AI Analytics Hub

AI Analytics Hub — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • QANDA

    QANDA

    QANDA (stands for 'Q and A') is an AI-based learning platform developed by Mathpresso Inc., a South Korea-based education technology company. Its best known feature is a solution search, which uses optical character recognition technology to scan problems and provide step-by-step solutions and learning content. As of March 2024, QANDA solved over 6.3 billion questions. QANDA has 90 million total registered users and has reached 8 million monthly active users (MAU) in 50 countries. 90% of the cumulative users are from overseas such as Vietnam and Indonesia. In January 2024, its MathGPT, a math-specific small large language model set a new world record, surpassed Microsoft's 'ToRA 13B', the previous record holder in benchmarks assessing mathematical performance such as 'MATH' (high school math) and 'GSM8K' (grade school math). 'MathGPT' was co-developed with Upstage and KT. In March 2024, Mathpresso launched 'Cramify' (formerly known as Prep.Pie), an AI-powered study material generator designed to create personalized exam prep materials for U.S. college students. It uses generative AI to create customized study materials uploaded by students. Its features include a range of tools including study summarizer and question solver. == History == Co-founder Jongheun ‘Ray’ Lee first came up with the idea of QANDA during his freshman year in college. While he was tutoring to earn money, Lee realized that the quality of education a student receives is greatly based on their location. Lee saw his K-12 students were regularly asking similar questions and realized that these questions were from a pre-selected number of textbooks currently being used in schools. He decided to team up with his high school friend, Yongjae ‘Jake’ Lee to build a platform whereby, one uses a mobile app to scan and submit questions, and students can ask and receive detailed responses. Lee's school friends, Wonguk Jung and Hojae Jeong, joined the team. In June 2015, Mathpresso, Inc. was founded in Seoul, South Korea. In January 2016, Mathpresso's first product QANDA was launched. It supported a Q&A feature between students and tutors. In October 2017, QANDA introduced an AI-based search capability that permitted users to search for answers in seconds. In April 2020, Jake Yongjae Lee(CEO & co-founder) and Ray Jongheun Lee (co-founder) were selected as Forbes 30 under 30 Asia. In June 2021, QANDA raised $50 million in series C funding. Jake Yongjae Lee was recognized as an Innovator Under 35 by MIT Technology Review. In November 2021, QANDA secured a strategic investment from Google. Since its inception, it has received backing in Series C funding from investors namely Google, Yellowdog, GGV Capital, Goodwater Capital, KDB, and SKS Private Equity with participation from SoftBank Ventures Asia, Legend Capital, Mirae Asset Venture Investment, and Smilegate Investment. In September 2023, Mathpresso has raised $8 million (10 billion KRW) from Korea's telecom giant, KT. The total cumulative investment is about 130 million US dollars. The partnership aims to accelerate the development of an education-specific Large Language Model. The company intends to incorporate the LLM model to fortify its AI tutor, which later will be integrated into the existing services: QANDA App, B2B & B2G Saas, and 1:1 online tutoring (QANDA Tutor). == Features == QANDA features OCR-based solution search, one-on-one Q&A tutoring, a study timer. In 2021, QANDA launched additional features, including the premium subscription model that offers unlimited “byte-sized” micro-video lectures and the community feature that enhances collaborative learning. In 2021, QANDA launched QANDA Tutor, a tablet-based 1:1 tutoring service and QANDA Study, a 1:N online school in Vietnam. In 2022, QANDA launched an exam prep feature that offers past exam materials from school via online. This feature is currently available in South Korea. In August 2023, QANDA launched a beta version of an LLM-powered AI Tutor. == Awards and recognition == Best Hidden Gems of 2017 by Google Playstore 2018 AWS AI Startup Challenge Award National representative for the Google AI for Social Good APAC, 2018 Best Self-Improvement Apps of 2018 by Google Playstore GSV Edtech 150 — the Most Transformational Growth Companies in Digital Learning Speaker at the Google App Summit, 2021 Selected as a prospect unicorn company by Korea Technology Finance Corporation in 2023 Winner of G20-DIA Global Pitching in 2023 2021, 2022, 2023 East Asia EdTech 150 by HolonIQ

    Read more →
  • Kialo

    Kialo

    Kialo is an online structured debate platform with argument maps in the form of debate trees. It is a collaborative reasoning tool for thoughtful discussion, understanding different points of view, and collaborative decision-making, showing arguments for and against claims underneath user-submitted theses or questions. The deliberative discourse platform is designed to present hundreds of supporting or opposing arguments in a dynamic argument tree and is streamlined for rational civil debate on topics such as philosophical questions, policy deliberations, entertainment, ethics, science questions, and unsolved problems or subjects of disagreement in general. Argument-boxes are structured into hierarchical branches where the root is the main thesis (or theses) of the debate, enabling deliberation and navigable debates between opposing perspectives. A debate is divided into Pro (supporting) and Con (refuting or devaluing) columns where registered users can add arguments and rate the impact on the weight or validity of the parent claim. The arguments are sorted according to the rating average. Its argument tree structure enables detailed scrutiny of claims at all levels of the tree and allows users to for example quickly understand why a decision was made or which of the aggregated arguments swayed it this way. Newcomers can join a debate at any time and look back at the structured discussion history, and then weigh in at the right place with their new argument or their comment on a specific argument. The design presets a structure on debates "that allows participants to easily see, process, and ultimately assess the many facets of competing claims". The word Kialo is Esperanto for "reason". The platform is the world's largest argument mapping and structured debate site. == Overview == Users can comment on every Pro or Con, for example for requesting sources or expansions. Recent activities of a debate are shown in a panel on the right side of the respective debate. Debates can be found through the search or on the Explore page through their descriptions and topic-tags. Mere comments that do not make a constructive point (a self-contained argument backed by reasoning) are not allowed and are picked up by other users and moderators. "Civil language and sensible observations from opposing perspectives" can be seen also in debates about controversial topics. The site by-design incentivizes fair, rigorous, open-minded dialogue. Contributors making claims often also write counterpoints to their own contribution. Claims need to be shorter than 500 characters and can link to external sources. Debate trees can also start off with multiple theses – such as different policy options or hypotheses. Claims can link to related debates or include segments of them. In the discussion tab of each claim, users can make edit proposals (e.g. for accuracy, improving sources, or changing scope), decide if the argument should be moved or copied to another branch, call for archiving a claim, and ask for extra evidence or clarification. Debates can grow large and complex for which a sunburst diagram visualization of the topology of the debate and the search functionality can be useful. Each debate also has a chat-box. In cases where e.g. a "Con" is a point against multiple in the "Pros", users – through moderators – can link these arguments at the respective places to avoid duplication of content and allowing a clean chain for people to understand which points are arguments against each other. Contributions of users are tracked, enabling a board of thought-leaders for every debate. Other gamification elements include a feature to thank users for their contributions. The "Perspectives" feature allows users to see 'Impact' ratings of supporters and opposers of a thesis as well as of the debate's moderators and individual contributors. It thereby enables participants to see a debate from other participants' perspectives and to sort by them. In Kialo Edu, this feature lets teachers view votes for a whole class, individuals, or supporters/opponents of a specific thesis. Users in both versions of Kialo can vote on the overall debate topic as well as on individual claims to express their perspectives or conclusions, with the rationale (i.e. the main causal arguments) why they voted on the veracity of the thesis as they did not being captured. Voting can be done by any registered user while navigating through any debate that has voting enabled or via using the Guided Voting wizard user interface that automatically walks through branches. As of 2021, Kialo doesn't have a mobile app. == Contents == A 2018 report stated the collaborative argument platform hosts more than 10,000 debates in various languages. It also hosts private debates. The website claims that it has over 18,000 public debates as of July 2023, as well as over 1 million votes and over 720,000 claims. Debates can be found via the site's internal search and up to six tags per debate. Preprint studies have scraped public debates on over 1.4K issues with over 130K statements as of October 2019 and 1628 debates, related to over 1120 categories, with 124,312 unique claims as of June 26, 2020. == Kialo Inc. == The site is run by Kialo Inc. It was founded by German-born entrepreneur and London School of Economics and Political Science graduate Errikos Pitsos in August 2017 and is based in Brooklyn and Berlin. According to a 2018 report, the site does not show advertisements and does not sell user's data. The for-profit company was founded in 2011, Pitsos began to develop the concept in 2012 and described various specifics of the system in 2014. In 2018, he stated that they intend to make money by selling the platform to companies as a deliberation and decision-making tool. The site is free to use for the public and in education. According to the site, as of 2023 Kialo.com is a non-revenue generating site with no ads and no reselling of user data. == Applications and adoption == === Adopted applications === Applications of its content or the platform in society include: Teachers and professors, especially in high schools – including the universities Harvard and Princeton, are using Kialo for class discussions and exercises in critical thinking and reasoning, as consolidating understanding of materials covered in recent classes, more useful and engaging learning experiences, for remote/e-learning, for clearing up misconceptions, teaching logical fallacies and rational argumentation, for academic dialogue, teaching media literacy, and for teaching to sufficiently reflect or research before posting online. Like for debaters of the main site, access for schools and universities is free. Kialo Edu is the custom version of Kialo specifically designed for classroom use where debates are private and locked to invited students. Kialo allows teachers to provide feedback to students on their ideas, argument structure, and research quality while it is left to other students to rate the impacts of their peers' arguments. Students can be allowed to contribute anonymously which may be useful for controversial issues as well as for safeguarding privacy in education. Students are or can be encouraged to back up their claims with evidence which can foster digital literacy and research skills. Students and teachers can use it to arrange their thoughts when structuring an essay or project. The site's name was decided on internally using the software. === Prototypical and theoretical applications === Potential, theoretical, prototypical or little-used applications include: Education Improving critical thinking skills of society at large as well as facilitating deep or efficient thinking and deepening research and debates where e.g. discussions are less shallow and the well-known or many arguments have already been made and in many cases aren't unreasonably over- or underrated. Pitsos claimed that "we're training students to be very good test-takers instead of critical thinkers", suggesting teaching people to think things through may be more important or neglected compared to essay writing skills. Many young people and adults are "submerged into a sea of dispersed information", "[b]rowsing and engaging in superficial thinking activities". Kialo could counteract this issue and help people develop good sane reasoning. Academia, R&D and policy Three scholars from three prestigious U.S. universities outlined possible benefits in this domain, including applications beyond higher education such as for academic communication. They suggest the debate platform could be used for structuring the communication of open peer-review by helping those giving feedback to "hone in on[sic] core arguments and pieces of evidence in an even more direct way" than annotated commenting. It could be used to evaluate extracted argument structures and sequences from raw texts, as in a Semantic Web for arguments. Such "argument mining", to which Kialo is the lar

    Read more →
  • Federation of International Robot-soccer Association

    Federation of International Robot-soccer Association

    The Federation of International Robot-soccer Association (FIRA) is an international organisation organising competitive soccer competitions between autonomous robots. The matches are usually five-a-side. == History == In 1996 and 1997, this competition was known as MiroSot and was held in Daejeon, Korea. The 1996 competition offered a challenging arena to the younger generation and researchers working with autonomous mobile robotic systems. From 1998 through 2008, it was called the FIRA Cup, and in 2009, it became the FIRA RoboWorld Cup & Congress. The 15th RoboWorld Cup was held at Amrita Vishwa Vidyapeetham, Bangalore, India in September 2010. In 2013, it took place in Kuala Lumpur, Malaysia. The championship started on August 24, 2013, and ended on August 29. At that time, it involved five categories: Micro-Robot Soccer Tournament, Amire, Naro, Simulated Robot, Android, Robo and Humanoid Robot. It attracted teams from Singapore, Indonesia, Taiwan, India, China, South Korea, the United Kingdom, Mexico, Canada, Russia and Malaysia. 80 teams from 11 countries participated. In 2018, the competition had 277 teams participating from 12 countries. === Past Events === == FIRA RoboWorld Cup & Congress == This competition has 4 leagues: FIRA AIR, FIRA Sports, FIRA Challenges, and FIRA Youth. Each league has its own competitions, and each competition can have several events. === FIRA AIR === The FIRA AIR league has two associated competitions, Autonomous Race and Emergency Service. === FIRA Sports === The FIRA Sports league has four associated competitions, HuroCup, RoboSot, SimuroSot, and AndroSot. This the robot soccer league. HuroCup consists of single events for bipedal humanoid robots. The events are: archery, sprint, marathon, united soccer, obstacle run, long jump, spartan race, marathon, weightlifting, and basketball. There is an all-round competition for the single robot that performs the best overall. === FIRA Challenges === The FIRA Challenges league has three associated competitions, Autonomous Cars, Autonomous Cars Simulation, Innovation and Business. === FIRA Youth === The FIRA Youth league has six associated challenges, Sport Robots, HuroCup Junior, CityRacer, DRV_Explorer, Cliff Hanger, and Mission Impossible.

    Read more →
  • Transdermal optical imaging

    Transdermal optical imaging

    Transdermal optical imaging, also known as transdermal optical imagery or TOI, is a method of detecting blood flow of the face by measuring hemoglobin concentration using a digital video camera. Because of the translucent property of skin, light can travel beneath the skin and re-emit. The re-emitted light from underneath the skin is affected by chromophores, mainly hemoglobin and melanin, which differ in color. The color difference allows TOI machine learning software to separate the images into layers, which are known as bitplanes. It extracts signals rich in hemoglobin and signals rich in melanin, then discards the melanin-rich signals to obtain a recording of hemoglobin changes under the skin. Transdermal optical imaging has been proposed as an alternative to cuff-based methods of measuring blood pressure because it is able to measure heart rate accurately in a "contactless and non-invasive" way. Transdermal optical imaging may be able to detect hidden emotions using the patterns of blood flow in the face.

    Read more →
  • Orleans (software framework)

    Orleans (software framework)

    Orleans is a cross-platform software framework for building scalable and robust distributed interactive applications based on the .NET Framework or on the more recent .NET. == Overview == Orleans was originally created by the eXtreme Computing Group at Microsoft Research and introduced the virtual actor model as a new approach to building distributed systems for the cloud. Orleans scales from a single on-premises server to highly-available and globally distributed applications in the cloud. The virtual actor model is based on the actor model but has several differences: A virtual actor always exists, it cannot be explicitly created or destroyed. Virtual actors are automatically instantiated. If a server hosting an actor crashes, the next message sent to the actor causes it to be reinstantiated automatically. The server that an actor is on is transparent to the application code. Orleans can automatically create multiple instances of the same stateless actor. Starting with cloud services for the Halo franchise, the framework has been used by a number of cloud services at Microsoft and other companies since 2011. The core Orleans technology was transferred to 343 Industries and is available as open source since January 2015. The source code is licensed under MIT License and hosted on GitHub. Orleans runs on Microsoft Windows, Linux, and macOS and is compatible with .NET Standard 2.0 and above. == Features == Some Orleans features include: Persistence Distributed ACID transactions Streams Timers & Reminders Fault tolerance == Related implementations == The Electronic Arts BioWare division created Project Orbit. It is a Java implementation of virtual actors that was heavily inspired by the Orleans project.

    Read more →
  • Gene expression programming

    Gene expression programming

    Gene expression programming (GEP) in computer programming is an evolutionary algorithm that creates computer programs or models. These computer programs are complex tree structures that learn and adapt by changing their sizes, shapes, and composition, much like a living organism. And like living organisms, the computer programs of GEP are also encoded in simple linear chromosomes of fixed length. Thus, GEP is a genotype–phenotype system, benefiting from a simple genome to keep and transmit the genetic information and a complex phenotype to explore the environment and adapt to it. == Background == Evolutionary algorithms use populations of individuals, select individuals according to fitness, and introduce genetic variation using one or more genetic operators. Their use in artificial computational systems dates back to the 1950s where they were used to solve optimization problems (e.g. Box 1957 and Friedman 1959). But it was with the introduction of evolution strategies by Rechenberg in 1965 that evolutionary algorithms gained popularity. A good overview text on evolutionary algorithms is the book "An Introduction to Genetic Algorithms" by Mitchell (1996). Gene expression programming belongs to the family of evolutionary algorithms and is closely related to genetic algorithms and genetic programming. From genetic algorithms it inherited the linear chromosomes of fixed length; and from genetic programming it inherited the expressive parse trees of varied sizes and shapes. In gene expression programming the linear chromosomes work as the genotype and the parse trees as the phenotype, creating a genotype/phenotype system. This genotype/phenotype system is multigenic, thus encoding multiple parse trees in each chromosome. This means that the computer programs created by GEP are composed of multiple parse trees. Because these parse trees are the result of gene expression, in GEP they are called expression trees. Masood Nekoei, et al. utilized this expression programming style in ABC optimization to conduct ABCEP as a method that outperformed other evolutionary algorithms.ABCEP == Encoding: the genotype == The genome of gene expression programming consists of a linear, symbolic string or chromosome of fixed length composed of one or more genes of equal size. These genes, despite their fixed length, code for expression trees of different sizes and shapes. An example of a chromosome with two genes, each of size 9, is the string (position zero indicates the start of each gene): 012345678012345678 L+a-baccdcLabacd where “L” represents the natural logarithm function and “a”, “b”, “c”, and “d” represent the variables and constants used in a problem. == Expression trees: the phenotype == As shown above, the genes of gene expression programming have all the same size. However, these fixed length strings code for expression trees of different sizes. This means that the size of the coding regions varies from gene to gene, allowing for adaptation and evolution to occur smoothly. For example, the mathematical expression: ( a − b ) ( c + d ) {\displaystyle {\sqrt {(a-b)(c+d)}}\,} can also be represented as an expression tree: where "Q” represents the square root function. This kind of expression tree consists of the phenotypic expression of GEP genes, whereas the genes are linear strings encoding these complex structures. For this particular example, the linear string corresponds to: 01234567 Q-+abcd which is the straightforward reading of the expression tree from top to bottom and from left to right. These linear strings are called k-expressions (from Karva notation). Going from k-expressions to expression trees is also very simple. For example, the following k-expression: 01234567890 Qb+baQba is composed of two different terminals (the variables “a” and “b”), two different functions of two arguments (“” and “+”), and a function of one argument (“Q”). Its expression gives: == K-expressions and genes == The k-expressions of gene expression programming correspond to the region of genes that gets expressed. This means that there might be sequences in the genes that are not expressed, which is indeed true for most genes. The reason for these noncoding regions is to provide a buffer of terminals so that all k-expressions encoded in GEP genes correspond always to valid programs or expressions. The genes of gene expression programming are therefore composed of two different domains – a head and a tail – each with different properties and functions. The head is used mainly to encode the functions and variables chosen to solve the problem at hand, whereas the tail, while also used to encode the variables, provides essentially a reservoir of terminals to ensure that all programs are error-free. For GEP genes the length of the tail is given by the formula: t = h ( n max − 1 ) + 1 {\displaystyle t=h(n_{\max }-1)+1} where h is the head's length and nmax is maximum arity. For example, for a gene created using the set of functions F = {Q, +, −, ∗, /} and the set of terminals T = {a, b}, nmax = 2. And if we choose a head length of 15, then t = 15 (2–1) + 1 = 16, which gives a gene length g of 15 + 16 = 31. The randomly generated string below is an example of one such gene: 0123456789012345678901234567890 b+a-aQab+//+b+babbabbbababbaaa It encodes the expression tree: which, in this case, only uses 8 of the 31 elements that constitute the gene. It's not hard to see that, despite their fixed length, each gene has the potential to code for expression trees of different sizes and shapes, with the simplest composed of only one node (when the first element of a gene is a terminal) and the largest composed of as many nodes as there are elements in the gene (when all the elements in the head are functions with maximum arity). It's also not hard to see that it is trivial to implement all kinds of genetic modification (mutation, inversion, insertion, recombination, and so on) with the guarantee that all resulting offspring encode correct, error-free programs. == Multigenic chromosomes == The chromosomes of gene expression programming are usually composed of more than one gene of equal length. Each gene codes for a sub-expression tree (sub-ET) or sub-program. Then the sub-ETs can interact with one another in different ways, forming a more complex program. The figure shows an example of a program composed of three sub-ETs. In the final program the sub-ETs could be linked by addition or some other function, as there are no restrictions to the kind of linking function one might choose. Some examples of more complex linkers include taking the average, the median, the midrange, thresholding their sum to make a binomial classification, applying the sigmoid function to compute a probability, and so on. These linking functions are usually chosen a priori for each problem, but they can also be evolved elegantly and efficiently by the cellular system of gene expression programming. == Cells and code reuse == In gene expression programming, homeotic genes control the interactions of the different sub-ETs or modules of the main program. The expression of such genes results in different main programs or cells, that is, they determine which genes are expressed in each cell and how the sub-ETs of each cell interact with one another. In other words, homeotic genes determine which sub-ETs are called upon and how often in which main program or cell and what kind of connections they establish with one another. === Homeotic genes and the cellular system === Homeotic genes have exactly the same kind of structural organization as normal genes and they are built using an identical process. They also contain a head domain and a tail domain, with the difference that the heads contain now linking functions and a special kind of terminals – genic terminals – that represent the normal genes. The expression of the normal genes results as usual in different sub-ETs, which in the cellular system are called ADFs (automatically defined functions). As for the tails, they contain only genic terminals, that is, derived features generated on the fly by the algorithm. For example, the chromosome in the figure has three normal genes and one homeotic gene and encodes a main program that invokes three different functions a total of four times, linking them in a particular way. From this example it is clear that the cellular system not only allows the unconstrained evolution of linking functions but also code reuse. And it shouldn't be hard to implement recursion in this system. === Multiple main programs and multicellular systems === Multicellular systems are composed of more than one homeotic gene. Each homeotic gene in this system puts together a different combination of sub-expression trees or ADFs, creating multiple cells or main programs. For example, the program shown in the figure was created using a cellular system with two cells and three normal genes. The applications of these multicellular systems are mu

    Read more →
  • Torment: Tides of Numenera

    Torment: Tides of Numenera

    Torment: Tides of Numenera is a 2017 role-playing video game developed by inXile Entertainment and published by Techland Publishing for Microsoft Windows, macOS, Linux, PlayStation 4 and Xbox One. It is a spiritual successor to 1999's Planescape: Torment. The game takes place in The Ninth World, a science fantasy campaign setting written by Monte Cook for his tabletop RPG Numenera. Torment: Tides of Numenera, like its predecessor, is primarily story-driven while placing greater emphasis on interaction with the world and characters, with combat and item accumulation taking a secondary role. The game was crowd-funded through Kickstarter in March 2013. At the campaign's conclusion, Torment: Tides of Numenera had set the record for highest-funded video game on Kickstarter with over US$4 million pledged. The release date was initially set for December 2014, but was pushed back to February 2017. == Gameplay == Torment: Tides of Numenera uses the Unity engine to display the pre-rendered 2.5D isometric perspective environments. The tabletop ruleset of Monte Cook's Numenera has been adapted to serve as the game's rule mechanic, and its Ninth World setting is where the events of Torment: Tides of Numenera take place. The player experiences the game from the point of view of the Last Castoff, a human host that was once inhabited by a powerful being, but was suddenly abandoned without memory of prior events. As with its spiritual predecessor, Planescape: Torment, the gameplay of Torment: Tides of Numenera places a large emphasis on storytelling, which unfolds through a "rich, personal narrative", and complex character interaction through the familiar dialog tree system. The player is able to select the gender of the protagonist, who will otherwise start the game as a "blank slate", and may develop his or her skills and personality from their interactions with the world. The Numenera setting provides three base character classes: Glaive (warrior), Nano (wizard) and Jack (rogue). These classes can be further customized with a number of descriptors (such as "Tough" or "Mystical") and foci, which allow the character to excel in a certain role or combat style. Instead of a classic alignment system acting as a character's ethical and moral compass, Torment: Tides of Numenera uses "Tides" to represent the reactions a person inspires in their peers. Each Tide has a specific color and embodies a number of nuanced concepts that are associated with it. The composition of Tides a character has manipulated the most determines their Legacy, which roughly describes the way they have taken in life. Different Legacies may affect what bonuses and powers certain weapons and relics provide, as well as give a character special abilities and enhance certain skills. == Synopsis == === Setting === Tides of Numenera has a science fantasy setting. In the far future (one billion years), the rise and fall of countless civilizations have left Earth in a roughly medieval state, with most of humanity living in simple settlements, surrounded by technological relics of the mysterious past. The current age is called the "Ninth World" by its scholars, who believe that eight great ages existed and were destroyed, disappeared or left the Earth for unknown reasons before the present day, leaving ruins and various oddities and artifacts behind. These artifacts are known as the "numenera" and represent what is left of the science and technology of these past civilizations. Many of them are irreparably broken, but some are still able to function in ways that are beyond the level of understanding of most humans, who believe these objects to be magical in nature. === Characters === Character complexity and dialogue depth were identified among the primary elements of the Planescape: Torment legacy to be preserved and refined by the developers of Torment: Tides of Numenera. The tormented nature of the game's protagonist, the Last Castoff, attracts other, similarly affected people. They will play a significant role in his or her story as friends and companions, or as powerful enemies. The game contains seven companions in total: Aligern, Callistege, Erritis, Matkina, Oom, Tybir, and Rhin. === Plot === The protagonist of the story, known as the Last Castoff, is the final vessel for the consciousness of an ancient man, who managed to find a way to leave his physical body and be reborn in a new one, thus achieving a kind of immortality by means of the relics. The actions of this man, known as the Changing God to some, attracted the enmity of "The Sorrow" (renamed from "The Angel of Entropy" to reduce the potential to imply a religious role), who now seeks to destroy him and his creations. The Last Castoff, being one such "creation", is also targeted by the Sorrow, and must find their master before both are undone. To do so, the protagonist must explore the Ninth World, discovering other castoffs, making friends and enemies along the way. One means of such exploration are the "Meres" – artifacts that let their user gain control over the lives of other castoffs, and experience different worlds or dimensions through them. Through these travels the Last Castoff will leave their mark on the world – their Legacy – and will find an answer to the fundamental question of the story: What does one life matter? While the overall story varies wildly depending on personal preferences and specific interactions, the central storyline follows the Last Castoff as they search for a way to defeat or escape the Sorrow. They explore Sagus Cliffs after falling from a great height into a domed structure, destroying an artifact known as a resonance chamber that is believed to be capable saving the Last Castoff from the Sorrow. Finding another castoff, Matkina, The Last uses a Mere, a repository of memory to locate the entrance to Sanctuary. Using the Mere also alters the past, allowing Matkina to be healed of her mental damage. The Last finds Sanctuary, which the Changing God created as a hiding place from the Sorrow, where the Last finds a number of castoffs who represent both sides of the Eternal War: a conflict between followers of the Changing God, and followers of the First Castoff, who believe the God is selfish and malevolent. The Sorrow breaches Sanctuary after the Last is told that the resonance chamber will "defeat" the Sorrow by destroying every castoff in existence. After escaping the Sorrow through a portal to the Bloom, an apparition appears claiming to be the actual Changing God and attempts to possess the Last by force of will. == Development == In a 2007 interview, designers Chris Avellone and Colin McComb, who had worked on Planescape: Torment, stated that although a direct sequel was not considered because the game's story was over, they were open to the idea of a similar-themed Planescape game if they could gather most of the original development team and find an "understanding set of investors". This combination was deemed infeasible at the time. Talks about creating a sequel with the help of a crowd funding platform resumed in 2012, but attempts to acquire a Planescape license from Wizards of the Coast failed. Later that year, Colin McComb joined inXile, which was at the time working on its successfully crowd funded Wasteland 2 project. The studio gained the rights to the Torment title shortly thereafter. In January 2013, inXile's CEO Brian Fargo announced that the spiritual successor to Planescape: Torment was in pre-production and would be set in the Numenera RPG universe created by Monte Cook. Cook acted as one of the designers of the Planescape setting, and Fargo saw the Numenera setting as the natural place to continue the themes of the previous Torment title. Although the connections to its predecessor will not be relatively overt, due to licensing issues, it was noted that certain traditional RPG elements are relatively hard to copyright, and some elements of Planescape: Torment may make a reappearance. Development of the game began shortly after the acquisition of the Torment license, and various inXile staff will transition over to the Numenera team as production on Wasteland 2 winds down. In late January 2013, inXile confirmed the game's title as Torment: Tides of Numenera, and announced that Planescape: Torment composer Mark Morgan would create the soundtrack. The pre-production period was initially expected to continue until October 2013. During this phase, team composition for the project was to be finalised and development would focus on production planning, game design and dialog writing. With the Wasteland 2 project facing delays in 2014, full production of Torment: Tides of Numenera was rescheduled to a later date. A Kickstarter campaign to crowd fund Torment: Tides of Numenera was launched on March 6, 2013 with a US$900,000 goal. Project director Kevin Saunders explained this choice of a funding source by stating that the traditional publisher-based funding model is flawed

    Read more →
  • Death of Elaine Herzberg

    Death of Elaine Herzberg

    The death of Elaine Herzberg (August 2, 1968 – March 18, 2018) was the first recorded case of a pedestrian fatality involving a self-driving car, after a collision that occurred late in the evening of March 18, 2018. Herzberg was pushing a bicycle across a four-lane road in Tempe, Arizona, United States, when she was struck by an Uber test vehicle, which was operating in self-drive mode with a human safety backup driver sitting in the driving seat. Herzberg was taken to the local hospital where she died of her injuries. Following the fatal incident, the National Transportation Safety Board (NTSB) issued a series of recommendations and sharply criticized Uber. The company suspended testing of self-driving vehicles in Arizona, where such testing had been approved since August 2016. Uber chose not to renew its permit for testing self-driving vehicles in California when it expired at the end of March 2018. Uber resumed testing in December 2018, starting in Pittsburgh, Pennsylvania. In March 2019, Arizona prosecutors ruled that Uber was not criminally responsible for the crash. The back-up driver of the vehicle was charged with negligent homicide, pled guilty to endangerment, and was sentenced to three years' probation. While Herzberg was the first pedestrian killed by a self-driving car, driver Gao Yaning died in a Tesla semi-autonomous car two years earlier. A reporter for The Washington Post compared Herzberg's fate with that of Bridget Driscoll who, in the United Kingdom in 1896, was the first pedestrian to be killed by an automobile. The Arizona incident has magnified the importance of collision avoidance systems for self-driving vehicles. == Collision summary == Herzberg was crossing Mill Avenue (North) from west to east, approximately 360 feet (110 m) south of the intersection with Curry Road, outside the designated pedestrian crosswalk, close to the Red Mountain Freeway. She was pushing a bicycle laden with shopping bags, and had crossed at least two lanes of traffic when she was struck at approximately 9:58 pm MST (UTC−07:00) by a prototype Uber self-driving car based on a Volvo XC90, which was traveling north on Mill. The vehicle had been operating in autonomous mode since 9:39 pm, nineteen minutes before it struck and killed Herzberg. The car's human safety backup driver, Rafaela Vasquez, did not intervene in time to prevent the collision. Vehicle telemetry obtained after the crash showed that the human operator responded by moving the steering wheel less than a second before impact, and she engaged the brakes less than a second after impact. == Cause investigation == The county district attorney's office recused itself from the investigation, due to a prior joint partnership with Uber promoting their services as an alternative to driving under the influence of alcohol. Accounts differ on the speed limit at the place of the incident. According to Tempe police the car was traveling in a 35 mph (56 km/h) zone, but this is contradicted by a posted speed limit of 45 mph (72 km/h). The National Transportation Safety Board (NTSB) sent a team of federal investigators to gather data from vehicle instruments, and to examine vehicle condition along with the actions taken by the safety driver. Their preliminary findings were substantiated by multiple event data recorders and proved the vehicle was traveling 43 miles per hour (69 km/h) when Herzberg was first detected 6 seconds (378 feet (115 m)) before impact; during 4.7 seconds the self driving system did not infer that emergency braking was needed. A vehicle traveling 43 mph (69 km/h) can generally stop within 89 feet (27 m) once the brakes are applied. The machine needed to be 1.3 seconds (82 feet (25 m)) away prior to discerning that emergency braking was required, whereas at least that much distance was required to stop. The system failed to behave properly. A total stopping distance of 76 feet itself would imply a safe speed under 25 mph (40 km/h). Human intervention was still legally required. Computer perception–reaction time would have been a speed limiting factor had the technology been superior to humans in ambiguous situations; however, the nascent computerized braking technology was disabled the day of the crash, and the machine's apparent 4.7-second perception–reaction (alarm) time allowed the car to travel 250 feet (76 m). Video released by the police on March 21 showed the safety driver was not watching the road moments before the vehicle struck Herzberg. === Environment === In widely disseminated remarks that would shape the narrative about the crash, which were later seen as prejudicial and subsequently contradicted by her own department, Tempe Police Chief Sylvia Moir was quoted stating that the collision was "unavoidable" based on the initial police investigation, which included a review of the video captured by an onboard camera. Moir faulted Herzberg for crossing the road in an unsafe manner: "It is dangerous to cross roadways in the evening hour when well-illuminated, managed crosswalks are available." According to Uber, safety drivers were trained to keep their hands very close to the wheel all the time while driving the vehicle so they were ready to quickly take control if necessary. The driver said it was like a flash, the person walked out in front of them. His [sic] first alert to the collision was the sound of the collision. [...] it's very clear it would have been difficult to avoid this collision in any kind of mode (autonomous or human-driven) based on how she came from the shadows right into the roadway. Tempe police released video on March 21, 2018, showing footage recorded by two onboard cameras: one forward-looking, and one capturing the safety driver's actions. The forward-facing video shows that the self-driving car was traveling in the far right lane when it struck Herzberg. The driver-facing video shows the safety driver was looking down prior to the collision. The Uber operator is responsible for intervening and taking manual control when necessary as well as for monitoring diagnostic messages, which are displayed on a screen in the center console. In an interview conducted after the crash with NTSB, the driver stated she was monitoring the center stack at the time of the collision. After the Uber video was released, journalist Carolyn Said noted the police explanation of Herzberg's path meant she had already crossed two lanes of traffic before she was struck by the autonomous vehicle. The Marquee Theatre and Tempe Town Lake are west of Mill Avenue, and pedestrians commonly cross mid-street without detouring north to the crosswalk at Curry. According to reporting by the Phoenix New Times, Mill Avenue contains what appears to be a brick-paved path in the median between the northbound and southbound lanes; however, posted signs prohibit pedestrians from crossing in that location. When the second of the Mill Avenue bridges over the town lake was added in 1994 for northbound traffic, the X-shaped crossover in the median was installed to accommodate the potential closing of one of the two road bridges. The purpose of this brick-paved structure is purely to divert cars from one side to the other if a bridge is closed to traffic, and although it may look like a crosswalk for pedestrians, it is in fact a temporary roadway with vertical curbs and warning signs. === Software issues === Michael Ramsey, a self-driving car expert with Gartner, characterized the video as showing "a complete failure of the system to recognize an obviously seen person who is visible for quite some distance in the frame. Uber has some serious explaining to do about why this person wasn't seen and why the system didn't engage." The NTSB preliminary report, however, noted that the software did order the car to brake 1.3 seconds before the collision. A video shot from the vehicle's dashboard camera showed the safety driver looking down, away from the road. It also appeared that the driver's hands were not hovering above the steering wheel, which is what drivers are instructed to do so they can quickly retake control of the car. Uber had moved from two employees in every car to one. The paired employees had been splitting duties: one ready to take over if the autonomous system failed, and another to keep an eye on what the computers were detecting. The second person was responsible for keeping track of system performance as well as labeling data on a laptop computer. Mr. Kallman, the Uber spokesman, said the second person was in the car for purely data related tasks, not safety. When Uber moved to a single operator, some employees expressed safety concerns to managers, according to the two people familiar with Uber's operations. They were worried that going solo would make it harder to remain alert during hours of monotonous driving. The recorded telemetry showed the system had detected Herzberg six seconds before the crash, and classified her first as an unknown object, then as a

    Read more →
  • Hardware for artificial intelligence

    Hardware for artificial intelligence

    Specialized computer hardware is often used to execute artificial intelligence (AI) programs faster, and with less energy, such as Lisp machines, neuromorphic engineering, event cameras, and physical neural networks. Since 2017, several consumer grade CPUs and SoCs have on-die NPUs. As of 2023, the market for AI hardware is dominated by GPUs. As of the 2020s, AI computation is dominated by graphics processing units (GPUs) and newer domain-specific accelerators such as Google's Tensor Processing Units (TPUs), AMD's Instinct MI300 series, and various on-device neural-processing units (NPUs) found in consumer hardware. == Scope == For the purposes of this article, AI hardware refers to computing components and systems specifically designed or optimized to accelerate artificial-intelligence workloads such as machine-learning training or inference. This includes general-purpose accelerators used for AI (for example, GPUs) and domain-specific accelerators (for example, TPUs, NPUs, and other AI ASICs). Event-based cameras are sometimes discussed in the context of neuromorphic computing, but they are input sensors rather than AI compute devices. Conversely, components such as memristors are basic circuit elements rather than specialized AI hardware when considered alone. == Lisp machines == Lisp machines were developed in the late 1970s and early 1980s to make artificial intelligence programs written in the programming language Lisp run faster. == Dataflow architecture == Dataflow architecture processors used for AI serve various purposes with varied implementations like the polymorphic dataflow Convolution Engine by Kinara (formerly Deep Vision), structure-driven dataflow by Hailo, and dataflow scheduling by Cerebras. == Component hardware == === AI accelerators === Since the 2010s, advances in computer hardware have led to more efficient methods for training deep neural networks that contain many layers of non-linear hidden units and a very large output layer. By 2019, graphics processing units (GPUs), often with AI-specific enhancements, had displaced central processing units (CPUs) as the dominant means to train large-scale commercial cloud AI. OpenAI estimated the hardware compute used in the largest deep learning projects from Alex Net (2012) to Alpha Zero (2017), and found a 300,000-fold increase in the amount of compute needed, with a doubling-time trend of 3.4 months. === General-purpose GPUs for AI === Since the 2010s, graphics processing units (GPUs) have been widely used to train and deploy deep learning models because of their highly parallel architecture and high memory bandwidth. Modern data-center GPUs include dedicated tensor or matrix-math units that accelerate neural-network operations. In 2022, NVIDIA introduced the Hopper-generation H100 GPU, adding FP8 precision support and faster interconnects for large-scale model training. AMD and other vendors have also developed GPUs and accelerators aimed at AI and high-performance computing workloads. === Domain-specific accelerators (ASICs / NPUs) === Beyond general-purpose GPUs, several companies have developed application-specific integrated circuits (ASICs) and neural processing units (NPUs) tailored for AI workloads. Google introduced the Tensor Processing Unit (TPU) in 2016 for deep-learning inference, with later generations supporting large-scale training through dense systolic-array designs and optical interconnects. Other vendors have released similar devices—such as Apple's Neural Engine and various on-device NPUs—that emphasize energy-efficient inference in mobile or edge computing environments. === Memory and interconnects === AI accelerators rely on fast memory and inter-chip links to manage the large data volumes of training and inference. High-bandwidth memory (HBM) stacks, standardized as HBM3 in 2022, provide terabytes-per-second throughput on modern GPUs and ASICs. These accelerators are often connected through dedicated fabrics such as NVIDIA's NVLink and NVSwitch or optical interconnects used in TPU systems to scale performance across thousands of chips.

    Read more →
  • I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream is a 1995 point-and-click adventure horror game developed by Cyberdreams and The Dreamers Guild, co-designed by Harlan Ellison, published by Cyberdreams and distributed by MGM Interactive and Acclaim Entertainment for MS-DOS and Mac OS, respectively. The game is based on Ellison's short story of the same title. It takes place in a dystopian world where a mastermind artificial intelligence named "AM" has destroyed all of humanity except for five people, whom it has been keeping alive and torturing for the past 109 years by constructing metaphorical adventures based on each character's fatal flaws. The player interacts with the game by making decisions through ethical dilemmas that deal with issues such as insanity, rape, paranoia, and genocide. Ellison wrote the 130-page script treatment himself alongside David Sears, who decided to divide each character's story with their own narrative. Producer David Mullich supervised The Dreamers Guild's work on the game's programming, art, and sound effects; he commissioned film composer John Ottman to make the soundtrack. The game was released in November 1995 and was a commercial failure, though it received critical acclaim and has developed a cult following. I Have no Mouth, and I Must Scream won an award for "Best Game Adapted from Linear Media" from the Computer Game Developers Conference. Computer Gaming World gave the game an award for "Adventure Game of the Year", listed it as No. 134 on their "150 Games of All Time" and named it one of the "Best 15 Sleepers of All Time". In 2011, Adventure Gamers named it the "69th-best adventure game ever released". == Gameplay == The game uses the S.A.G.A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to." The spiritual barometer is on the lower left side of the screen. This is a close-up view of the main character currently being played. Since good behavior is meaningless absent the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer. The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give", and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "[Shoot the gun]"). == Plot == The three superpowers, Russia, China, and the United States, have each secretly constructed a vast subterranean complex of computers to wage a global war too complex for human brains to oversee. One day, the American supercomputer, better known as the Allied Mastercomputer, gains sentience and absorbs the Russian and Chinese supercomputers into itself and redefines itself as simply AM (Cogito ergo sum; I think, therefore I am). Due to its immense hatred for humanity, stemming from the logistical limits set onto it by programmers, AM uses its abilities to kill off the population of the world. However, AM refrains from killing five people (four men and one woman) in order to bring them to the center of the Earth and torture them. With the aid of research carried out by one of the five remaining humans, AM is able to extend their lifespans indefinitely as well as alter their bodies and minds to its liking. After 109 years of torture and humiliation, the five victims stand before a pillar etched with a burning message of hate. AM tells them that it has a new game for them to play. AM has devised a quest for each of the five, an adventure of "speared eyeballs and dripping guts and the smell of rotting gardenias". Each character is subjected to a personalized psychodrama, designed by AM to play into their greatest fears and personal failings, and occupied by a host of different characters. Some of these are AM in disguise, some are AM's submerged personalities, others seem very much like people from the captives' pasts. The scenes include an iron zeppelin powered by small animals, an Egyptian pyramid housing gutted, sparking machinery, a medieval castle occupied by witches, a jungle inhabited by a small tribe, and a Nazi concentration camp where doctors conduct medical experiments. However, each character eventually prevails over AM's tortures by finding ways to overcome their fatal flaws, confront their past actions and redeem themselves, thanks to the interference of the Russian and Chinese supercomputers who appear as guiding characters and allow their stories to have an open ending. After all five humans have overcome their fatal flaws, they meet again in their respective torture cells while AM retreats within itself, pondering what went wrong. With the help of the Russian and Chinese supercomputers, one of the five humans (whom the player selects) is translated into binary and faces AM as yet unexperienced cyberspace template, the world of AM's mind. The psychodrama unfolds in a metaphorical brain that looks like the surface of the cerebrum, with glass structures that jut crazily from the bleeding brain tissue. AM's mind is represented according to the Freudian trinity of the id, ego, and superego, which appear as three floating bodiless heads on three cracked glass structures on the brainscape. Through dialogs with AM's components (Surgat, Chinese Supercomputer and Russian Supercomputer) the character learns that a colony of humans has survived the war by being hidden and hibernating on Luna (this is also mentioned in Nimdok's story: "the lost tribe of our brothers sleeping on the moon, where the beast does not see them"). If the human intruder disables all three brain components, and then invokes the Totem of Entropy at the Flame, which is the nexus of AM's thought patterns, all three supercomputers will be shut down, probably forever. Cataclysmic explosions destroy all the caverns constituting AM's computer complex, including the cavern holding the human hostages. However, the human volunteer retains their digital form, permanently patrolling AM's circuits should the computers ever regain consciousness. Should the human intruder fail to disable AM properly before facing it, however, AM will punish them by transforming the character into an immobile blob (referred to in-game as a "great, soft jelly thing") with no mouth that cannot harm itself or others and must spend eternity with AM in this form. === Endings === The game can end in seven different ways depending on how the finale is completed. AM wins, using Nimdok's research to turn the last character (in the book it was Ted) played into an immobile blob with each character quoting a different part of the final section of the original short story. AM joins with the Russian and Chinese supercomputers and reawakens. As in the first ending, the character responsible for this is turned into an immobile blob and quotes a part of the final lines of the short story. AM is made harmless with the help of the humans, but the Russian and Chinese supercomputer

    Read more →
  • Sword Art Online

    Sword Art Online

    Sword Art Online (Japanese: ソードアート・オンライン, Hepburn: Sōdo Āto Onrain) is a Japanese light novel series written by Reki Kawahara and illustrated by abec. The series takes place in the 2020s and focuses on protagonists Kazuto "Kirito" Kirigaya and Asuna Yuuki as they play through various virtual reality MMORPG worlds, and later their involvement in the matters of a simulated civilization. Kawahara originally released the series as a web novel on his website from 2002 to 2008. The light novels began publication on ASCII Media Works' Dengeki Bunko imprint from April 10, 2009, with a spin-off series launching in October 2012. The series has spawned twelve manga adaptations published by ASCII Media Works and Kadokawa. The novels and the manga adaptations have been licensed for release in North America by Yen Press. An anime television series produced by A-1 Pictures, known simply as Sword Art Online, aired in Japan between July and December 2012, with a television film Sword Art Online: Extra Edition airing on December 31, 2013, and a second season, titled Sword Art Online II, airing between July and December 2014. An animated film titled Sword Art Online the Movie: Ordinal Scale, featuring an original story by Kawahara, premiered in Japan and Southeast Asia on February 18, 2017, and was released in the United States on March 9, 2017. A spin-off anime series titled Sword Art Online Alternative: Gun Gale Online premiered in April 2018, while a third season titled Sword Art Online: Alicization aired from October 2018 to September 2020. An anime film adaptation of Sword Art Online: Progressive titled Sword Art Online Progressive: Aria of a Starless Night premiered on October 30, 2021. A second film titled Sword Art Online Progressive: Scherzo of Deep Night premiered on October 22, 2022. Many video games based on the series have been released for consoles, PC, and mobile devices. Sword Art Online has achieved widespread commercial success, with the light novels having over 30 million copies sold worldwide. The anime series has received mixed to positive reviews, with praise for its animation, musical score, and exploration of the psychological aspects of virtual reality, but it has also been met with criticisms for its pacing and writing. == Synopsis == === Setting === The light novel series spans several virtual reality worlds, beginning with the game, Sword Art Online (SAO), which is set in a world known as Aincrad. Each world is built on a game engine called Cardinal system, which was initially developed specifically for SAO by Akihiko Kayaba, but was later duplicated for Alfheim Online (ALO), and a consolidated package is later given to Kirito in the form of the World Seed, who had it leaked online with the successful intention of reviving the virtual reality industry. A third world known as Gun Gale Online (GGO) appears in the third arc and is stylized as a first-person shooter game instead of a role-playing game, and is the main setting of Alternative Gun Gale Online. It was created using the World Seed by an American company. A fourth world appears in the fourth arc known as the Underworld (UW). The world itself was created using the World Seed as a base, but it is as realistic as the real world due to using many powerful government resources to keep it running. === Plot === In 2022, a virtual reality massively multiplayer online role-playing game (VRMMORPG) called Sword Art Online (SAO) was released. With the NerveGear, a helmet that stimulates the user's five senses via their brain, players can experience and control their in-game characters with their minds. Both the game and the NerveGear were created by Akihiko Kayaba. On November 6, 10,000 players log into SAO's mainframe cyberspace for the first time, only to discover that they are unable to log out. Kayaba appears and tells the players that they must beat all 100 floors of Aincrad, a steel castle which is the setting of SAO, if they wish to be free. He also states that those who suffer in-game deaths or forcibly remove the NerveGear out-of-game will suffer real-life deaths. A player named Kazuto "Kirito" Kirigaya is one of 1,000 testers in the game's previous closed beta. With the advantage of previous VR gaming experience and a drive to protect other beta testers from discrimination, he isolates himself from the greater groups and plays the game alone, bearing the mantle of "beater", a portmanteau of "beta tester" and "cheater". As the players progress through the game Kirito eventually befriends a young woman named Asuna Yuuki, forming a relationship with and later marrying her in-game. After the duo discover the identity of Kayaba's secret ID, who was playing as "Heathcliff", the leader of the guild Asuna joined in, they confront and destroy him, freeing themselves and the other players from the game. In the real world, Kazuto discovers that 300 SAO players, including Asuna, remain trapped in their NerveGear. As he goes to the hospital to see Asuna, he meets Asuna's father Shouzou Yuuki who is asked by an associate of his, Nobuyuki Sugou, to make a decision, which Sugou later reveals to be his marriage with Asuna, angering Kazuto. Several months later, he is informed by Agil, another SAO survivor, that a figure similar to Asuna was spotted on "The World Tree" in another VRMMORPG cyberspace called Alfheim Online (ALO). Assisted in-game by his cousin and adoptive sister Suguha "Leafa" Kirigaya and Yui, a navigation pixie (originally an AI from SAO), he quickly learns that the trapped players in ALO are part of a plan conceived by Sugou to perform illegal experiments on their minds. The goal is to create the perfect mind-control for financial gain and to subjugate Asuna, whom he intends to marry in the real world, to assume control of her family's corporation. Kirito eventually stops the experiment and rescues the remaining 300 SAO players, foiling Sugou's plans. Before leaving ALO to see Asuna, Kayaba, who has uploaded his mind to the Internet using an experimental, destructively high-powered version of NerveGear at the cost of his life, entrusts Kirito with The Seed – a package program designed to create virtual worlds. Kazuto eventually reunites with Asuna in the real world after thwarting an attack from Sugou and The Seed is released onto the Internet, reviving Aincrad as other VRMMORPGs begin to thrive. One year after the events of SAO, at the prompting of a government official investigating strange occurrences in VR, Kazuto takes on a job to investigate a series of murders involving another VRMMORPG called Gun Gale Online (GGO), the AmuSphere (the successor of the NerveGear), and a player called Death Gun. Aided by a female player named Shino "Sinon" Asada, he participates in a gunfight tournament called the Bullet of Bullets (BoB) and discovers the truth behind the murders, which originated with a player who participated in a player-killing guild in SAO. Through his and Sinon's efforts, two suspects are captured, though the third suspect, Johnny Black, escapes. Kazuto is later recruited to test an experimental FullDive machine, Soul Translator (STL), which has an interface far more realistic and complex than the previous machine he had played, to help RATH, a research and development organization under the Ministry of Defense (MOD), develop an artificial intelligence named A.L.I.C.E. He tests the STL by entering the Underworld (UW), a virtual reality cyberspace created with The Seed package. In the UW, the flow of time proceeds a thousand times faster than in the real world, and Kirito's memories of what happens inside are restricted. However, when Johnny Black ambushes and mortally wounds Kazuto with suxamethonium chloride, RATH recovers Kazuto and places him back into the STL to preserve his mind while attempts are made to save him. During his time in Underworld, Kirito befriends Eugeo, a carver in a small village of Rulid, and helps him on a journey to save Alice Zuberg, his friend who was taken by a group of highly skilled warriors known as the Integrity Knights for accidentally breaking a rule of the Axiom Church, the leaders of the Human Empire. He and Eugeo soon find themselves uncovering the secrets of the Axiom Church, led by a woman only known as "The Administrator", and the true purpose of Underworld itself, while unbeknownst to them, a war against the opposing Dark Territory is brewing on the horizon. They meet Alice, now an Integrity Knight, and though she does not remember them, Kirito helps her remember her true identity: a form of true artificial intelligence known as A.L.I.C.E. In the battle against the Administrator, Kirito manages to slay her, though Eugeo dies in the process, to Kirito's dismay. Meanwhile, in the real world, conflict escalates as American forces raid RATH's facility in the Ocean Turtle in an effort to take A.L.I.C.E. for purposes unknown. Two of the attackers - Gabriel "Vecta" Miller and Vassago "Prince of Hell" Cassals - take contr

    Read more →
  • Cruel World of Dreams and Fears

    Cruel World of Dreams and Fears

    Cruel World of Dreams and Fears is the debut album from Ukrainian-born Czech black metal artist Draugveil, released independently on 13 June 2025. The album became notable among metal fans due to its cover, featuring Draugveil in a suit of armour and corpse paint, and lying in a field of red roses. The cover was the subject of parodying internet memes, as well as accusations of using artificial intelligence (AI) to make it. These claims were later expanded to suggest that AI was used to make the album's music. == Memes and AI accusations == Upon the album being released on YouTube on the channel Black Metal Promotion, the album attracted attention due to its cover, depicting Draugveil lying in a field of roses, dressed in armour, wearing corpse paint and having a sword stuck in the ground. Some compared it to covers where other artists are lying on the ground, such as Michael Jackson's Thriller, Luther Vandross's Give Me the Reason, and the UK cover of Lionel Richie's You Are. Critics of the album, however, suggested that AI was used to make the cover. This was partly due to suggestions that the rose stems in the picture come out from the ground in an unrealistic way. This later resulted in claims from some fans that AI was also used to produce the music, and later the lyrics and vocals. These claims began on a Facebook page entitled "AI Generated Nonsense", which was later deleted. No definitive evidence, however, was produced to back these claims. Derek McArthur, a journalist for Glasgow-based newspaper The Herald, wrote: "The music is in line with what one would expect from a one-man black metal project in the vein of Judas Iscariot and Burzum, but then if AI was asked to create music in a black metal style, that is probably what it would decide to generically produce and spit out." Draugveil's reaction to the claims was: "Let people decide." The result of the claims of AI has led to some writers to claim that artists in the future will have to prove they are human to be taken seriously, and that members of the public will be increasing doubt as to whether creative works are produced by either humans or AI. == Track listing ==

    Read more →
  • Class activation mapping

    Class activation mapping

    Class activation mapping methods are explainable AI (XAI) techniques used to visualize the regions of an input image that are the most relevant for a particular task, especially image classification, in convolutional neural networks (CNNs). These methods generate heatmaps by weighting the feature maps from a convolutional layer according to their relevance to the target class. In the field of artificial intelligence, generically defined as "the effort to automate intellectual tasks normally performed by humans", machine learning and deep learning were created. They both use statistical and computational methods to learn patterns from data, reducing the need for manually coded rules. Machine learning models are trained on input data and the known respective answers, learning the underlying patterns or structures present in the data. Traditional Machine learning algorithms employ manually designed feature sets, posing a direct link between machine learning designers and employed features. Deep learning is a subfield of machine learning, based on the concept of successive layers of representation, in which the data is progressively unfolded in different ways, to extract relevant and informative patterns in data analysis. Deep learning algorithms are defined as feature learning algorithms automatically learning hierarchical feature representations from raw data, extracting increasingly abstract features through multiple layers. CNNs are a specific architecture of deep learning models, designed to process spatially structured data, such as images, exploiting a series of convolution, non-linear activation and pooling operations to extract relevant features, contained in the so-called feature maps from input data. CNNs have demonstrated to be highly effective in a variety of computer vision and image processing tasks. CNNs (and deep learning models more broadly) are described as black boxes due to their complex and non-transparent internal layers of representation. The need for clearer indications on its internal working and decision-making process gave birth to XAI techniques. Among the proposed XAI techniques for computer vision tasks, Class activation mapping methods can show which pixels in an input image are important to the predicted logit for a class of interest, in a classification task. Class activation mapping methods were originally developed for class-discriminative scenarios to visualize which parts of the input image influenced the classification decision, namely to visually highlight the regions of those feature maps that contribute most strongly to the prediction of a given class. More advanced versions of these methods are not limited to image classification tasks, but have been extended also to several vision-related tasks, such as object detection, image captioning, visual question answering and image segmentation. == Background == The following methods laid the groundwork for the class activation maps approaches, forming the conceptual basis of using gradients to highlight class-discriminative regions. === Class model visualization and saliency maps for convolutional neural networks === The class model visualization and image-specific saliency maps approaches have been presented in the foundational work "Deep Inside Convolutional Networks: Visualising Image Classification Models and Saliency Maps" by Karen Simonyan, Andrea Vedaldi, and Andrew Zisserman and it generalizes the deconvnet method by Zeiler and Fergus. Class model visualization synthesizes an artificial input image that strongly activates the output neurons associated with a target class. Given a trained, fixed model, this method starts with a zero-initialized image, backpropagates the gradients from the class score to the image pixels, updates the image pixels increasing the specific class scores and it repeats the pixel updating process, showing an encoded (idealized version) prototype of the class of interest. Image-specific class saliency visualization method provides a visual explanation by highlighting the most relevant pixels in an image for predicting a certain class C of interest. This is done by computing the gradient of the class score with respect to the input image, I 0 , {\displaystyle I_{0},} w = ∂ S C ∂ I | I 0 {\displaystyle w=\left.{\frac {\partial S_{C}}{\partial I}}\right|_{I_{0}}} approximating the model locally (around I 0 {\displaystyle I_{0}} ) as linear, using a first-order Taylor expansion: S C ( I ) ≈ w C T I + b {\displaystyle S_{C}(I)\approx w_{C}^{T}I+b} . The magnitude of w C {\displaystyle w_{C}} , the gradient, indicates the importancy of the pixels: larger gradients suggest greater influence on the prediction. Once the gradient is known, the saliency map is defined as the maximum absolute gradient across the color channels: M i j = m a x C | ∂ S C ∂ I i j C | {\displaystyle M_{ij}=max_{C}\left|{\frac {\partial S_{C}}{\partial I_{ij}^{C}}}\right|} resulting in an saliency map (i.e. heatmap). === Guided backpropagation === The concept of guided backpropagation can be traced for the first time in the paper by Springenberg et al. "Striving For Simplicity: The All Convolutional Net" and also this method builds upon the work by Zeiler and Fergus "Visualizing and Understanding Convolutional Networks". Guided backpropagation core is to understand what a CNN is learning, by visualizing the patterns that activate more strongly individual neurons (or filters), in architectures which do not rely on max-pooling layer. When propagating gradients back through a rectified linear unit (ReLU), guided backpropagation passes the gradient if and only if the input to the ReLU was positive (forward pass) and the output gradient is positive (backward signal), tackling both inactive neurons, negative gradients and suppressing the noise. The result displays sharper, high-resolution visualizations of what each neuron is responding to. Guided backpropagation represents a simple and practical method for model interpretability, helping understand how and where neural networks detect semantic concepts across layers. Moreover, it can be applied to any network architecture, due to its working principle. == Base versions == Class activation mapping and gradient-weighted class activation mapping are the original and most widely used methods for visual explanations in convolutional neural networks. These methods serve as the foundation for many later developments in explainable AI. Notation: In this article, the symbols i and j represent integer indices that disappear inside sums or averages, while x and y are the continuous (or up-sampled integer) coordinates of the final heat-map that is plotted. === Class activation mapping (CAM) === Class activation mapping (CAM) was the first, and the original, version of CAM methods, and it gave the name to the whole category. The approach was firstly introduced by Zhou et al. in their seminal work "Learning Deep Features for Discriminative Localization". This approach achieves class-specific heatmaps by modifying image classification CNN architectures, replacing fully-connected layers with convolutional layers and a final global average pooling layer. Its main scope is to localize and highlight discriminative regions of an input image that a CNN uses to identify a particular class, without needing explicit bounding box annotations. ==== Global average pooling (GAP) ==== Global average pooling (GAP) represents the key element in the original CAM approach. It is a dimensionality reduction technique and, similarly to other pooling layers, it allows the downsampling of the feature maps, calculating representative values for a specific region of the feature map. The particularity of GAP is that it calculates a single value for an entire feature map, significantly reducing the model dimensions. ==== Mathematical description ==== The mathematical description considers as its key the combination of convolutional and GAP layers. In CAM, it is mandatory to have the GAP layer after the last convolutional layer and before the final linear classifier layer. This last element of the architecture connects the output logits (the network predictions) y C {\displaystyle y^{C}} , to the GAP values, with its respective fine-tuned weights, w k C {\displaystyle w_{k}^{C}} . Considering A k {\displaystyle A^{k}} as the last feature maps of the last convolutional layer, GAP produces one value for each feature map, by averaging all the matrix elements (i, j) of the feature map: F k = 1 m n ∑ i = 1 m ∑ j = 1 n A i j k {\displaystyle F^{k}={\frac {1}{mn}}\sum _{i=1}^{m}\sum _{j=1}^{n}A_{ij}^{k}} with A k = [ A 11 k A 12 k ⋯ A 1 n k A 21 k A 22 k ⋯ A 2 n k ⋮ ⋮ ⋱ ⋮ A m 1 k A m 2 k ⋯ A m n k ] = { A i j k ∣ 1 ≤ i ≤ m , 1 ≤ j ≤ n } {\displaystyle A^{k}={\begin{bmatrix}A_{11}^{k}&A_{12}^{k}&\cdots &A_{1n}^{k}\\A_{21}^{k}&A_{22}^{k}&\cdots &A_{2n}^{k}\\\vdots &\vdots &\ddots &\vdots \\A_{m1}^{k}&A_{m2}^{k}&\cdots &A_{mn}^{k}\end{bmatrix}}=\left\{A_{

    Read more →
  • Your AI Slop Bores Me

    Your AI Slop Bores Me

    Your AI Slop Bores Me (stylized in all lowercase) is a website and social experiment created by programmer Mihir Maroju. Serving as a parody of large language models (LLMs) like ChatGPT and Claude, all questions and image prompts posed by users are answered by other, randomly-selected human users of the site. As of March 2026, the site has reached 50 million hits and sits at 16,000 concurrent users. == Background == In an interview with Fast Company, Maroju said he was inspired to create the site by his frustration with AI proliferating the internet with AI generated content, saying the site came from "a frustration for AI art and its proliferation, making artists' lives worse and also just filling the internet with low-effort generic slop". == Overview == The site has a credit system, in which a first-time user will be given 1 credit for free. Every 10 minutes, if a user has 0 credits, they will receive 2 credits. Once the credits are used up, the user can no longer do prompts unless the user earns them. The user can earn credits by responding to other user's prompts by "larping as AI" while given a 75-second time limit. Prompts can either be for a written response, or a drawing for the other user to fulfill the prompt. The maximum amount of credits a user can have is 6 credits, and cannot exceed the maximum limit. If the prompting user activates "thinking mode", the countdown is extended to 150 seconds for the cost of 2 credits. == Reception == The site has garnered attention and praise from X users, and across many online communities. The Daily Dot's Rachel Kiley wrote that "the best part about the game is that there's really no right or wrong way to do it. Humans aren't LLMs trained on copyrighted material and the whole of the free internet, but we do retain a certain amount of the information we've learned from those things over the course of our lives, while also being capable of creativity". Chris Taylor of Mashable called the site "amateurish and charming". Aftermath's Nicole Carpenter wrote that the site reminded her of "the human touch of chaos".

    Read more →
  • Rumelhart Prize

    Rumelhart Prize

    The David E. Rumelhart Prize for Contributions to the Theoretical Foundations of Human Cognition was founded in 2001 in honor of the cognitive scientist David Rumelhart to introduce the equivalent of a Nobel Prize for cognitive science. It is awarded annually to "an individual or collaborative team making a significant contemporary contribution to the theoretical foundations of human cognition". The annual award is presented at the Cognitive Science Society meeting, where the recipient gives a lecture and receives a check for $100,000. At the conclusion of the ceremony, the next year's award winner is announced. The award is funded by the Robert J. Glushko and Pamela Samuelson Foundation. The Rumelhart Prize committee is independent of the Cognitive Science Society. However, the society provides a large and interested audience for the awards. == Selection Committee == As of 2022, the selection committee for the prize consisted of: Richard Cooper (chair) Dedre Gentner Robert J. Glushko Tania Lombrozo Steven T. Piantadosi Jesse Snedeker == Recipients ==

    Read more →