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  • Admissible heuristic

    Admissible heuristic

    In computer science, specifically in algorithms related to pathfinding, a heuristic function is said to be admissible if it never overestimates the cost of reaching the goal, i.e. the cost it estimates to reach the goal is not higher than the lowest possible cost from the current point in the path. In other words, it should act as a lower bound. It is related to the concept of consistent heuristics. While all consistent heuristics are admissible, not all admissible heuristics are consistent. == Search algorithms == An admissible heuristic is used to estimate the cost of reaching the goal state in an informed search algorithm. In order for a heuristic to be admissible to the search problem, the estimated cost must always be lower than or equal to the actual cost of reaching the goal state. The search algorithm uses the admissible heuristic to find an estimated optimal path to the goal state from the current node. For example, in A search the evaluation function (where n {\displaystyle n} is the current node) is: f ( n ) = g ( n ) + h ( n ) {\displaystyle f(n)=g(n)+h(n)} where f ( n ) {\displaystyle f(n)} = the evaluation function. g ( n ) {\displaystyle g(n)} = the cost from the start node to the current node h ( n ) {\displaystyle h(n)} = estimated cost from current node to goal. h ( n ) {\displaystyle h(n)} is calculated using the heuristic function. With a non-admissible heuristic, the A algorithm could overlook the optimal solution to a search problem due to an overestimation in f ( n ) {\displaystyle f(n)} . == Formulation == n {\displaystyle n} is a node h {\displaystyle h} is a heuristic h ( n ) {\displaystyle h(n)} is cost indicated by h {\displaystyle h} to reach a goal from n {\displaystyle n} h ∗ ( n ) {\displaystyle h^{}(n)} is the optimal cost to reach a goal from n {\displaystyle n} h ( n ) {\displaystyle h(n)} is admissible if, ∀ n {\displaystyle \forall n} h ( n ) ≤ h ∗ ( n ) {\displaystyle h(n)\leq h^{}(n)} == Construction == An admissible heuristic can be derived from a relaxed version of the problem, or by information from pattern databases that store exact solutions to subproblems of the problem, or by using inductive learning methods. == Examples == Two different examples of admissible heuristics apply to the fifteen puzzle problem: Hamming distance Manhattan distance The Hamming distance is the total number of misplaced tiles. It is clear that this heuristic is admissible since the total number of moves to order the tiles correctly is at least the number of misplaced tiles (each tile not in place must be moved at least once). The cost (number of moves) to the goal (an ordered puzzle) is at least the Hamming distance of the puzzle. The Manhattan distance of a puzzle is defined as: h ( n ) = ∑ all tiles d i s t a n c e ( tile, correct position ) {\displaystyle h(n)=\sum _{\text{all tiles}}{\mathit {distance}}({\text{tile, correct position}})} Consider the puzzle below in which the player wishes to move each tile such that the numbers are ordered. The Manhattan distance is an admissible heuristic in this case because every tile will have to be moved at least the number of spots in between itself and its correct position. The subscripts show the Manhattan distance for each tile. The total Manhattan distance for the shown puzzle is: h ( n ) = 3 + 1 + 0 + 1 + 2 + 3 + 3 + 4 + 3 + 2 + 4 + 4 + 4 + 1 + 1 = 36 {\displaystyle h(n)=3+1+0+1+2+3+3+4+3+2+4+4+4+1+1=36} == Optimality proof == If an admissible heuristic is used in an algorithm that, per iteration, progresses only the path of lowest evaluation (current cost + heuristic) of several candidate paths, terminates the moment its exploration reaches the goal and, crucially, closes all optimal paths before terminating (something that's possible with A search algorithm if special care isn't taken), then this algorithm can only terminate on an optimal path. To see why, consider the following proof by contradiction: Assume such an algorithm managed to terminate on a path T with a true cost Ttrue greater than the optimal path S with true cost Strue. This means that before terminating, the evaluated cost of T was less than or equal to the evaluated cost of S (or else S would have been picked). Denote these evaluated costs Teval and Seval respectively. The above can be summarized as follows, Strue < Ttrue Teval ≤ Seval If our heuristic is admissible it follows that at this penultimate step Teval = Ttrue because any increase on the true cost by the heuristic on T would be inadmissible and the heuristic cannot be negative. On the other hand, an admissible heuristic would require that Seval ≤ Strue which combined with the above inequalities gives us Teval < Ttrue and more specifically Teval ≠ Ttrue. As Teval and Ttrue cannot be both equal and unequal our assumption must have been false and so it must be impossible to terminate on a more costly than optimal path. As an example, let us say we have costs as follows:(the cost above/below a node is the heuristic, the cost at an edge is the actual cost) 0 10 0 100 0 START ---- O ----- GOAL | | 0| |100 | | O ------- O ------ O 100 1 100 1 100 So clearly we would start off visiting the top middle node, since the expected total cost, i.e. f ( n ) {\displaystyle f(n)} , is 10 + 0 = 10 {\displaystyle 10+0=10} . Then the goal would be a candidate, with f ( n ) {\displaystyle f(n)} equal to 10 + 100 + 0 = 110 {\displaystyle 10+100+0=110} . Then we would clearly pick the bottom nodes one after the other, followed by the updated goal, since they all have f ( n ) {\displaystyle f(n)} lower than the f ( n ) {\displaystyle f(n)} of the current goal, i.e. their f ( n ) {\displaystyle f(n)} is 100 , 101 , 102 , 102 {\displaystyle 100,101,102,102} . So even though the goal was a candidate, we could not pick it because there were still better paths out there. This way, an admissible heuristic can ensure optimality. However, note that although an admissible heuristic can guarantee final optimality, it is not necessarily efficient.

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  • Predicate (logic)

    Predicate (logic)

    In logic, a predicate is a non-logical symbol that represents a property or a relation, though, formally, does not need to represent anything at all. For instance, in the first-order formula P ( a ) {\displaystyle P(a)} , the symbol P {\displaystyle P} is a predicate that applies to the individual constant a {\displaystyle a} which evaluates to either true or false. Similarly, in the formula R ( a , b ) {\displaystyle R(a,b)} , the symbol R {\displaystyle R} is a predicate that applies to the individual constants a {\displaystyle a} and b {\displaystyle b} . Predicates are considered a primitive notion of first-order, and higher-order logic and are therefore not defined in terms of other more basic concepts. The term derives from the grammatical term "predicate", meaning a word or phrase that represents a property or relation. In the semantics of logic, predicates are interpreted as relations. For instance, in a standard semantics for first-order logic, the formula R ( a , b ) {\displaystyle R(a,b)} would be true on an interpretation if the entities denoted by a {\displaystyle a} and b {\displaystyle b} stand in the relation denoted by R {\displaystyle R} . Since predicates are non-logical symbols, they can denote different relations depending on the interpretation given to them. While first-order logic only includes predicates that apply to individual objects, other logics may allow predicates that apply to collections of objects defined by other predicates. Strictly speaking, a predicate does not need to be given any interpretation, so long as its syntactic properties are well-defined. For example, equality may be understood solely through its reflexive and substitution properties (cf. Equality (mathematics) § Axioms). Other properties can be derived from these, and they are sufficient for proving theorems in mathematics. Similarly, set membership can be understood solely through the axioms of Zermelo–Fraenkel set theory. == Predicates in different systems == A predicate is a statement or mathematical assertion that contains variables, sometimes referred to as predicate variables, and may be true or false depending on those variables’ value or values. In propositional logic, atomic formulas are sometimes regarded as zero-place predicates. In a sense, these are nullary (i.e. 0-arity) predicates. In first-order logic, a predicate is a non-logical relation symbol, which forms an atomic formula when applied to an appropriate number of terms. In set theory with the law of excluded middle, predicates are understood to be characteristic functions or set indicator functions (i.e., functions from a set element to a truth value). Set-builder notation makes use of predicates to define sets. In autoepistemic logic, which rejects the law of excluded middle, predicates may be true, false, or simply unknown. In particular, a given collection of facts may be insufficient to determine the truth or falsehood of a predicate. In fuzzy logic, the strict true/false valuation of the predicate is replaced by a quantity interpreted as the degree of truth.

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  • Adaptive neuro fuzzy inference system

    Adaptive neuro fuzzy inference system

    An adaptive neuro-fuzzy inference system or adaptive network-based fuzzy inference system (ANFIS) is a kind of artificial neural network that is based on Takagi–Sugeno fuzzy inference system, a class of fuzzy models introduced by Tomohiro Takagi and Michio Sugeno for system identification and control. The technique was developed in the early 1990s. Since it integrates both neural networks and fuzzy logic principles, it has potential to capture the benefits of both in a single framework. Its inference system corresponds to a set of fuzzy IF–THEN rules that have learning capability to approximate nonlinear functions. Hence, ANFIS is considered to be a universal estimator. For using the ANFIS in a more efficient and optimal way, one can use the best parameters obtained by genetic algorithm. It has uses in intelligent situational aware energy management system. == ANFIS architecture == It is possible to identify two parts in the network structure, namely premise and consequence parts. In more details, the architecture is composed by five layers. The first layer takes the input values and determines the membership functions belonging to them. It is commonly called fuzzification layer. The membership degrees of each function are computed by using the premise parameter set, namely {a,b,c}. The second layer is responsible of generating the firing strengths for the rules. Due to its task, the second layer is denoted as "rule layer". The role of the third layer is to normalize the computed firing strengths, by dividing each value for the total firing strength. The fourth layer takes as input the normalized values and the consequence parameter set {p,q,r}. The values returned by this layer are the defuzzificated ones and those values are passed to the last layer to return the final output. === Fuzzification layer === The first layer of an ANFIS network describes the difference to a vanilla neural network. Neural networks in general are operating with a data pre-processing step, in which the features are converted into normalized values between 0 and 1. An ANFIS neural network doesn't need a sigmoid function, but it's doing the preprocessing step by converting numeric values into fuzzy values. Here is an example: Suppose, the network gets as input the distance between two points in the 2d space. The distance is measured in pixels and it can have values from 0 up to 500 pixels. Converting the numerical values into fuzzy numbers is done with the membership function which consists of semantic descriptions like near, middle and far. Each possible linguistic value is given by an individual neuron. The neuron “near” fires with a value from 0 until 1, if the distance is located within the category "near". While the neuron “middle” fires, if the distance in that category. The input value “distance in pixels” is split into three different neurons for near, middle and far.

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  • Distributed artificial intelligence

    Distributed artificial intelligence

    Distributed Artificial Intelligence (DAI) (also called Decentralized Artificial Intelligence) is a melding of artificial intelligence with distributed computing. From artificial intelligence comes the theory and technology for constructing or analyzing an intelligent system. But where artificial intelligence uses psychology as a source of ideas, inspiration, and metaphor, DAI uses sociology, economics, and management science for inspiration. Where the focus of artificial intelligence is on the individual, the focus of DAI is on the group. Distributed computing provides the computational substrate on which this group focus can occur. Using techniques from artificial intelligence, communication theory, control theory, and interaction theory, it produces a cooperative solution to problems by a decentralized group of computational entities (agents). DAI is closely related to and a predecessor of the field of multi-agent systems. They are distinguished generally by multi-agent systems being open, where the entities might arise from different interests and have individual goals, and distributed artificial-intelligence systems, where the entities have common goals. There are numerous applications and tools. == Definition == Distributed Artificial Intelligence (DAI) is an approach to solving complex learning, planning, and decision-making problems. It is embarrassingly parallel, thus able to exploit large scale computation and spatial distribution of computing resources. These properties allow it to solve problems that require the processing of very large data sets. DAI systems consist of autonomous learning processing nodes (agents), that are distributed, often at a very large scale. DAI nodes can act independently, and partial solutions are integrated by communication between nodes, often asynchronously. By virtue of their scale, DAI systems are robust and elastic, and by necessity, loosely coupled. Furthermore, DAI systems are built to be adaptive to changes in the problem definition or underlying data sets due to the scale and difficulty in redeployment. DAI systems do not require all the relevant data to be aggregated in a single location, in contrast to monolithic or centralized Artificial Intelligence systems, which have tightly coupled and geographically close processing nodes. Therefore, DAI systems often operate on sub-samples or hashed impressions of very large datasets. In addition, the source dataset may change or be updated during the course of the execution of a DAI system. == Development == In 1975 distributed artificial intelligence emerged as a subfield of artificial intelligence that dealt with interactions of intelligent agents. As a scientific discipline, it progressed through a series of workshops in the USA (International Workshop on Distributed Artificial Intelligence, held in 13 editions from 1978 - 1994), Europe (Workshop on Modelling Autonomous Agents in a Multi-Agent World https://link.springer.com/conference/maamaw), and Asia (Multi-Agent and Cooperative Computation Workshop (MACC) https://sites.google.com/view/sig-macc/macc-workshop?authuser=0). Distributed artificial intelligence systems were conceived as a group of intelligent entities, called agents, that interacted by cooperation, by coexistence, or by competition. DAI is categorized into multi-agent systems and distributed problem solving. In multi-agent systems the main focus is how agents coordinate their knowledge and activities. For distributed problem solving the major focus is how the problem is decomposed and the solutions are synthesized. == Goals == The objectives of Distributed Artificial Intelligence are to solve the reasoning, planning, learning and perception problems of artificial intelligence, especially if they require large data, by distributing the problem to autonomous processing nodes (agents). To reach the objective, DAI requires: A distributed system with robust and elastic computation on unreliable and failing resources that are loosely coupled Coordination of the actions and communication of the nodes Subsamples of large data sets and online machine learning There are many reasons for wanting to distribute intelligence or cope with multi-agent systems. Mainstream problems in DAI research include the following: Parallel problem solving: mainly deals with how classic artificial intelligence concepts can be modified, so that multiprocessor systems and clusters of computers can be used to speed up calculation. Distributed problem solving (DPS): the concept of agent, autonomous entities that can communicate with each other, was developed to serve as an abstraction for developing DPS systems. See below for further details. Multi-Agent Based Simulation (MABS): a branch of DAI that builds the foundation for simulations that need to analyze not only phenomena at macro level but also at micro level, as it is in many social simulation scenarios. == Approaches == Two types of DAI has emerged: In Multi-agent systems agents coordinate their knowledge and activities and reason about the processes of coordination. Agents are physical or virtual entities that can act, perceive their environment, and communicate with other agents. An agent is autonomous and has skills to achieve goals. The agents change the state of their environment by their actions. There are a number of different coordination techniques. In distributed problem solving the work is divided among nodes and the knowledge is shared. The main concerns are task decomposition and synthesis of the knowledge and solutions. DAI can apply a bottom-up approach to AI, similar to the subsumption architecture as well as the traditional top-down approach of AI. In addition, DAI can also be a vehicle for emergence. === Challenges === The challenges in Distributed AI are: How to carry out communication and interaction of agents and which communication language or protocols should be used. How to ensure the coherency of agents. How to synthesise the results among 'intelligent agents' group by formulation, description, decomposition and allocation. == Applications and tools == Areas where DAI have been applied are: Electronic commerce, e.g. for trading strategies the DAI system learns financial trading rules from subsamples of very large samples of financial data Networks, e.g. in telecommunications the DAI system controls the cooperative resources in a WLAN network Routing, e.g. model vehicle flow in transport networks Scheduling, e.g. flow shop scheduling where the resource management entity ensures local optimization and cooperation for global and local consistency Search engines, e.g. in LLM federated search like Ithy where document retrieval and analysis are distributed to DAI agents before aggregation Multi-Agent systems, e.g. artificial life, the study of simulated life Electric power systems, e.g. Condition Monitoring Multi-Agent System (COMMAS) applied to transformer condition monitoring, and IntelliTEAM II Automatic Restoration System DAI integration in tools has included: ECStar is a distributed rule-based learning system. == Agents == === Systems: Agents and multi-agents === Notion of Agents: Agents can be described as distinct entities with standard boundaries and interfaces designed for problem solving. Notion of Multi-Agents: Multi-Agent system is defined as a network of agents which are loosely coupled working as a single entity like society for problem solving that an individual agent cannot solve. === Software agents === The key concept used in DPS and MABS is the abstraction called software agents. An agent is a virtual (or physical) autonomous entity that has an understanding of its environment and acts upon it. An agent is usually able to communicate with other agents in the same system to achieve a common goal, that one agent alone could not achieve. This communication system uses an agent communication language. A first classification that is useful is to divide agents into: reactive agent – A reactive agent is not much more than an automaton that receives input, processes it and produces an output. deliberative agent – A deliberative agent in contrast should have an internal view of its environment and is able to follow its own plans. hybrid agent – A hybrid agent is a mixture of reactive and deliberative, that follows its own plans, but also sometimes directly reacts to external events without deliberation. Well-recognized agent architectures that describe how an agent is internally structured are: ASMO (emergence of distributed modules) BDI (Believe Desire Intention, a general architecture that describes how plans are made) InterRAP (A three-layer architecture, with a reactive, a deliberative and a social layer) PECS (Physics, Emotion, Cognition, Social, describes how those four parts influences the agents behavior). Soar (a rule-based approach)

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  • Excalidraw

    Excalidraw

    Excalidraw is an open-source, web-based virtual whiteboard and diagramming application. It is used to create diagrams, wireframes, and sketches within a web browser without requiring account registration. The software features a characteristic hand-drawn visual style and supports real-time multi-user collaboration using client-side end-to-end encryption. Excalidraw is released under the MIT License and is maintained by Excalidraw s.r.o., a company based in Brno, Czech Republic. == History == Excalidraw was created on 1 January 2020 by Christopher Chedeau, a software engineer at Meta Platforms. Chedeau, who previously co-created React Native and Prettier, initially developed the application as a personal project before registering the domain on 3 January 2020. Within its first months, the project attracted open-source contributors who assisted in expanding its features and rewriting the codebase into TypeScript and React. By early 2021, day-to-day operations moved to Czech developers David Luzar and Milos Vetesnik. In May 2021, the team incorporated Excalidraw s.r.o. in Brno and launched a commercial cloud-based version named Excalidraw+ to fund the open-source project's development. By May 2026, the main open-source repository on GitHub had accumulated over 123,000 stars. == Features and architecture == The application provides an infinite canvas for geometric shapes, lines, arrows, text, and freehand drawing. Its visual presentation relies on Rough.js, a JavaScript graphics library that alters standard vector paths to mimic irregular, hand-drawn lines. Excalidraw operates as a Progressive web application (PWA), allowing local installation and offline usage, saving data natively to local browser storage. Files use a native, JSON-based extension format (.excalidraw), and canvases can be exported to PNG or SVG formats. Real-time collaboration sessions are executed using Socket.IO via a relay server. Data transmission uses the browser's native Web Cryptography API to achieve end-to-end encryption. A symmetric AES key is generated on the client side and appended to the sharing URL as a fragment identifier (following the # character). Because web browsers do not transmit URL fragments to HTTP servers, the data remains unreadable to the distribution server. == Ecosystem == Excalidraw is distributed as an npm package, allowing third-party developers to embed the whiteboard component directly into external React web applications. Community-developed extensions integrate the application's file format into text editors and note-taking systems, including Visual Studio Code and Obsidian. The platform also has native integrations in commercial platforms such as Notion and HackerRank. == Reception == Google's developer relations team published a technical case study on Excalidraw as a reference implementation for Progressive Web Apps. The analysis highlighted the software's adoption of advanced web platform capabilities, specifically its utilization of the File System Access API and native Clipboard API to replicate desktop software behavior within a web browser environment.

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  • List of Tesla Autopilot crashes

    List of Tesla Autopilot crashes

    Tesla Autopilot, a Level 2 advanced driver assistance system (ADAS), was released in October 2015 and the first fatal crashes involving the system occurred less than one year later. The fatal crashes attracted attention from news publications and United States government agencies, including the National Transportation Safety Board (NTSB) and National Highway Traffic Safety Administration (NHTSA), which has argued the Tesla Autopilot death rate is higher than the reported estimates. In addition to fatal crashes, there have been many nonfatal ones. Causes behind the incidents include the ADAS failing to recognize other vehicles, insufficient Autopilot driver engagement, and violating the operational design domain. As of October 2025, there have been hundreds of nonfatal incidents involving versions of Autopilot and sixty-five reported fatalities, fifty-four of which NHTSA investigations or expert testimony later verified and two that NHTSA's Office of Defect Investigations determined as happening during the engagement of Full Self-Driving (FSD) after 2022. Collectively, these cases culminated in a general recall in December 2023 of all vehicles equipped with Autopilot, which Tesla claims it resolved by an over-the-air software update. Immediately after closing its investigation in April 2024, NHTSA opened a recall query to determine the effectiveness of the recall. == Notable fatal crashes == === Handan, Hebei, China (January 20, 2016) === On January 20, 2016, Gao Yaning, the driver of a Tesla Model S in Handan, Hebei, China, was killed when his car crashed into a stationary truck. The Tesla was following a car in the far left lane of a multi-lane highway; the car in front moved to the right lane to avoid a truck stopped on the left shoulder, and the Tesla, which the driver's father believes was in Autopilot mode, did not slow before colliding with the stopped truck. According to footage captured by a dashboard camera, the stationary street sweeper on the left side of the expressway partially extended into the far left lane, and the driver did not appear to respond to the unexpected obstacle. Initially, Yaning was held responsible for the collision by local traffic police and, in September 2016, his family filed a lawsuit in July against the Tesla dealer who sold the car. The family's lawyer stated the suit was intended "to let the public know that self-driving technology has some defects. We are hoping Tesla when marketing its products, will be more cautious. Do not just use self-driving as a selling point for young people." Tesla released a statement which said they "have no way of knowing whether or not Autopilot was engaged at the time of the crash" since the car telemetry could not be retrieved remotely due to damage caused by the crash. In 2018, the lawsuit was stalled because telemetry was recorded locally to a SD card and was not able to be given to Tesla, who provided a decoding key to a third party for independent review. Tesla stated that "while the third-party appraisal is not yet complete, we have no reason to believe that Autopilot on this vehicle ever functioned other than as designed." Chinese media later reported that the family sent the information from that card to Tesla, which admitted Autopilot was engaged two minutes before the crash. Tesla since then removed the term "Autopilot" from its Chinese website. === Williston, Florida, US (May 7, 2016) === On May 7, 2016, Tesla driver Joshua Brown was killed in a crash with an 18-wheel tractor-trailer in Williston, Florida. By late June 2016, the NHTSA opened a formal investigation into the fatal autonomous accident, working with the Florida Highway Patrol. According to the NHTSA, preliminary reports indicate the crash occurred when the tractor-trailer made a left turn in front of the 2015 Tesla Model S at an intersection on a non-controlled access highway, and the car failed to apply the brakes. The car continued to travel after passing under the truck's trailer. The Tesla was eastbound in the rightmost lane of US 27, and the westbound tractor-trailer was turning left at the intersection with NE 140th Court, approximately 1 mi (1.6 km) west of Williston; the posted speed limit is 65 mph (105 km/h). The diagnostic log of the Tesla indicated it was traveling at a speed of 74 mi/h (119 km/h) when it collided with and traveled under the trailer, which was not equipped with a side underrun protection system. A reconstruction of the accident estimated the driver would have had approximately 10.4 seconds to detect the truck and take evasive action. The underride collision sheared off the Tesla's greenhouse, destroying everything above the beltline, and caused fatal injuries to the driver. In the approximately nine seconds after colliding with the trailer, the Tesla traveled another 886.5 feet (270.2 m) and came to rest after colliding with two chain-link fences and a utility pole. The NHTSA's preliminary evaluation was opened to examine the design and performance of any automated driving systems in use at the time of the crash, which involves a population of an estimated 25,000 Model S cars. On July 8, 2016, the NHTSA requested Tesla Inc. to hand over to the agency detailed information about the design, operation and testing of its Autopilot technology. The agency also requested details of all design changes and updates to Autopilot since its introduction, and Tesla's planned updates scheduled for the next four months. According to Tesla, "neither autopilot nor the driver noticed the white side of the tractor-trailer against a brightly lit sky, so the brake was not applied." The car attempted to drive full speed under the trailer, "with the bottom of the trailer impacting the windshield of the Model S". Tesla also stated that this was Tesla's first known Autopilot-related death in over 130 million miles (208 million km) driven by its customers while Autopilot was activated. According to Tesla there is a fatality every 94 million miles (150 million km) among all type of vehicles in the U.S. It is estimated that billions of miles will need to be traveled before Tesla Autopilot can claim to be safer than humans with statistical significance. Researchers say that Tesla and others need to release more data on the limitations and performance of automated driving systems if self-driving cars are to become safe and understood enough for mass-market use. The truck's driver told the Associated Press that he could hear a Harry Potter movie playing in the crashed car, and said the car was driving so quickly that "he went so fast through my trailer I didn't see him. [The film] was still playing when he died and snapped a telephone pole a quarter-mile down the road." According to the Florida Highway Patrol, they found in the wreckage an aftermarket portable DVD player. (It is not possible to watch videos on the Model S touchscreen display while the car is moving.) A laptop computer was recovered during the post-crash examination of the wreck, along with an adjustable vehicle laptop mount attached to the front passenger's seat frame. The NHTSA concluded the laptop was probably mounted, and the driver may have been distracted at the time of the crash. In January 2017, the NHTSA Office of Defects Investigations (ODI) released a preliminary evaluation, finding that the driver in the crash had seven seconds to see the truck and identifying no defects in the Autopilot system; the ODI also found that the Tesla car crash rate dropped by 40 percent after Autosteer installation, but later also clarified that it did not assess the effectiveness of this technology or whether it was engaged in its crash rate comparison. The NHTSA Special Crash Investigation team published its report in January 2018. According to the report, for the drive leading up to the crash, the driver engaged Autopilot for 37 minutes and 26 seconds, and the system provided 13 "hands not detected" alerts, to which the driver responded after an average delay of 16 seconds. The report concluded "Regardless of the operational status of the Tesla's ADAS technologies, the driver was still responsible for maintaining ultimate control of the vehicle. All evidence and data gathered concluded that the driver neglected to maintain complete control of the Tesla leading up to the crash." In July 2016, the NTSB announced it had opened a formal investigation into the fatal accident while Autopilot was engaged. The NTSB is an investigative body that only has the power to make policy recommendations. An agency spokesman said, "It's worth taking a look and seeing what we can learn from that event, so that as that automation is more widely introduced we can do it in the safest way possible." The NTSB opens annually about 25 to 30 highway investigations. In September 2017, the NTSB released its report, determining that "the probable cause of the Williston, Florida, crash was the truck driver's failure to yield the right of way to the car, combine

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  • Digital fashion

    Digital fashion

    Digital fashion is a field of fashion design that relies on 3D software or artificial intelligence to produce hyper-realistic, data-intensive digital 3D garment simulations that are digital-only products or digital models for physical products. Digital garments can be worn and presented in virtual environments, social media, online gaming, virtual reality (VR), and augmented reality (AR) platforms. The field aims to contribute to the development of a more sustainable future for the fashion industry. It has been praised as a possible answer to ethical and creative concerns of traditional fashion by promoting innovation, reducing waste, and encouraging conscious consumption. However, empirical research has questioned whether digital fashion communities embody the radical and anti-consumerist values they claim. A 2025 study presented by YeSeung Lee at the FACTUM international conference on fashion communication analysed 88,141 posts across nine platforms over eight months using Pulsar. It found that only 4.8% of author biographies indicated any sociopolitical focus, and that discourse predominantly relied on generic slogans and trending buzzwords, primarily reinforcing existing fashion hierarchies and consumerist frameworks rather than challenging them. Digital fashion is also the interplay between digital technology and couture. Human AI is an intersection of technology and human representation, in which human value is emphasized and enhanced by technology and the possibilities of discovering design. Information and communication technologies (ICTs) have been deeply integrated both into the fashion industry, as well as within the experience of clients and prospects. Such interplay has happened at three main levels. ICTs are used to design and produce fashion products, while the industry organization also leverages digital technologies. ICTs impact marketing, distribution and sales. ICTs are extensively used in communication activities with all relevant stakeholders and contribute to co-create the fashion world. The fashion industry in general has paved the way for digital fashion to be introduced with more technology being in the industry, like virtual dressing rooms and the gamification of the fashion industry. Digital fashion is also seen on many different online fashion retail websites. This evolution in the fashion industry has called for more education and research of digital fashion. == Design, production, and organization == Among the many applications available to fashion designers to model the fusion of creativity with digital avenues, the Digital Textile Printing can be mentioned here. === Digital textile printing === Digital textile printing has brought together the worlds of fashion, technology, art, chemistry, and printing to produce a new process for printing textiles on clothing. Digital printing is a process in which prints are directly applied to fabrics with a printer, reducing 95% of the use of water, 75% of the use of energy and minimizing textile waste. The main advantage of digital printing is the ability to do very small runs of each design (even less than 1 yard). Digital Textile printing also offers other benefits, such as fast printing speeds that help the time and space needed to print different patterns on garments of choice. == Marketing, distribution, and sales == While all digital channels can be used in order to market and sell fashion completely online (eCommerce), they usually are implemented in connection with offline channels (so-called "omni-channel"). Here, virtual and augmented reality play a crucial role. The fashion industry has faced its own problems including pollution and fabric waste, which has resulted in a shift to more sustainable methods like digital fashion. The industry is also constantly being intertwined with digital media and has allowed for the use of digital tools within the business itself and with consumers. Two of the ways digital fashion is utilized with consumers is through virtual dressing rooms and virtual cosmetic counters. Prospects and clients can use ICTs - own computers, tablets and smartphones - to virtually simulate fitting rooms and cosmetics counters and see how they look in specific outfits and makeup. Customers can give any look and decide on what suits them and buy products. Oftentimes, beauty retailers will feature virtual fitting rooms to allow users to experience the look of their product before committing to a purchase. Some examples are color contact retailers Freshlook, which allows users to simulate contact lens wear in their color contacts studio before purchase. Colorful Eyes also offers a virtual color contact lens try-on room. === Virtual dressing room === A virtual dressing room (also often referred to as virtual fitting room and virtual changing room although they do perform different functions) is the online equivalent of the near-ubiquitous in-store changing room – that is, it enables shoppers to try on clothes to check one or more of size, fit or style, but virtually rather than physically. Fashion retailer Topshop installed a Kinect-powered virtual fitting room at its Moscow store. Created by AR Door, the Augmented Fitting Room system overlays 3D augmented reality clothes on the customer. Simple gestures and on-screen buttons let users "try on" different outfits. However, the high variability of virtual fit platforms to predict consumer clothes sizes called into question the accuracy of these systems in their current form. AI-powered Wardrobe and Outfit Planning Beyond virtual fitting rooms, the integration of artificial intelligence has enabled the rise of digital wardrobe management. These platforms use computer vision and machine learning to catalog a user’s physical or digital garments, providing automated outfit recommendations based on weather, occasion, and personal style trends. Fashion-tech startups utilize AI-driven garment simulation to help users plan outfits virtually, bridging the gap between digital-only fashion and physical wardrobe utility. This "smart closet" approach aims to reduce "wardrobe fatigue" and decrease unnecessary consumption by maximizing the use of existing items through digital visualization. === Communication and experience co-creation === Fashion is also a matter of socially negotiating what is "in" or "out", fashionable or not. In other words, fashion items do not only play on the economic market of physical goods but also - and sometimes even more importantly - on the semiotic market of the production of social tastes and customs. Thanks to social media, and to all services offered by the so-called web2.0, laypeople can contribute to co-create the fashion world, shaping tastes, customs, and fashion-related values. Social media, in general, has catapulted the impact fashion has on our everyday lives and values. Fashion has taken a central role in mass production and is constantly evolving due to the ever-lasting digital transformation. Social media has also helped evolve to a point where not only can brands reach consumers, but consumers can reach brands as well. TikTok for example started a trend in 2020 with #GucciModelChallenge. This creates a space where the brand is gaining awareness from their consumers in the ever-changing digital age. === Gamification === Gaming has played an important role in fostering digital aspects of the fashion world, first beginning with dress-up games that used avatars and allowed players to select garments. Nevertheless, it seems it will now move on to the real world and start using avatars of real people. Garments from luxurious brands have been copied and adapted into the aesthetics of games such as Animal Crossing: New Horizons and The Sims. As to the former, during COVID-19 lock-downs players recreated outfits from a variety of fashion brands, including Chanel, Gucci and Versace. It became a platform for users to showcase their costume designs. In April 2019, Moschino collaborated with simulation game The Sims in a capsule collection that featured signature Jeremy Scott garments. The collection was made available to shop and the campaign was set against the backdrop of a Sims-like atmosphere. Furthermore, in May 2019, Nike partnered up with Fortnite to include their iconic Jordan sneakers. In similar fashion, in May 2020, Marc Jacobs designed 6 of the brand's favorite looks for Nintendo's Animal Crossing: New Horizons in a partnership with Instagram user @AnimalCrossingFashionArchive. They were made available to download. Similarly, the other luxury brands mentioned, Louis Vuitton partnered with game League of Legends to create skins for characters within the game. Digital fashion in different video games allows users to express themselves beyond their avatars and combine the self-expression of fashion into the digital gaming realm. == Digital fashion education and research == Nowadays, the fashion industry needs experts in digital fashion, equipped with the above-ske

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  • Agents of S.H.I.E.L.D. season 4

    Agents of S.H.I.E.L.D. season 4

    The fourth season of the American television series Agents of S.H.I.E.L.D., based on the Marvel Comics spy organization S.H.I.E.L.D., follows Phil Coulson and other S.H.I.E.L.D. agents and allies after the signing of the Sokovia Accords. It is set in the Marvel Cinematic Universe (MCU) and acknowledges the continuity of the franchise's films. The season was produced by ABC Studios, Marvel Television, and Mutant Enemy Productions, with Jed Whedon, Maurissa Tancharoen, and Jeffrey Bell serving as showrunners. Clark Gregg reprises his role as Coulson from the film series, starring alongside the returning series regulars Ming-Na Wen, Chloe Bennet, Iain De Caestecker, Elizabeth Henstridge, and Henry Simmons. They are joined by John Hannah who was promoted from his recurring guest role in the third season. The fourth season was ordered in March 2016, with production taking place from that July until the following April. Due to its broadcast schedule, the season was split into three "pods": Ghost Rider for the first eight episodes, featuring recurring guest star Gabriel Luna as the supernatural Robbie Reyes / Ghost Rider and exploring mysticism in the MCU alongside the film Doctor Strange (2016); LMD, referring to the new Life Model Decoy program, for the next seven episodes which focus on recurring guest star Mallory Jansen as the LMD Aida; and Agents of Hydra for the final seven episodes, partly set in a "what if" virtual reality that allowed the return of former series regular Brett Dalton as Grant Ward. The season is also affected by the events of the film Captain America: Civil War (2016), and continues storylines established in the canceled series Agent Carter. The first episode premiered at a screening on September 19, 2016, with the season then airing for 22 episodes on ABC, from September 20, 2016, until May 16, 2017. The premiere debuted to 3.58 million viewers, down from previous season premieres but average for the series. Critical response to the season was positive, with many feeling that each pod was better than the last and in particular praising the visual effects and tone of Ghost Rider, the writing and acting of LMD, and the character development and political commentary explored during Agents of Hydra. The season saw series low viewership, but was still considered to have solved ABC's problem during its new Tuesday night timeslot, and the series was renewed for a fifth season in May 2017. == Episodes == == Cast and characters == == Production == === Development === Agents of S.H.I.E.L.D. was renewed for a fourth season on March 3, 2016, earlier than usual for the series. Executive producer Jed Whedon said on this, "We're thrilled to know going into the end of [season three] with certainty that we will be returning, because we can build our story accordingly." Executive producer Maurissa Tancharoen also noted that logistics for hiring directors for the season in advance would be easier, "which is a very nice privilege to have...that's a luxury". The end of the episode "What If..." features an onscreen tribute to Bill Paxton, who died in February 2017 and had portrayed John Garrett in the series' first season. The series paid additional tribute to Paxton in "All the Madame's Men" with promos during The Bakshi Report news segment showcasing John Garrett as a fallen American hero. The end of "World's End" features a similar onscreen tribute to Powers Boothe, who died in May 2017 and had portrayed Gideon Malick in the series' third season. === Writing === The season shifted to the later 10 pm timeslot, allowing it to take on a darker, more mature tone than previous seasons. According to Tancharoen, "The whole tagline for this year is 'Agents of S.H.I.E.L.D. After Dark'". The timeslot gave the series the opportunity to present an increased level of violence and partial nudity, as well as take more risks and present edgier themes. Following the third-season finale, Tancharoen stated that the fourth season would explore the guilt Daisy Johnson has over Lincoln Campbell's death. Executive producer Jeffrey Bell noted the writers tried to continue the tradition of "finding new combinations and new conflicts" between different sets of characters, given "a lot of procedurals [see] the same people doing the same thing for five years". Pairings that would be explored included Coulson and Mack, continuing from the end of season three, who have a mutual respect for one another due to their relationships with Daisy, and Leo Fitz and Holden Radcliffe, who work together. The Fitz-Simmons relationship was also explored more, examining the new challenges it presented for the two "working together, loving each other and living together". Following the third season's dealing with the themes of Captain America: Civil War (2016), such as the opposing reactions to the Inhumans, Whedon said that the question of "How do you deal with a war with powered people at that level, a government level?" was one that they wanted to answer in the fourth season. Tancharoen called the Inhumans "a permanent part of our universe now", with Whedon adding, "we have a quick-fire way of introducing people with powers. It gives us a lot of leeway in our world, and it lets us explore the metaphors of what it is like to be different. We will never close that chapter." With the Inhumans film being removed from Marvel Studios' release schedule, the series had "a little more freedom" and were "able to do a little bit more" with the species, including the potential of introducing some of the "classic" Inhumans, though the series would focus less on Inhumans than the third season which saw "a real significant Inhuman agenda story". It was not intended to be a spin-off of Agents of S.H.I.E.L.D. On the evolution of S.H.I.E.L.D. to featuring so many powered characters, Whedon said "the dynamic in the world has changed. There was one person with powers, and then by The Avengers there were maybe six total ... now they're much more prevalent, so there's reaction from the public based on that." The season is structured into three "pods" based on its airing schedule: the first eight episodes, subtitled Ghost Rider; LMD (Life Model Decoy) for the subsequent seven episodes; and a third pod for the final seven episodes called Agents of Hydra. Elements and characters cross over between the different pods, but the sections "definitely have a different feel" from one another, as Bell explained that 22 episodes "is a long time to hold a big bad or a single plot line, especially for an audience", and for the past two seasons, the series was able to have two separated halves that "allows us to introduce a big bad. And then, something happens and we rise somebody new ... Now, there's three of those." "Financial considerations" were also taken into account in creating the pods for the season, as using LMDs does not "cost as much as setting a guy's head on fire via CGI". In terms of writing the "complicated season", Whedon said the writers were "aware that our fans are our fans and have spent some time with these characters and are clever and see things coming sometimes ... Part of our job is to create not just what we are presenting on plot, but letting the audience be one step ahead of us and being one step ahead of that." He added that the writers knew that they wanted to tell a Ghost Rider story, an LMD story, and a "what if" scenario, and the hardest part was making each pod still fit together as a single season. The major connection ultimately became the Darkhold, which leads from the magic of Ghost Rider to the advanced science of LMD and then the Framework in Agents of Hydra. Ghost Rider also reappears in the final episode of the season, "World's End", as an additional connection. ==== Ghost Rider ==== While planning the fourth season, Marvel suggested that the series introduce Ghost Rider, after the character's film rights had returned to Marvel from Sony in May 2013. Loeb felt that this made the season unquestionably "the series' biggest" with the "most ambitious story yet". He added that "one of the things that we talked about is, S.H.I.E.L.D. always looked out for the weird, the unusual, the things that were and could be a problem for the public", and Marvel realized that Ghost Rider's abilities, which are more mystical than anything seen in the series to date, opened up "a quarter of the universe that we haven't really spent a lot of time exploring ... what happens if our very real, our very grounded agents who are very much a family have to take on something that is as bizarre and powerful and unique as Ghost Rider." Bell added that the producers would have been willing to give an entire season of the show to a Ghost Rider arc if the season was 13 episodes or less, but 22 episodes seemed too long to "feel like one flavor". The Robbie Reyes version of Ghost Rider was chosen over other versions of the character from the comics because of his relationship with his brother Gabe, w

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  • Automation engineering

    Automation engineering

    Automation engineering is a branch of engineering that deals with the development of methods and facilities that replace, in whole or in part, manual labour related to the control and monitoring of systems and processes. == Automation engineer == Automation engineers are experts who have the knowledge and ability to design, create, develop and manage machines and systems, for example, factory automation, process automation and warehouse automation. Automation technicians are also involved. == Scope == Automation engineering is the integration of standard engineering fields. Automatic control of various control systems for operating various systems or machines to reduce human efforts & time to increase accuracy. Automation engineers design and service electromechanical devices and systems for high-speed robotics and programmable logic controllers (PLCs). == Work and career after graduation == Graduates can work for both government and private sector entities such as industrial production, and companies that create and use automation systems, for example, the paper industry, automotive industry, metallurgical industry, food and agricultural industry, water treatment, and oil & gas sectors such as refineries, rolling mills, and power plants. == Job description == Automation engineers can design, program, simulate and test automated machinery and processes, and are usually employed in industries such as the energy sector in plants, car manufacturing facilities, food processing plants, and robots. Automation engineers are responsible for creating detailed design specifications and other documents, developing automation based on specific requirements for the process involved, and conforming to international standards like IEC-61508, local standards, and other process-specific guidelines and specifications, simulating, testing, and commissioning electronic equipment for automation.

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  • Pop music automation

    Pop music automation

    Pop music automation is a field of study among musicians and computer scientists with a goal of producing successful pop music algorithmically. It is often based on the premise that pop music is especially formulaic, unchanging, and easy to compose. The idea of automating pop music composition is related to many ideas in algorithmic music, artificial intelligence (AI) and computational creativity. == History of automation in music == Algorithms (or, at the very least, formal sets of rules) have been used to compose music for centuries; the procedures used to plot voice-leading in counterpoint, for example, can often be reduced to algorithmic determinant. Now the term is usually reserved, however, for the use of formal procedures to make music without human intervention. Classical music automation software exists that generates music in the style of Mozart and Bach and jazz. Most notably, David Cope has written a software system called "Experiments in Musical Intelligence" (or "EMI") that is capable of analyzing and generalizing from existing music by a human composer to generate novel musical compositions in the same style. EMI's output is convincing enough to persuade human listeners that its music is human-generated to a high level of competence. Creativity research in jazz has focused on the process of improvisation and the cognitive demands that this places on a musical agent: reasoning about time, remembering and conceptualizing what has already been played, and planning ahead for what might be played next. Inevitably associated with pop music automation is pop music analysis. Projects in pop music automation may include, but are not limited to, ideas in melody creation and song development, vocal generation or improvement, automatic accompaniment and lyric composition. == Automatic accompaniment == Some systems exist that automatically choose chords to accompany a vocal melody in real-time. A user with no musical experience can create a song with instrumental accompaniment just by singing into a microphone. An example is a Microsoft Research project called Songsmith, which trains a Hidden Markov model using a music database and uses that model to select chords for new melodies. == Melody generation == Automatic melody generation is often done with a Markov chain, the states of the system become note or pitch values, and a probability vector for each note is constructed, completing a transition probability matrix (see below). An algorithm is constructed to produce an output note values based on the transition matrix weightings, which could be MIDI note values, frequency (Hz), or any other desirable metric. A second-order Markov chain can be introduced by considering the current state and also the previous state, as indicated in the second table. Higher, nth-order chains tend to "group" particular notes together, while 'breaking off' into other patterns and sequences occasionally. These higher-order chains tend to generate results with a sense of phrasal structure, rather than the 'aimless wandering' produced by a first-order system. == Lyric composition == Automated lyric creating software may take forms such as: Selecting words according to their rhythm The Tra-la-Lyrics system produces song lyrics, in Portuguese, for a given melody. This not only involves matching each word syllable with a note in the melody, but also matching the word's stress with the strong beats of the melody. Parsing existing pop music (e.g. for content or word choice) This involves natural language processing. Pablo Gervás has developed a noteworthy system called ASPERA that employs a case-based reasoning (CBR) approach to generating poetic formulations of a given input text via a composition of poetic fragments that are retrieved from a case-base of existing poems. Each poem fragment in the ASPERA case-base is annotated with a prose string that expresses the meaning of the fragment, and this prose string is used as the retrieval key for each fragment. Metrical rules are then used to combine these fragments into a well-formed poetic structure. Automatic analogy or story creation Programs like TALE-SPIN and The MINSTREL system represent a complex elaboration of this basis approach, distinguishing a range of character-level goals in the story from a range of author-level goals for the story. Systems like Bringsjord's BRUTUS can create stories with complex interpersonal themes like betrayal. On-line metaphor generation systems like 'Sardonicus' or 'Aristotle' can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms “pencil”, “whip”, “whippet”, “rope”, “stick-insect” and “snake” are suggested). Free association of grouped words Using a language database (such as wordnet) one can create musings on a subject that may be weak grammatically but are still sensical. See such projects as the Flowerewolf automatic poetry generator or the Dada engine. == Software == === More or less free === BreathCube by xoxos. Simple lyrical vocal content is generated with simple music. CubeBreath by xoxos. Audio input is vocoded in tune with the music. Midi Internet Algorithmic Composition infno, infinite generator of electronic dance music and synth-pop. Algorithmic Trap, trap beat generator. === Commercial === Band in a box generates any element, potentially creates whole new songs from scratch. Musical Palette - Melody Composing Tool SongSmith: Automatic accompaniment for vocal melodies Ludwig 3.0 automatic accompaniment, writes arrangements for given instruments, plays its own songs for an infinitely long time. Automated Composing System creates music in many different styles

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  • Fuzzy classification

    Fuzzy classification

    Fuzzy classification is the process of grouping elements into fuzzy sets whose membership functions are defined by the truth value of a fuzzy propositional function. A fuzzy propositional function is analogous to an expression containing one or more variables, such that when values are assigned to these variables, the expression becomes a fuzzy proposition. Accordingly, fuzzy classification is the process of grouping individuals having the same characteristics into a fuzzy set. A fuzzy classification corresponds to a membership function μ C ~ : P F ~ × U → T ~ {\textstyle \mu _{\tilde {C}}:{\tilde {PF}}\times U\to {\tilde {T}}} that indicates the degree to which an individual i ∈ U {\textstyle i\in U} is a member of the fuzzy class C ~ {\textstyle {\tilde {C}}} , given its fuzzy classification predicate Π ~ C ~ ∈ P F ~ {\textstyle {\tilde {\Pi }}_{\tilde {C}}\in {\tilde {PF}}} . Here, T ~ {\textstyle {\tilde {T}}} is the set of fuzzy truth values, i.e., the unit interval [ 0 , 1 ] {\textstyle [0,1]} . The fuzzy classification predicate Π ~ C ~ ( i ) {\textstyle {\tilde {\Pi }}_{\tilde {C}}(i)} corresponds to the fuzzy restriction " i {\textstyle i} is a member of C ~ {\textstyle {\tilde {C}}} ". == Classification == Intuitively, a class is a set that is defined by a certain property, and all objects having that property are elements of that class. The process of classification evaluates for a given set of objects whether they fulfill the classification property, and consequentially are a member of the corresponding class. However, this intuitive concept has some logical subtleties that need clarification. A class logic is a logical system which supports set construction using logical predicates with the class operator { ⋅ | ⋅ } {\textstyle \{\cdot |\cdot \}} . A class C = { i | Π ( i ) } {\displaystyle C=\{i|\Pi (i)\}} is defined as a set C of individuals i satisfying a classification predicate Π which is a propositional function. The domain of the class operator { .| .} is the set of variables V and the set of propositional functions PF, and the range is the powerset of this universe P(U) that is, the set of possible subsets: { ⋅ | ⋅ } : V × P F → P ( U ) {\displaystyle \{\cdot |\cdot \}:V\times PF\rightarrow P(U)} Here is an explanation of the logical elements that constitute this definition: An individual is a real object of reference. A universe of discourse is the set of all possible individuals considered. A variable V :→ R {\textstyle V:\rightarrow R} is a function which maps into a predefined range R without any given function arguments: a zero-place function. A propositional function is "an expression containing one or more undetermined constituents, such that, when values are assigned to these constituents, the expression becomes a proposition". In contrast, classification is the process of grouping individuals having the same characteristics into a set. A classification corresponds to a membership function μ that indicates whether an individual is a member of a class, given its classification predicate Π. μ : P F × U → T {\displaystyle \mu :PF\times U\rightarrow T} The membership function maps from the set of propositional functions PF and the universe of discourse U into the set of truth values T. The membership μ of individual i in Class C is defined by the truth value τ of the classification predicate Π. μ C ( i ) := τ ( Π ( i ) ) {\displaystyle \mu C(i):=\tau (\Pi (i))} In classical logic the truth values are certain. Therefore a classification is crisp, since the truth values are either exactly true or exactly false.

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  • The Way (novel series)

    The Way (novel series)

    The Way series is a trilogy of science fiction novels and one short story by American author Greg Bear published from 1985 to 1999. The first novel was Eon (1985), followed by a sequel, Eternity and a prequel, Legacy. It also includes The Way of All Ghosts, a short story that falls between Legacy and Eon. == Novels == === Eon === Eon chronicles the appearance and discovery of the Thistledown, and its subsequent effect on humanity. In the early 21st century, the United States and the USSR are on the verge of nuclear war. In that tense political climate, an asteroid appears out of near space after an unusual supernova and settles into an extremely elliptical orbit near Earth orbit. The two nations each try to claim this mysterious object, which appears to be a virtual duplicate of Juno. It is hollow and contains seven vast terraformed chambers. Two of the chambers contain cities long abandoned by human beings who seemed to come from Earth's future. The asteroid is called the Thistledown by its builders. A startling discovery is that it is bigger inside than outside. The seventh chamber appears to stretch into infinity. The human inhabitants of the Thistledown come from an alternate timeline, approximately 1000 years in the future. In their timeline, human civilization was nearly destroyed by the "Death", a calamitous World War involving nuclear weapons. The Death occurred at approximately the same time as the appearance of the Thistledown in the present time. Its presence threatens to cause the Death to occur on the current timeline as well. An expedition is sent down the seemingly infinite seventh chamber (The "Way", as it is known) where it encounters the descendants of humanity. The high technology of this civilization, known as the Hexamon, has control over genetic engineering, human augmentation, and matter itself. The Hexamon includes several alien species who have come to live with humanity's descendants. The Hexamon itself is at war with an alien race known as the Jarts from further down the corridor still. In 2007, CGSociety organised a "CG Challenge" based upon Eon === Eternity === Jarts, politics, and technology make up the second book in the series: Eternity. The Jart religion is based on the preservation of all data, which encompasses all life forms, past and present, and sending that data to the Jarts' future masters, their descendants. === Legacy === In the third book (a prequel, set in the time before Eon), Legacy, soldier Olmy ap Sennon is sent to spy on a group of dissidents who have used the spacetime tunnel of "the Way" (introduced in Eon) to colonize the alien world of Lamarckia, a planet with an ecosystem that learns from its changed environment in a way that resembles Lamarckian evolution. Its plants and animals turn out to actually be parts of continent-sized organisms. === "The Way of All Ghosts" === In the short story "The Way of All Ghosts" soldier Olmy ap Sennon is sent to close a lesion that formed out of a wayward gate into perfection. This story was published in 1999 in Far Horizons. == Fictional history of the Thistledown == Within the universe of The Way, the Thistledown is an asteroid starship built by hollowing out Juno and fitting it with mass-driver (rail gun) engines and thermonuclear drives. Inside the asteroid, seven giant "Chambers" are built, of which two host cities for the inhabitants, while others host machinery and recreation areas. The asteroid is prepared 500 years in the future, as told in Bear's novel Eon, and is engaged on a multi-generational journey to Epsilon Eridani, around which a habitable planet is known to circle. The journey is meant to take 60 years, as the ship can only maintain a velocity of 20% the speed of light. This limitation is removed after the technology of the Thistledown was improved to include inertial dampeners, allowing higher accelerations. Inhabiting the Thistledown are the best and brightest of Earth, who are quite diverse both culturally and politically. The Thistledown's society includes one transcendent genius, Konrad Korzenowski, whose preference for living in the Thistledown as compared with an outer universe, causes him to experiment with closed-geodesic space time in the Seventh Chamber, 20 years into the Thistledown's voyage. The results of his experiments are shattering in the extreme: He creates a unique pocket universe: The Way. == The Way == === Origin === The eponymous Way is an extension of the 7th Chamber, and was formed in the novels using the machinery of the 6th Chamber. This machinery is a selective inertial damper, developed by engineers within the Thistledown with twofold purpose—to permit the Thistledown to accelerate to the limit of its engines (up to 99% the speed of light) and to selectively dampen inertia within the vessel, e.g., water within waterways, high velocity train systems. The inertial dampening machinery within the 6th Chamber is anchored to the structure of the Thistledown, equally spaced around the chamber at the vertices of a regular heptagon. === Creation === At the creation, and rejoining of the Way to the Thistledown, the character Konrad Korzenowski and his engineers designed and 'built' the Way out of the in-folded geodesics of the inertial dampening field of the 6th Chamber machinery. This is described in the books by first considering the inertial dampening field: Within the Thistledown, the field envelops the asteroid, effectively isolating it from the Einsteinian Metrical Frame, permitting relative inertia to be ignored. The Thistledown was, at the time of activation, isolated from its continuum, but only selectively. Its matter and energy anchored it to its continuum and relative time, but its geometry and quantum entanglement had been strained by the inertial dampener, thus making it susceptible to superspace distortions, and therefore it could be affected by them negatively. Korzenowski, having been influenced by the earlier work of Vazquez on Earth, and in developing her work within the Thistledown, planned a radical extension of the inertial field of the 6th Chamber - effectively extending the field away to an infinite extent within the 7th Chamber. In order to do this effectively, he and his engineers modified a set of semi-sentient field calibration tools to build the first Clavicles. Unlike the field calibration tools from which they were descended, the Clavicles possessed the ability not only to manipulate the field, but extend it as an extension of the will of the operator. Already radical enough, Korzenowski and his team went further. By extending the field of the 6th Chamber from within the 7th Chamber of the Thistledown, they could then directly access what Vasquez had calculated within her own work—alternate world lines as non-gravity bent geodesics of superspace. Korzenowski thus 'felt' superspace within the 7th Chamber, selecting the infinite selection of possible alternate pocket universes accessible by the Clavicle to form, as a sheer act of will, the Way from his designs and his vision. The resulting structure was constructed, not of matter, but of previously in-folded superspace vectors now infinitely extended. (in the manner of Schwarzschild folded geometry, or of an asymptotic curve.) The Way was thus opened. The Way's geometry also gave rise to the Flaw - as superspace geometry of the field boundary was extended infinitely, so the folded geodesics of the field unfold in the geometric centre of the Way to form a singularity. This singularity, the Flaw, rests within the Way's plasma tube (which in turn is sustained by the Flaw). The Flaw 'produces' gravity by actively repulsing matter away from itself in an acceleration at the square of the distance away from itself. In addition, any object encircling the Flaw, and then exerting pressure against it, experiences this pressure as a translation force along the Flaw's length perpendicular to the direction of force. The motion thus induced is controllable by the angle at which an annular ring enclosure is pressed against the Flaw. The same spatial transform also can be used to turn tip turbines in order to generate electricity. The Flaw permits a violation of the First Law of Thermodynamics, therefore defining the Way as a perpetual motion machine of the First Order, making energy out of nothing. === Early history === The Way, as formed, was described by Bear as being in vacuum and did not consist of matter within its infinite length. Due to extremely slight ambiguity involved in its creation, the synchronicity between time within the Way, and within the Thistledown, was not exact. Thus, the Engineers spend two decades working to correct these faults using the Clavicles to manipulate the junction between Way and Thistledown. During this period, ambition led Korzenowksi to use the clavicle to open the first exploratory gate within the way, leading to the universe of the Jarts. Though the gate to Jart world was closed, the advanced Jarts neve

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  • Certified social engineering prevention specialist

    Certified social engineering prevention specialist

    Certified Social Engineering Prevention Specialist (CSEPS) is a social engineering security-awareness training and professional certification program originally developed by Kevin Mitnick and Alexis Kasperavičius. == Course structure == The original CSEPS program was structured as a multi-module corporate security-awareness course designed to teach employees, managers, and IT personnel how social engineers manipulate human behavior to bypass technical security systems. The curriculum combined case studies, psychological analysis, attack demonstrations, pretexting exercises, and operational security scenarios. The course materials described social engineering as the exploitation of "the human factor" in information security and argued that traditional technical defenses alone were insufficient to protect organizations from deception-based attacks. The training program was divided into instructional modules covering topics such as: social engineering methodology and threat analysis intelligence gathering and reconnaissance dumpster diving pretexting elicitation technique telephone-system exploitation and caller-ID spoofing psychological influence techniques industrial espionage identity theft organizational vulnerabilities security policy development and employee awareness training The course also analyzed historical and contemporary case studies involving information theft, corporate espionage, fraudulent wire transfers, and telephone-based impersonation attacks. Training exercises required participants to analyze how attackers established credibility, manipulated trust, overcame objections, and exploited organizational procedures. According to The Wall Street Journal, CSEPS was delivered as a two-day "boot camp" course costing approximately US$1,500 per attendee. Clients reportedly included the United States Air Force and the United States Marine Corps. The certification examination included multiple-choice and written-response sections dealing with social-engineering defense scenarios and mitigation strategies. == History == In 2003, Mitnick and Kasperavičius partnered with the Florida-based IT training company Intense School Inc. to offer CSEPS classes throughout the United States. In 2020, Mitnick partnered with security-awareness training company KnowBe4, and elements of the original CSEPS material became incorporated into KnowBe4's social-engineering awareness training offerings.

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  • Artificial intelligence engineering

    Artificial intelligence engineering

    Artificial intelligence engineering (AI engineering) is a technical discipline that focuses on the design, development, and deployment of AI systems. AI engineering involves applying engineering principles and methodologies to create scalable, efficient, and reliable AI-based solutions. It merges aspects of data engineering and software engineering to create real-world applications in diverse domains such as healthcare, finance, autonomous systems, and industrial automation. == Terminology ambiguity == According to Chip Huyen's book AI Engineering: Building Applications with Foundation Models, the term AI engineering refers to the process of building applications that use foundation models, which are typically models developed by a small number of research laboratories and made available as a service. Huyen distinguishes this from machine learning (ML) engineering, which involves building and deploying models developed in-house. She notes that most practical AI systems combine both approaches. For example, a customer-support chatbot may use a generative model to produce responses while also incorporating locally built components such as request classifiers or scoring mechanisms to assess response quality. As a result, the terms AI engineering and ML engineering are often used together or interchangeably in practice. The distinction and broader usage of the term have been discussed in industry publications and interviews, where AI engineering has been described as an emerging discipline focused on productionizing applications built with foundation models. == Key components == AI engineering integrates a variety of technical domains and practices, all of which are essential to building scalable, reliable, and ethical AI systems. === Data engineering and infrastructure === Data serves as the cornerstone of AI systems, necessitating careful engineering to ensure premium quality, wide spread availability, and usability. AI engineers gather large, diverse datasets from multiple sources such as databases, APIs, and real-time streams. This data undergoes cleaning, normalization, and preprocessing, often facilitated by automated data pipelines that manage extraction, transformation, and loading (ETL) processes. Efficient storage solutions, such as SQL (or NoSQL) databases and data lakes, must be selected based on data characteristics and use cases. Security measures, including encryption and access controls, are critical for protecting sensitive information and ensuring compliance with regulations like GDPR. Scalability is essential, frequently involving cloud services and distributed computing frameworks to handle growing data volumes effectively. === Algorithm selection and optimization === Selecting the appropriate algorithm is crucial for the success of any AI system. Engineers evaluate the problem (which could be classification or regression, for example) to determine the most suitable machine learning algorithm, including deep learning paradigms. Once an algorithm is chosen, optimizing it through hyperparameter tuning is essential to enhance efficiency and accuracy. Techniques such as grid search or Bayesian optimization are employed, and engineers often utilize parallelization to expedite training processes, particularly for large models and datasets. For existing models, techniques like transfer learning can be applied to adapt pre-trained models for specific tasks, reducing the time and resources needed for training. === Deep learning engineering === Deep learning is particularly important for tasks involving large and complex datasets. Engineers design neural network architectures tailored to specific applications, such as convolutional neural networks for visual tasks or recurrent neural networks for sequence-based tasks. Transfer learning, where pre-trained models are fine-tuned for specific use cases, helps streamline development and often enhances performance. Optimization for deployment in resource-constrained environments, such as mobile devices, involves techniques like pruning and quantization to minimize model size while maintaining performance. Engineers also mitigate data imbalance through augmentation and synthetic data generation, ensuring robust model performance across various classes. === Natural language processing === Natural language processing (NLP) is a crucial component of AI engineering, focused on enabling machines to understand and generate human language. The process begins with text preprocessing to prepare data for machine learning models. Recent advancements, particularly transformer-based models like BERT and GPT, have greatly improved the ability to understand context in language. AI engineers work on various NLP tasks, including sentiment analysis, machine translation, and information extraction. These tasks require sophisticated models that utilize attention mechanisms to enhance accuracy. Applications range from virtual assistants and chatbots to more specialized tasks like named-entity recognition (NER) and Part of speech (POS) tagging. === Reasoning and decision-making systems === Developing systems capable of reasoning and decision-making is a significant aspect of AI engineering. Whether starting from scratch or building on existing frameworks, engineers create solutions that operate on data or logical rules. Symbolic AI employs formal logic and predefined rules for inference, while probabilistic reasoning techniques like Bayesian networks help address uncertainty. These models are essential for applications in dynamic environments, such as autonomous vehicles, where real-time decision-making is critical. === Security === Security is a critical consideration in AI engineering, particularly as AI systems become increasingly integrated into sensitive and mission-critical applications. AI engineers implement robust security measures to protect models from adversarial attacks, such as evasion and poisoning, which can compromise system integrity and performance. Techniques such as adversarial training, where models are exposed to malicious inputs during development, help harden systems against these attacks. Additionally, securing the data used to train AI models is of paramount importance. Encryption, secure data storage, and access control mechanisms are employed to safeguard sensitive information from unauthorized access and breaches. AI systems also require constant monitoring to detect and mitigate vulnerabilities that may arise post-deployment. In high-stakes environments like autonomous systems and healthcare, engineers incorporate redundancy and fail-safe mechanisms to ensure that AI models continue to function correctly in the presence of security threats. === Ethics and compliance === As AI systems increasingly influence societal aspects, ethics and compliance are vital components of AI engineering. Engineers design models to mitigate risks such as data poisoning and ensure that AI systems adhere to legal frameworks, such as data protection regulations like GDPR. Privacy-preserving techniques, including data anonymization and differential privacy, are employed to safeguard personal information and ensure compliance with international standards. Ethical considerations focus on reducing bias in AI systems, preventing discrimination based on race, gender, or other protected characteristics. By developing fair and accountable AI solutions, engineers contribute to the creation of technologies that are both technically sound and socially responsible. == Workload == An AI engineer's workload revolves around the AI system's life cycle, which is a complex, multi-stage process. This process may involve building models from scratch or using pre-existing models through transfer learning, depending on the project's requirements. Each approach presents unique challenges and influences the time, resources, and technical decisions involved. === Problem definition and requirements analysis === Regardless of whether a model is built from scratch or based on a pre-existing model, the work begins with a clear understanding of the problem. The engineer must define the scope, understand the business context, and identify specific AI objectives that align with strategic goals. This stage includes consulting with stakeholders to establish key performance indicators (KPIs) and operational requirements. When developing a model from scratch, the engineer must also decide which algorithms are most suitable for the task. Conversely, when using a pre-trained model, the workload shifts toward evaluating existing models and selecting the one most aligned with the task. The use of pre-trained models often allows for a more targeted focus on fine-tuning, as opposed to designing an entirely new model architecture. === Data acquisition and preparation === Data acquisition and preparation are critical stages regardless of the development method chosen, as the performance of any AI system relies heavily on high-quality, re

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  • List of Tesla Autopilot crashes

    List of Tesla Autopilot crashes

    Tesla Autopilot, a Level 2 advanced driver assistance system (ADAS), was released in October 2015 and the first fatal crashes involving the system occurred less than one year later. The fatal crashes attracted attention from news publications and United States government agencies, including the National Transportation Safety Board (NTSB) and National Highway Traffic Safety Administration (NHTSA), which has argued the Tesla Autopilot death rate is higher than the reported estimates. In addition to fatal crashes, there have been many nonfatal ones. Causes behind the incidents include the ADAS failing to recognize other vehicles, insufficient Autopilot driver engagement, and violating the operational design domain. As of October 2025, there have been hundreds of nonfatal incidents involving versions of Autopilot and sixty-five reported fatalities, fifty-four of which NHTSA investigations or expert testimony later verified and two that NHTSA's Office of Defect Investigations determined as happening during the engagement of Full Self-Driving (FSD) after 2022. Collectively, these cases culminated in a general recall in December 2023 of all vehicles equipped with Autopilot, which Tesla claims it resolved by an over-the-air software update. Immediately after closing its investigation in April 2024, NHTSA opened a recall query to determine the effectiveness of the recall. == Notable fatal crashes == === Handan, Hebei, China (January 20, 2016) === On January 20, 2016, Gao Yaning, the driver of a Tesla Model S in Handan, Hebei, China, was killed when his car crashed into a stationary truck. The Tesla was following a car in the far left lane of a multi-lane highway; the car in front moved to the right lane to avoid a truck stopped on the left shoulder, and the Tesla, which the driver's father believes was in Autopilot mode, did not slow before colliding with the stopped truck. According to footage captured by a dashboard camera, the stationary street sweeper on the left side of the expressway partially extended into the far left lane, and the driver did not appear to respond to the unexpected obstacle. Initially, Yaning was held responsible for the collision by local traffic police and, in September 2016, his family filed a lawsuit in July against the Tesla dealer who sold the car. The family's lawyer stated the suit was intended "to let the public know that self-driving technology has some defects. We are hoping Tesla when marketing its products, will be more cautious. Do not just use self-driving as a selling point for young people." Tesla released a statement which said they "have no way of knowing whether or not Autopilot was engaged at the time of the crash" since the car telemetry could not be retrieved remotely due to damage caused by the crash. In 2018, the lawsuit was stalled because telemetry was recorded locally to a SD card and was not able to be given to Tesla, who provided a decoding key to a third party for independent review. Tesla stated that "while the third-party appraisal is not yet complete, we have no reason to believe that Autopilot on this vehicle ever functioned other than as designed." Chinese media later reported that the family sent the information from that card to Tesla, which admitted Autopilot was engaged two minutes before the crash. Tesla since then removed the term "Autopilot" from its Chinese website. === Williston, Florida, US (May 7, 2016) === On May 7, 2016, Tesla driver Joshua Brown was killed in a crash with an 18-wheel tractor-trailer in Williston, Florida. By late June 2016, the NHTSA opened a formal investigation into the fatal autonomous accident, working with the Florida Highway Patrol. According to the NHTSA, preliminary reports indicate the crash occurred when the tractor-trailer made a left turn in front of the 2015 Tesla Model S at an intersection on a non-controlled access highway, and the car failed to apply the brakes. The car continued to travel after passing under the truck's trailer. The Tesla was eastbound in the rightmost lane of US 27, and the westbound tractor-trailer was turning left at the intersection with NE 140th Court, approximately 1 mi (1.6 km) west of Williston; the posted speed limit is 65 mph (105 km/h). The diagnostic log of the Tesla indicated it was traveling at a speed of 74 mi/h (119 km/h) when it collided with and traveled under the trailer, which was not equipped with a side underrun protection system. A reconstruction of the accident estimated the driver would have had approximately 10.4 seconds to detect the truck and take evasive action. The underride collision sheared off the Tesla's greenhouse, destroying everything above the beltline, and caused fatal injuries to the driver. In the approximately nine seconds after colliding with the trailer, the Tesla traveled another 886.5 feet (270.2 m) and came to rest after colliding with two chain-link fences and a utility pole. The NHTSA's preliminary evaluation was opened to examine the design and performance of any automated driving systems in use at the time of the crash, which involves a population of an estimated 25,000 Model S cars. On July 8, 2016, the NHTSA requested Tesla Inc. to hand over to the agency detailed information about the design, operation and testing of its Autopilot technology. The agency also requested details of all design changes and updates to Autopilot since its introduction, and Tesla's planned updates scheduled for the next four months. According to Tesla, "neither autopilot nor the driver noticed the white side of the tractor-trailer against a brightly lit sky, so the brake was not applied." The car attempted to drive full speed under the trailer, "with the bottom of the trailer impacting the windshield of the Model S". Tesla also stated that this was Tesla's first known Autopilot-related death in over 130 million miles (208 million km) driven by its customers while Autopilot was activated. According to Tesla there is a fatality every 94 million miles (150 million km) among all type of vehicles in the U.S. It is estimated that billions of miles will need to be traveled before Tesla Autopilot can claim to be safer than humans with statistical significance. Researchers say that Tesla and others need to release more data on the limitations and performance of automated driving systems if self-driving cars are to become safe and understood enough for mass-market use. The truck's driver told the Associated Press that he could hear a Harry Potter movie playing in the crashed car, and said the car was driving so quickly that "he went so fast through my trailer I didn't see him. [The film] was still playing when he died and snapped a telephone pole a quarter-mile down the road." According to the Florida Highway Patrol, they found in the wreckage an aftermarket portable DVD player. (It is not possible to watch videos on the Model S touchscreen display while the car is moving.) A laptop computer was recovered during the post-crash examination of the wreck, along with an adjustable vehicle laptop mount attached to the front passenger's seat frame. The NHTSA concluded the laptop was probably mounted, and the driver may have been distracted at the time of the crash. In January 2017, the NHTSA Office of Defects Investigations (ODI) released a preliminary evaluation, finding that the driver in the crash had seven seconds to see the truck and identifying no defects in the Autopilot system; the ODI also found that the Tesla car crash rate dropped by 40 percent after Autosteer installation, but later also clarified that it did not assess the effectiveness of this technology or whether it was engaged in its crash rate comparison. The NHTSA Special Crash Investigation team published its report in January 2018. According to the report, for the drive leading up to the crash, the driver engaged Autopilot for 37 minutes and 26 seconds, and the system provided 13 "hands not detected" alerts, to which the driver responded after an average delay of 16 seconds. The report concluded "Regardless of the operational status of the Tesla's ADAS technologies, the driver was still responsible for maintaining ultimate control of the vehicle. All evidence and data gathered concluded that the driver neglected to maintain complete control of the Tesla leading up to the crash." In July 2016, the NTSB announced it had opened a formal investigation into the fatal accident while Autopilot was engaged. The NTSB is an investigative body that only has the power to make policy recommendations. An agency spokesman said, "It's worth taking a look and seeing what we can learn from that event, so that as that automation is more widely introduced we can do it in the safest way possible." The NTSB opens annually about 25 to 30 highway investigations. In September 2017, the NTSB released its report, determining that "the probable cause of the Williston, Florida, crash was the truck driver's failure to yield the right of way to the car, combine

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