Spanish Network of Excellence on Cybersecurity Research

Spanish Network of Excellence on Cybersecurity Research

The Spanish Network of Excellence on Cybersecurity Research (RENIC), is a research initiative to promote cybersecurity interests in Spain. == Members == === Board of Directors (2018) === President: Universidad de Málaga Vice president: CSIC Treasurer: Universidad Politécnica de Madrid Secretary: Universidad de Granada Vocals: Tecnalia, Universidad de La Laguna and Universidad de Modragón === Board of Directors (2016) === President: Universidad Carlos III de Madrid Vice president: Universidad Politécnica de Madrid Treasurer: Universidad de Granada Secretary: Universidad de León Vocals: Gradiant, Tecnalia, Universidad de Málaga === Founding Members === Centro Andaluz de Innovación y Tecnologías de la Información y las Comunicaciones (CITIC). Consejo Superior de Investigaciones Científicas (CSIC). Centro Tecnolóxico de Telecomunicaciones de Galicia (Gradiant). Instituto Imdea Software. Instituto Nacional de Ciberseguridad (INCIBE). Mondragón Unibertsitatea. Tecnalia. Universidad Carlos III de Madrid. Universidad Castilla la Mancha. Universidad de Granada. Universidad de la Laguna. Universidad de León. Universidad de Málaga. Universidad de Murcia. Universidad de Vigo. Universidad Internacional de la Rioja. Universidad Politécnica de Madrid. Universidad Rey Juan Carlos. === Members === Consejo Superior de Investigaciones Científicas (CSIC). Centro Tecnolóxico de Telecomunicaciones de Galicia (Gradiant). Instituto Imdea Software. Instituto Nacional de Ciberseguridad (INCIBE). Mondragón Unibertsitatea. Tecnalia. Universidad Carlos III de Madrid. Universidad de Castilla-La Mancha. Universidad de Granada. Universidad de la Laguna. Universidad de León. Universidad de Málaga. Universidad de Murcia. Universidad de Vigo. Universidad Politécnica de Madrid. Universidad Rey Juan Carlos. Universitat Oberta de Catalunya. IKERLAN. === Honorary Members === Centre for the Development of Industrial Technology (CDTI). (2017) Instituto Nacional de Ciberseguridad (INCIBE). (2016) == Initiatives and Participations == RENIC is ECSO member, and is also a member of its board of directors. A collaboration agreement between RENIC and the Innovative Business Cluster on Cybersecurity (AEI Cybersecurity) has been signed. RENIC is pleased to sponsor the Cybersecurity Research National Conferences (JNIC) JNIC2017 edition, organized by Universidad Rey Juan Carlos. RENIC is pleased to announce the publication of the online version of the Catalog and knowledge map of cybersecurity research

PDE surface

PDE surfaces are used in geometric modelling and computer graphics for creating smooth surfaces conforming to a given boundary configuration. PDE surfaces use partial differential equations to generate a surface which usually satisfy a mathematical boundary value problem. PDE surfaces were first introduced into the area of geometric modelling and computer graphics by two British mathematicians, Malcolm Bloor and Michael Wilson. == Technical details == The PDE method involves generating a surface for some boundary by means of solving an elliptic partial differential equation of the form ( ∂ 2 ∂ u 2 + a 2 ∂ 2 ∂ v 2 ) 2 X ( u , v ) = 0. {\displaystyle \left({\frac {\partial ^{2}}{\partial u^{2}}}+a^{2}{\frac {\partial ^{2}}{\partial v^{2}}}\right)^{2}X(u,v)=0.} Here X ( u , v ) {\displaystyle X(u,v)} is a function parameterised by the two parameters u {\displaystyle u} and v {\displaystyle v} such that X ( u , v ) = ( x ( u , v ) , y ( u , v ) , z ( u , v ) ) {\displaystyle X(u,v)=(x(u,v),y(u,v),z(u,v))} where x {\displaystyle x} , y {\displaystyle y} and z {\displaystyle z} are the usual cartesian coordinate space. The boundary conditions on the function X ( u , v ) {\displaystyle X(u,v)} and its normal derivatives ∂ X / ∂ n {\displaystyle \partial {X}/\partial {n}} are imposed at the edges of the surface patch. With the above formulation it is notable that the elliptic partial differential operator in the above PDE represents a smoothing process in which the value of the function at any point on the surface is, in some sense, a weighted average of the surrounding values. In this way, a surface is obtained as a smooth transition between the chosen set of boundary conditions. The parameter a {\displaystyle a} is a special design parameter which controls the relative smoothing of the surface in the u {\displaystyle u} and v {\displaystyle v} directions. When a = 1 {\displaystyle a=1} , the PDE is the biharmonic equation: X u u u u + 2 X u u v v + X v v v v = 0 {\displaystyle X_{uuuu}+2X_{uuvv}+X_{vvvv}=0} . The biharmonic equation is the equation produced by applying the Euler-Lagrange equation to the simplified thin plate energy functional X u u 2 + 2 X u v 2 + X v v 2 {\displaystyle X_{uu}^{2}+2X_{uv}^{2}+X_{vv}^{2}} . So solving the PDE with a = 1 {\displaystyle a=1} is equivalent to minimizing the thin plate energy functional subject to the same boundary conditions. == Applications == PDE surfaces can be used in many application areas. These include computer-aided design, interactive design, parametric design, computer animation, computer-aided physical analysis and design optimisation. == Related publications == M.I.G. Bloor and M.J. Wilson, Generating Blend Surfaces using Partial Differential Equations, Computer Aided Design, 21(3), 165–171, (1989). H. Ugail, M.I.G. Bloor, and M.J. Wilson, Techniques for Interactive Design Using the PDE Method, ACM Transactions on Graphics, 18(2), 195–212, (1999). J. Huband, W. Li and R. Smith, An Explicit Representation of Bloor-Wilson PDE Surface Model by using Canonical Basis for Hermite Interpolation, Mathematical Engineering in Industry, 7(4), 421-33 (1999). H. Du and H. Qin, Direct Manipulation and Interactive Sculpting of PDE surfaces, Computer Graphics Forum, 19(3), C261-C270, (2000). H. Ugail, Spine Based Shape Parameterisations for PDE surfaces, Computing, 72, 195–204, (2004). L. You, P. Comninos, J.J. Zhang, PDE Blending Surfaces with C2 Continuity, Computers and Graphics, 28(6), 895–906, (2004).

Oblivion (2013 film)

Oblivion is a 2013 American epic post-apocalyptic science fiction action film produced and directed by Joseph Kosinski from a screenplay by Karl Gajdusek and Michael deBruyn, starring Tom Cruise in the main role alongside Morgan Freeman, Olga Kurylenko, Andrea Riseborough, Nikolaj Coster-Waldau, and Melissa Leo in supporting roles. Based on Kosinski's unpublished Radical Comics graphic novel of the same name, the film pays homage to 1970s sci-fi, and is a "love story" set in 2077 on an Earth desolated by an alien war; a maintenance technician on the verge of completing his mission finds a woman who survived from a space ship crash, leading him to question his purpose and discover the truth about the war. Oblivion premiered in Buenos Aires on March 26, 2013, and was released in theaters by Universal Pictures on April 19. The film grossed $286 million worldwide on a production budget of $120 million and received mixed reviews from critics. == Plot == In 2017, aliens known as Scavengers attack Earth and destroy the Moon, triggering global natural disasters. Although humanity wins the war using nuclear weapons, Earth is left uninhabitable. Sixty years later, the remnants of humanity have relocated to a colony on Saturn's moon Titan, except for Unit 49—technician Jack and his communications officer Victoria—who are scheduled to join them in two weeks. The pair oversee hydro rigs that convert seawater into fusion energy for the Tet, the last remaining human colony ship in orbit. Though Jack and Victoria are romantically involved and have had their memories erased for security reasons, Jack experiences recurring dreams of an unknown woman. He also secretly visits a hidden, verdant valley where he has built a lakeside cabin and collects relics of Earth's past. While investigating a missing drone—autonomous, highly advanced, and heavily armed machines—Jack is nearly captured by Scavengers. Later, he discovers the Scavengers are transmitting a signal into space. A NASA pod crash-lands at the signal's coordinates, carrying five humans in suspended animation, including the woman from Jack's dreams. A drone arrives and destroys four of the pods, but Jack rescues the remaining one and brings the unconscious woman to Unit 49's base. After reviving her, Jack and Victoria learn that the woman, Julia, has been in stasis aboard the Odyssey spaceship since 2017. Julia insists on recovering the ship's flight recorder. However, she and Jack are captured by Scavengers and brought to the Raven Rock Mountain Complex. Their leader, Malcolm, reveals that the Scavengers are actually surviving humans. Malcolm needs Jack to reprogram a captured drone to deliver a nuclear bomb, built from Odyssey's reactor, to the Tet. Jack refuses, so Malcolm releases him and Julia, urging him to seek the truth in the radiation zone, which is supposedly deadly and off-limits. Julia helps Jack recall that she is his wife, and fragments of his memories begin to return. When they arrive back at Unit 49, a devastated Victoria informs Sally, the Tet's mission controller, that she and Jack are no longer an "effective team." A drone activates and kills Victoria. Jack and Julia destroy the drone, but crash their aircraft inside the radiation zone. There, they encounter another version of Jack—"Jack-52"—who arrives to repair the drone. Jack subdues him, but Julia is seriously injured in the fight. Jack impersonates his clone to infiltrate Unit 52, meets Victoria-52, and steals medical supplies for Julia. They rest at his cabin. At Raven Rock, Malcolm reveals the truth: humanity lost the war, and the Tet is an alien machine intelligence harvesting Earth's resources. After the Moon's destruction, the Tet deployed thousands of clones of astronaut Jack Harper—brainwashed into obedience—to exterminate the remaining humans. Malcolm had assumed these clones were inhuman until witnessing Jack show interest in a discarded book, hinting at lingering humanity. Jack reprograms the captured drone, but it is destroyed in a surprise attack by other drones, leaving Malcolm badly wounded. Jack and Julia resolve to deliver the bomb themselves; Julia enters a stasis pod. En route, Jack listens to the Odyssey's flight recorder, which reveals the original Jack Harper and Victoria were astronauts sent to explore Titan before being confronted by the Tet. The pair were captured, but not before Jack ejected the remaining crew—including Julia—in stasis pods to protect them. Jack gains access to the Tet by claiming he is delivering Julia, as previously instructed. However, the stasis pod contains a dying Malcolm. Jack and Malcolm detonate the bomb, destroying the Tet and themselves. Julia later awakens at the cabin. Three years later, Julia lives there and it is revealed she had a daughter with Jack. A group of Raven Rock survivors arrives, alongside Jack-52, who has begun regaining fragments of his own lost identity. == Cast == Tom Cruise as Jack Harper—Tech 49, a technician who works to repair drones on Earth and questions his mission. Originally, he was the American commander of a mission en route to Titan who was captured by the Tet and cloned to fight humanity. Cruise also plays Jack Harper—Tech 52, a clone who seeks out Julia after the destruction of the Tet. Morgan Freeman as Malcolm Beech, an American veteran soldier and leader of a large community of scavengers, the human survivors of the alien Tet's attacks. Olga Kurylenko as Julia Rusakova Harper, Jack's wife and a Russian crew member on the Odyssey, who was sent back towards Earth by her husband to protect her from the initial contact with the Tet. Andrea Riseborough as Victoria "Vika" Olsen, Jack's communications partner and housemate. Originally, she was the British co-pilot of Jack's mission to Titan who was captured and cloned to assist in the Tet's war on humanity. Riseborough also plays a clone of Vika who Jack misleads to obtain medical supplies. Nikolaj Coster-Waldau as Sergeant Sykes, the main military commander of Beech's community of scavengers who is skeptical of Jack at first. Melissa Leo as the Tet, an alien artificial intelligence seeking to acquire Earth's natural resources and wipe out humanity. Leo also plays Sally, the mission director of Jack and Julia's mission to Titan; her likeness was copied by the Tet to serve as its visual and auditory representation. Zoë Bell as Kara, a soldier and member of the scavengers. == Production == === Development === Joseph Kosinski started the movie process by beginning work on a graphic novel called Oblivion featuring his story. While the completion of this would be teased to the public and the concept was used to pitch the movie, it was never finished and Kosinski claims he never intended to, stating it was "just a stage in the project [of film development]". Arvid Nelson was billed as co-writer and Radical Comics was attached as publisher. The novel was never finished; Kosinski explaining: "the partnership with Radical Comics allowed me to continue working on the story by developing a series of images and continuing to refine the story more over a period of years. Then I basically used all that development as a pitch kit to the studio. So even though we really never released it as an illustrated novel the story is being told as a film, which was always the intention." Walt Disney Pictures, which produced Kosinski's previous film Tron: Legacy (2010), acquired the Oblivion film adaptation rights from Radical Comics and Kosinski after a heated auction in August 2010. The film was a directing vehicle for Kosinski, with Barry Levine producing, and Jesse Berger executive producing. Other studios that made bids on the film were Paramount Pictures, 20th Century Fox, and Universal Pictures. Disney subsequently released the rights after realizing the PG-rated film they envisioned, in line with their family-oriented reputation, would require too many story changes. Universal, which had also bid for the original rights, then bought them from Kosinski and Radical and authorized a PG-13 film version. The film's script was originally written by Kosinski and William Monahan and underwent a first rewrite by Karl Gajdusek. When the film passed into Universal's hands, a final rewrite was done by Michael Arndt, under the pen name "Michael deBruyn". Universal was particularly appreciative of the script, saying, "It's one of the most beautiful scripts we've ever come across." The Bubble Ship operated by Cruise's main character, Jack 49, was inspired by the Bell 47 helicopter (often colloquially referred to as a "bubble cockpit" helicopter), a utilitarian 1947 vehicle with a transparent round canopy that Kosinski saw in the lobby of the Museum of Modern Art in Manhattan, and which he likened to a dragonfly. Daniel Simon, who previously worked with Kosinski as the lead vehicle designer on Tron: Legacy, was tasked with creating the Bubble Ship from this basis, incorporating elements evocative of an advanced fighter

Flux (text-to-image model)

Flux (also known as FLUX.1 and FLUX.2) is a text-to-image model developed by Black Forest Labs (BFL), based in Freiburg im Breisgau, Germany. Black Forest Labs was founded by former employees of Stability AI. As with other text-to-image models, Flux generates images from natural language descriptions, called prompts. == History == Black Forest Labs (BFL) was founded in 2024 by Robin Rombach, Andreas Blattmann, and Patrick Esser, former employees of Stability AI. All three founders had previously researched the artificial intelligence image generation at LMU Munich as research assistants under Björn Ommer. They published their research results on image generation in 2022, which resulted in creation of Stable Diffusion. Investors in BFL included venture capital firm Andreessen Horowitz, Brendan Iribe, Michael Ovitz, Garry Tan, and Vladlen Koltun. The company received an initial investment of US$31 million. In August 2024, Flux was integrated into the Grok chatbot developed by xAI and made available as part of premium feature on X (formerly Twitter). Grok later switched to its own text-to-image model Aurora in December 2024. On 18 November 2024, Mistral AI announced that its Le Chat chatbot had integrated Flux Pro as its image generation model. On 21 November 2024, BFL announced the release of Flux.1 Tools, a suite of editing tools designed to be used on top of existing Flux models. The tools consisting of Flux.1 Fill for inpainting and outpainting, Flux.1 Depth for control based on extracted depth map of input images and prompts, Flux.1 Canny for control based on extracted canny edges of input images and prompts, and Flux.1 Redux for mixing existing input images and prompts. Each tools are available in both Pro and Dev models. In January 2025, BFL announced a partnership with Nvidia for inclusion of Flux models as foundation models for Nvidia's Blackwell microarchitecture. The company also announced the release of Flux Pro Finetuning API, designed for customisation and fine-tuning of Flux-generated images and a partnership with German media company Hubert Burda Media for usage of Flux Pro as part of content creation. On 29 May 2025, BFL announced Flux.1 Kontext, a suite of models that enable in-context image generation and editing, allowing users to prompt with both text and images. Alongside this, BFL Playground, an interface for testing Flux models was released. On 31 July 2025, BFL announced Flux.1 Krea Dev, a model developed in collaboration with Krea AI that trained to achieve better performance, more varied aesthetics, and better realism compared to existing text-to-image models. In September 2025, Adobe Inc. announced that Photoshop (beta) users can use Flux.1 Kontext Pro as a model for its generative fill tool. BFL collaborated with Meta on Vibes, a video-generation app. On 25 November 2025, BFL announced the release of Flux.2 model series, consisting of Pro, Flex, Dev, and Apache 2.0-licensed Klein (meaning Little or Small in German language) models along with Flux.2 variational autoencoder which also released as open-source software under Apache 2.0 licence. This series claimed improvements for image reference, photorealism, typography, and prompt understanding. == Models == Flux is a series of text-to-image models. The models are based on rectified flow transformer blocks scaled to 12 billion parameters. Flux.1 models were released under different licences with Schnell (meaning Fast or Quick in German language) released as open-source software under Apache License, Dev released as source-available software under a non-commercial licence (users can obtain a self-serving commercial licence for Dev from BFL), and Pro released as proprietary software and only available as API that can be licensed by third-party users. Users retained the ownership of resulting output regardless of models used. An improved flagship model, Flux 1.1 Pro was released on 2 October 2024. Two additional modes were added on 6 November, Ultra which can generate image at four times higher resolution and up to 4 megapixel without affecting generation speed and Raw which can generate hyper-realistic image in the style of candid photography. Flux.1 Kontext is a series with in-context image generation and editing capabilities. It is available in Max, Pro, and Dev models. Max is the highest quality model and can be used to iteratively modify an existing image by using prompt while Pro is optimized to balance quality and speed of generation. Dev is an open-weight model released under non-commercial license, same as Flux.1 Dev. Flux.2 models are based on latent flow matching architecture with Mistral AI's Mistral-3 model (24 billion parameters) for its vision-language model. As with Flux.1, Flux.2 models were also released under different licences with Klein released as open-source software under Apache License, Dev released as source-available software under a non-commercial licence (users can obtain a self-serving commercial licence from BFL), and both Flex and Pro released as proprietary software and only available as API. The models can be used either online or locally by using generative AI user interfaces such as ComfyUI, Recraft Studio and Stable Diffusion WebUI Forge (a fork of Automatic1111 WebUI). Related to Flux is a text-to-video model by Black Forest Labs, under development as of February 2026. == Reception == According to a test performed by Ars Technica, the outputs generated by Flux.1 Dev and Flux.1 Pro are comparable with DALL-E 3 in terms of prompt fidelity, with the photorealism closely matched Midjourney 6 and generated human hands with more consistency over previous models such as Stable Diffusion XL. Flux has been criticised for its very realistic generated images. According to media reports, depictions ranged from an image of Donald Trump posing with guns to disturbing scenes, which triggered discussions about ethical implications of Flux models. After the release of the model, social media platform X was flooded with Flux-generated images. Black Forest Labs has not provided exact details of the data used to train the model. Ars Technica suspected that Flux is based on a large, unauthorised collection of images scraped from the internet, a controversial practice with potential legal consequences. According to a test performed by Japanese technology news website Gigazine for Flux.1 Kontext, the model series has a good understanding of the English language and can easily transfer style of the image from photorealistic into anime-style according to prompts given by the user; however, its ability to understand Japanese is quite poor. == Availability == In addition to the official BFL Playground on its website, the Flux models are also widely available through various third-party platforms for creative and professional use. These include repositories on platforms like Hugging Face and Replicate. == Further readings == FLUX.1 Kontext: Flow Matching for In-Context Image Generation and Editing in Latent Space (29 May 2025) FLUX.2: Analyzing and Enhancing the Latent Space of FLUX – Representation Comparison (25 November 2025)

Thompson sampling

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

AlphaChip (controversy)

The AlphaChip controversy refers to a series of public, scholarly, and legal disputes surrounding a 2021 Nature paper by Google-affiliated researchers. The paper describes an approach to macro placement, a stage of chip floorplanning, based on reinforcement learning (RL), a machine learning method in which a system iteratively improves its decisions by optimizing performance-based reward signals. The primary technical question is whether the new techniques are better than existing (non-AI) techniques. Both internal Google studies and external attempts to replicate the algorithm have failed to show the claimed benefits. No head-to-head comparison is available because the data used in the paper is proprietary, and Google has not released any results from running its algorithm on public benchmarks. This has resulted in considerable skepticism over the paper's claims. In addition, the inability of others (both inside and outside of Google) to replicate the claimed results have sparked concerns about the paper’s methodology, reproducibility, and scientific integrity. The lead researchers of the Nature paper were affiliated with Google Brain, which became part of Google DeepMind, and later spun off into the company Ricursive. == Motivation for research: Macro placement in chip layout == Chip design for modern integrated circuits is a complex, expert-driven process that relies on electronic design automation. It determines the performance of the final chip, and takes weeks or months to complete. Advances that produce better designs, or complete the process faster, are commercially and academically significant. Macro placement is a step during chip design that determines the locations of large circuit components (macros) within a chip. It is followed by detailed placement, which places the far more numerous but much smaller standard cells. Alternatively, mixed-size placement simultaneously places both large macros and millions of small cells, requiring algorithms to handle objects that differ by several orders of magnitude in area and mobility. The number of macros per circuit typically ranges from several to thousands. Wiring must be performed after placement, and the details of this wiring strongly influence the power, performance, and area (PPA) of the completed chip. The full wiring calculation is very resource intensive, so placement tools typically use a proxy cost, a simplified objective function used to guide the placement algorithm during training and evaluation. The faithfulness of the chosen proxy cost to the final objective cost is a critical aspect of placer performance. === State of the art as of 2021 === Chips have been designed since the 1960s, so there were many existing methods as of 2021. Available options included manual design, academic tools, and commercial offerings. Academic methods include combinatorial optimization techniques such as simulated annealing, analytical placement, hierarchical heuristics, and as of 2019 reinforcement learning and broader machine learning techniques.. Existing (non-AI) academic tools for solving the same problem include APlace, NTUplace3, ePlace, RePlace, and DREAMPlace. Commercial EDA vendors also offered automated software tools for floorplanning and mixed-size placement. For instance, as of 2019 Cadence’s Innovus implementation software offered a Concurrent Macro Placer (CMP) feature to automatically place large blocks and standard cells. == The 2021 Nature paper and its claims == In 2021, Nature published a paper under the title “A graph‑placement methodology for fast chip design” co‑authored by 21 Google-affiliated researchers. The paper reported that an RL agent could generate macro placements for integrated circuits "in under six hours" and achieve improvements over human-designed layouts in power, timing performance, and area (PPA), standard chip-quality metrics referring respectively to energy consumption, chip operating speed, and silicon footprint (evaluated after wire routing). It introduced a sequential macro placement algorithm in which macros are placed one at a time instead of optimizing their locations concurrently. At each step, the algorithm selects a location for a single macro on a discretized chip canvas, conditioning its decision on the placements of previously placed macros. This sequential formulation converts macro placement into a long-horizon decision process in which early placement choices constrain later ones. After macro placement, force-directed placement is applied to place standard cells connected to the macros. Deep reinforcement learning is used to train a policy network to place macros by maximizing a reward that reflects final placement quality (for example, wirelength and congestion). Policy learning occurs during self‑play for one or multiple circuit designs. Further placement optimizations refine the overall layout by balancing wirelength, density, and overlap constraints, while treating the macro locations produced by the RL policy as fixed obstacles. The approach relies on pre-training, in which the RL model is first trained on a corpus of prior designs (twenty in the Nature paper) to learn general placement patterns before being fine-tuned on a specific chip. Circuit examples used in the study were parts of proprietary Google TPU designs, called blocks (or floorplan partitions). The paper reported results on five blocks and described the approach as generalizable across chip designs. == Controversy == Soon after the paper's publication, controversy arose over whether the claims were true, whether they were sufficiently proven, and whether academic standards were followed. These controversies arose both within Google and among external academic experts. === Internal dispute at Google and legal proceedings === In 2022, Satrajit Chatterjee, a Google engineer involved in reviewing the AlphaChip work, raised concerns internally and drafted an alternative analysis, (Stronger Baselines) arguing that established methods outperformed the RL approach under fair comparison. In March 2022, Google declined to publish this analysis and terminated Chatterjee's employment. Chatterjee filed a wrongful dismissal lawsuit, alleging that representations related to the AlphaChip research involved fraud and scientific misconduct. According to court documents, Chatterjee's study was conducted "in the context of a large potential Google Cloud deal". He noted that it "would have been unethical to imply that we had revolutionary technology when our tests showed otherwise" and claimed Google was deliberately withholding material information. Furthermore, the committee that reviewed his paper and disapproved its publication was allegedly chaired by subordinates of Jeff Dean, a senior co-author of the Nature paper. Google’s subsequent motion to dismiss was denied, holding that Chatterjee had plausibly alleged retaliation for refusing to engage in conduct he believed would violate state or federal law. === External controversy === The external questions can be summarized in four main points: (a) Are the claims supported by the evidence provided? (b) Did the paper provide enough information to allow the results to be independently reproduced and verified? If so, are the results an improvement over existing academic and commercial tools? (c) Were the comparisons in the paper done fairly and with full disclosure? (d) Were academic standards followed? Each of these is discussed below. ==== Are the claims supported by the evidence provided? ==== The Nature paper described the reduction in design-process time as going from "days or weeks" to "hours", but did not provide per-design time breakdowns or specify the number of engineers, their level of expertise, or the baseline tools and workflow against which this comparison was made. It was also unclear whether the "days or weeks" baseline included time spent on other tasks such as functional design changes. The paper also evaluated the method on fewer benchmarks (five) than is common in the field, and showed mixed results across different evaluation goals While the approach was described as improving circuit area, this claim seems unsupported, as the RL optimization did not alter the overall circuit area, as it adjusted only the locations of fixed-shape non-overlapping circuit components within a fixed rectangular layout boundary. ==== Comparison with existing methods, and replicating the algorithm ==== Because macro placement is largely geometric and its fundamental algorithms are not tied to a specific process node, competing approaches can be evaluated on public benchmarks (tests) across technologies, rather than primarily on proprietary internal designs. This is standard procedure when comparing academic placers, see . In contrast, Google has only reported results only on internal proprietary designs, and as of 2026 has not offered comparisons with prior methods on common benchmarks. Researchers at the University of Califor

DialogOS

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