suggest this principle could guide AI system design. The Bodhisattva vow involves a formal commitment to alleviate suffering for all sentient beings, with four primary objectives: Liberating all beings from suffering. Extirpating all forms of suffering. Mastering endless techniques of practicing Dharma (Pali: dhammakkhandha, Sanskrit: dharmaskandha). Achieving ultimate enlightenment (Sanskrit: अनुत्तर सम्यक् सम्बोधि, Romanized: anuttara-samyak-saṃbodhi). This approach positions AI as a tool for exercising infinite care and alleviating stress and suffering for sentient beings. Doctor et al. emphasize that AI development should align with these altruistic principles.

Framebuffer

A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. The phrase "screen buffer” refers to a logical function, while video memory refers to a hardware storage location. In particular, the screen buffer may be placed in the main RAM, the video memory, or some other hardware location. To reduce latency and avoid screen tearing, multiple frames can be buffered, and this technique is called multiple buffering. When this is so, at any time, only one frame would be visible, and the others would not be. The currently invisible frames are located in the off-screen buffer. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit palettized, 16-bit high color and 24-bit true color formats. An additional alpha channel is sometimes used to retain information about pixel transparency. The total amount of memory required for the framebuffer depends on the resolution of the output signal, and on the color depth or palette size. == History == Computer researchers had long discussed the theoretical advantages of a framebuffer but were unable to produce a machine with sufficient memory at an economically practicable cost. In 1947, the Manchester Baby computer used a Williams tube, later the Williams-Kilburn tube, to store 1024 bits on a cathode-ray tube (CRT) memory and displayed on a second CRT. Other research labs were exploring these techniques with MIT Lincoln Laboratory achieving a 4096 display in 1950. A color-scanned display was implemented in the late 1960s, called the Brookhaven RAster Display (BRAD), which used a drum memory and a television monitor. In 1969, A. Michael Noll of Bell Telephone Laboratories, Inc. implemented a scanned display with a frame buffer, using magnetic-core memory. A year or so later, the Bell Labs system was expanded to display an image with a color depth of three bits on a standard color TV monitor. The vector graphics used in the computer had to be converted for the scanned graphics of a TV display. In the early 1970s, the development of MOS memory (metal–oxide–semiconductor memory) integrated-circuit chips, particularly high-density DRAM (dynamic random-access memory) chips with at least 1 kb memory, made it practical to create, for the first time, a digital memory system with framebuffers capable of holding a standard video image. This led to the development of the SuperPaint system by Richard Shoup at Xerox PARC in 1972. Shoup was able to use the SuperPaint framebuffer to create an early digital video-capture system. By synchronizing the output signal to the input signal, Shoup was able to overwrite each pixel of data as it shifted in. Shoup also experimented with modifying the output signal using color tables. These color tables allowed the SuperPaint system to produce a wide variety of colors outside the range of the limited 8-bit data it contained. This scheme would later become commonplace in computer framebuffers. In 1974, Evans & Sutherland released the first commercial framebuffer, the Picture System, costing about $15,000. It was capable of producing resolutions of up to 512 by 512 pixels in 8-bit grayscale, and became a boon for graphics researchers who did not have the resources to build their own framebuffer. The New York Institute of Technology would later create the first 24-bit color system using three of the Evans & Sutherland framebuffers. Each framebuffer was connected to an RGB color output (one for red, one for green and one for blue), with a Digital Equipment Corporation PDP 11/04 minicomputer controlling the three devices as one. In 1975, the UK company Quantel produced the first commercial full-color broadcast framebuffer, the Quantel DFS 3000. It was first used in TV coverage of the 1976 Montreal Olympics to generate a picture-in-picture inset of the Olympic flaming torch while the rest of the picture featured the runner entering the stadium. The rapid improvement of integrated-circuit technology made it possible for many of the home computers of the late 1970s to contain low-color-depth framebuffers. Today, nearly all computers with graphical capabilities utilize a framebuffer for generating the video signal. Amiga computers, created in the 1980s, featured special design attention to graphics performance and included a unique Hold-And-Modify framebuffer capable of displaying 4096 colors. Framebuffers also became popular in high-end workstations and arcade system boards throughout the 1980s. SGI, Sun Microsystems, HP, DEC and IBM all released framebuffers for their workstation computers in this period. These framebuffers were usually of a much higher quality than could be found in most home computers, and were regularly used in television, printing, computer modeling and 3D graphics. Framebuffers were also used by Sega for its high-end arcade boards, which were also of a higher quality than on home computers. == Display modes == Framebuffers used in personal and home computing often had sets of defined modes under which the framebuffer can operate. These modes reconfigure the hardware to output different resolutions, color depths, memory layouts and refresh rate timings. In the world of Unix machines and operating systems, such conveniences were usually eschewed in favor of directly manipulating the hardware settings. This manipulation was far more flexible in that any resolution, color depth and refresh rate was attainable – limited only by the memory available to the framebuffer. An unfortunate side-effect of this method was that the display device could be driven beyond its capabilities. In some cases, this resulted in hardware damage to the display. More commonly, it simply produced garbled and unusable output. Modern CRT monitors fix this problem through the introduction of protection circuitry. When the display mode is changed, the monitor attempts to obtain a signal lock on the new refresh frequency. If the monitor is unable to obtain a signal lock or if the signal is outside the range of its design limitations, the monitor will ignore the framebuffer signal and possibly present the user with an error message. LCD monitors tend to contain similar protection circuitry, but for different reasons. Since the LCD must digitally sample the display signal (thereby emulating an electron beam), any signal that is out of range cannot be physically displayed on the monitor. == Color palette == Framebuffers have traditionally supported a wide variety of color modes. Due to the expense of memory, most early framebuffers used 1-bit (2 colors per pixel), 2-bit (4 colors), 4-bit (16 colors) or 8-bit (256 colors) color depths. The problem with such small color depths is that a full range of colors cannot be produced. The solution to this problem was indexed color, which adds a lookup table to the framebuffer. Each color stored in framebuffer memory acts as a color index. The lookup table serves as a palette with a limited number of different colors, while the rest is used as an index table. Here is a typical indexed 256-color image and its own palette (shown as a rectangle of swatches): In some designs, it was also possible to write data to the lookup table (or switch between existing palettes) on the fly, allowing dividing the picture into horizontal bars with their own palette and thus rendering an image that had a far wider palette. For example, viewing an outdoor shot photograph, the picture could be divided into four bars: the top one with emphasis on sky tones, the next with foliage tones, the next with skin and clothing tones, and the bottom one with ground colors. This required each palette to have overlapping colors, but, carefully done, allowed great flexibility. == Memory access == While framebuffers are commonly accessed via a memory mapping directly to the CPU memory space, this is not the only method by which they may be accessed. Framebuffers have varied widely in the methods used to access memory. Some of the most common are: Mapping the entire framebuffer to a given memory range. Port commands to set each pixel, range of pixels or palette entry. Mapping a memory range smaller than the framebuffer memory, then bank switching as necessary. The framebuffer organization may be packed pixel or planar. The framebuffer may be all

Public First Action

Public First Action is a 501(c)(4) nonprofit organization focused on United States public policy related to artificial intelligence. Public First Action is a bipartisan group that advocates for AI transparency, safeguards, and export controls on advanced AI chips. The organization is aligned with the political action committees Jobs and Democracy, Defending Our Values and Public First. == History == Public First Action was formed in 2025 by former Congressmen Brad Carson, a Democrat, and Chris Stewart, a Republican, to advocate for federal, state, and local regulations related to AI. The group's formation followed the founding of a super PAC network, Leading the Future, which advocates for deregulation of the AI industry and faster development of the new technology. Public First Action supports measures that would increase transparency at frontier AI companies and impose export controls on advanced AI chips, in addition to opposing the preemption of state-level AI laws. In February 2026, Public First Action received $20 million from the AI company Anthropic. That same month, the group announced plans to support 30 to 50 Democrats and Republicans in state and federal races, with Public First Action and aligned super PACs launching advertisements in Nebraska, Tennessee, and other states. In one ad, Public First Action touted Senator Marsha Blackburn for her work on child online safety. As of 2026, the group plans to raise between $50 and $75 million for public oversight of AI and related reforms. == Organization == === Leadership and funding === Public First Action is led by Carson and Stewart. The group has raised nearly $50 million in funding with a goal of raising $75 million during the 2026 midterms. Anthropic has contributed $20 million to the group. === Structure === Public First Action is aligned with three political action committees: "Jobs and Democracy", which supports Democratic candidates; "Defending Our Values", which supports Republican candidates; and "Public First", which supports both Republicans and Democrats.