AI App Kisne Banaya

AI App Kisne Banaya — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Situated

    Situated

    In artificial intelligence and cognitive science, the term situated refers to an agent which is embedded in an environment. The term situated is commonly used to refer to robots, but some researchers argue that software agents can also be situated if: they exist in a dynamic (rapidly changing) environment, which they can manipulate or change through their actions, and which they can sense or perceive. Examples might include web-based agents, which can alter data or trigger processes (such as purchases) over the internet, or virtual-reality bots which inhabit and change virtual worlds, such as Second Life. Being situated is generally considered to be part of being embodied, but it is useful to consider each perspective individually. The situated perspective emphasizes that intelligent behaviour derives from the environment and the agent's interactions with it. The nature of these interactions are defined by an agent's embodiment.

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  • MLOps

    MLOps

    MLOps or ML Ops is a paradigm that aims to deploy and maintain machine learning models in production reliably and efficiently. It bridges the gap between machine learning development and production operations, ensuring that models are robust, scalable, and aligned with business goals. The word is a compound of "machine learning" and the continuous delivery practice (CI/CD) of DevOps in the software field. Machine learning models are tested and developed in isolated experimental systems. When an algorithm is ready to be launched, MLOps is practiced between data scientists, DevOps, and machine learning engineers to transition the algorithm to production systems. Similar to DevOps or DataOps approaches, MLOps seeks to increase automation and improve the quality of production models, while also focusing on business and regulatory requirements. While MLOps started as a set of best practices, it is slowly evolving into an independent approach to ML lifecycle management. MLOps applies to the entire lifecycle - from integrating with model generation (software development lifecycle, continuous integration/continuous delivery), orchestration, and deployment, to health, diagnostics, governance, and business metrics. == Definition == MLOps is a paradigm, including aspects like best practices, sets of concepts, as well as a development culture when it comes to the end-to-end conceptualization, implementation, monitoring, deployment, and scalability of machine learning products. Most of all, it is an engineering practice that leverages three contributing disciplines: machine learning, software engineering (especially DevOps), and data engineering. MLOps is aimed at productionizing machine learning systems by bridging the gap between development (Dev) and operations (Ops). Essentially, MLOps aims to facilitate the creation of machine learning products by leveraging these principles: CI/CD automation, workflow orchestration, reproducibility; versioning of data, model, and code; collaboration; continuous ML training and evaluation; ML metadata tracking and logging; continuous monitoring; and feedback loops. == History == Interest in operationalizing machine learning systems began to grow in the mid-2010s as ML projects started moving from experimentation to production use. The challenges associated with sustaining such systems were highlighted in a 2015 paper. The predicted growth in machine learning included an estimated doubling of ML pilots and implementations from 2017 to 2018, and again from 2018 to 2020. Reports show a majority (up to 88%) of corporate machine learning initiatives are struggling to move beyond test stages. However, those organizations that actually put machine learning into production saw a 3–15% profit margin increases. The MLOps market size was USD 2,191.8 Million in 2024, and is projected to be USD 16,613.4 Million in 2030. == Architecture == Machine Learning systems can be categorized in eight different categories: data collection, data processing, feature engineering, data labeling, model design, model training and optimization, endpoint deployment, and endpoint monitoring. Each step in the machine learning lifecycle is built in its own system, but requires interconnection. These are the minimum systems that enterprises need to scale machine learning within their organization. == Goals == There are a number of goals enterprises want to achieve through MLOps systems successfully implementing ML across the enterprise, including: Deployment and automation Reproducibility of models and predictions Diagnostics Governance and regulatory compliance Scalability Collaboration Business uses Monitoring and management A standard practice, such as MLOps, takes into account each of the aforementioned areas, which can help enterprises optimize workflows and avoid issues during implementation. Vendors such as Adaptive ML deliver commercial reinforcement learning operations (RLOps) and MLOps-infrastructure, targeting organizations deploying large language models in production. A common architecture of an MLOps system would include data science platforms where models are constructed and the analytical engines where computations are performed, with the MLOps tool orchestrating the movement of machine learning models, data and outcomes between the systems.

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  • AI effect

    AI effect

    The AI effect is a phenomenon in which advances in artificial intelligence lead to a redefinition of what is considered intelligence, such that capabilities achieved by AI systems are no longer regarded as examples of "real" intelligence. The concept has been used to describe both a cognitive tendency and a sociotechnical pattern, in which successful AI techniques are reclassified as routine computation or absorbed into other domains. Historian Pamela McCorduck described this as a recurring feature of AI research, noting in her 2004 book Machines Who Think that once a problem is solved, it is no longer considered evidence of intelligence. Researcher Rodney Brooks similarly observed in 2002 that once systems are understood, they are often regarded as "just computation". == Definition == The AI effect refers to a shift in how intelligence is defined as machines acquire new capabilities. Tasks such as playing chess, recognizing speech, or interpreting images were historically considered indicators of intelligence, but after successful automation they are often reclassified as routine computation. McCorduck described this as an "odd paradox", in which successful AI systems are assimilated into other domains, leaving AI researchers to focus on unsolved problems. The phenomenon is often interpreted as an instance of moving the goalposts. A commonly cited formulation is Tesler's theorem, often expressed as "AI is whatever hasn't been done yet". When problems are not fully formalised, they may be described using models involving human computation, such as human-assisted Turing machines. == Historical examples == === Game playing === Early AI systems capable of playing games such as checkers and chess were initially regarded as demonstrations of machine intelligence. As these systems improved and became better understood, their achievements were often reinterpreted as examples of computation rather than intelligence. The victory of IBM's Deep Blue over Garry Kasparov in 1997 is a frequently cited example. Critics argued that the system relied on brute-force methods rather than genuine understanding. === Pattern recognition === Technologies such as optical character recognition and speech recognition were once considered core problems in artificial intelligence. As these systems became reliable and widely deployed, they were increasingly treated as standard engineering solutions. === Integration into applications === Many techniques originally developed within AI research have been incorporated into broader technological systems, including marketing, automation, and software applications. Michael Swaine reported in 2007 that AI advances are often presented as developments in other fields. Marvin Minsky observed that successful AI innovations often evolve into separate disciplines. Nick Bostrom noted in 2006 that widely adopted technologies are often no longer labeled as AI. == Contemporary discussion == The AI effect continues to be discussed in the context of recent advances in machine learning, particularly large language models and other generative AI systems. As these systems have become more widely used, some researchers and commentators have noted that their capabilities are frequently described as statistical or mechanical once understood, rather than as intelligence. A 2016 survey of artificial intelligence also noted that AI systems are increasingly embedded in everyday applications, reinforcing earlier observations that successful AI technologies tend to become normalized and no longer identified as AI. At the same time, the widespread commercial use of artificial intelligence has led to greater visibility of the field, contrasting with earlier periods in which AI techniques were often present but unacknowledged. == Interpretations == === Cognitive bias === Some authors describe the AI effect as a cognitive bias in which expectations of intelligence shift as machines achieve new capabilities. === Sociotechnical perspective === Another interpretation emphasizes how technologies are reclassified over time as they become widespread and commercially successful. === Philosophical debate === Some philosophers argue that reclassification reflects genuine conceptual distinctions rather than bias. == Historical context == During periods such as the AI winter, researchers sometimes avoided the term "artificial intelligence" due to negative perceptions. In the 21st century, however, the term "AI" has become widely used in public discourse and marketing. == Broader implications == The AI effect has been linked to broader questions about human uniqueness and the nature of intelligence. Michael Kearns suggested that people may seek to preserve a special role for humans. Similar patterns have been observed in studies of animal cognition. Herbert A. Simon noted that artificial intelligence can provoke strong emotional reactions.

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  • Qloo

    Qloo

    Qloo (pronounced "clue") is a company that uses artificial intelligence (AI) to understand taste and cultural correlations. It provides companies with an application programming interface (API). It received funding from Leonardo DiCaprio, Elton John, Barry Sternlicht, Pierre Lagrange and others. Qloo establishes consumer preference correlations via machine learning across data spanning cultural domains including music, film, television, dining, nightlife, fashion, books, and travel. The recommender system uses AI to predict correlations for further applications. == History == Qloo was founded in 2012 by chief executive officer Alex Elias and chief operating officer Jay Alger. Qloo initially launched an app designed for consumers, allowing them to understand their own tastes and receive personalized recommendations. The company amassed several million users and built a large catalog of cultural entities and corresponding user sentiment. In 2012, Qloo raised $1.4 million in seed funding from investors including Cedric the Entertainer, and venture capital firm Kindler Capital. Qloo had a public beta release in November 2012 after its initial funding. In 2013, the company raised an additional $1.6 million from Cross Creek Pictures founding partner Tommy Thompson, and Samih Toukan and Hussam Khoury, founders of Maktoob, an Internet services company purchased by Yahoo! for $164 million in 2009. On November 14, 2013, a website and an iPhone app were announced. The company later released an Android app, and tablet versions, in mid-2014. In 2015, Twitter approached Qloo about powering personalized social feeds and targeted eCommerce ads on the platform based on what users were posting. Qloo developed an enterprise-grade API to support Twitter’s needs. Twitter ended up pivoting to enable brands to use the social platform for customer service and support, but Qloo was able to sell access to its cultural intelligence via API to many other enterprise clients, marking the official transition from a B2C company to a B2B company. In 2016, Qloo secured $4.5 million in venture capital investment. The $4.5 million was split between a number of investors, including Barry Sternlicht, Pierre Lagrange, and Leonardo DiCaprio. In July 2017, Qloo raised $6.5 million in funding rounds from AXA Strategic Ventures, and Elton John. Following the investment, the founders stated in an interview with Tech Crunch that they would use the investment to expand Qloo's database. They hoped the move would secure larger contracts with corporate clients. At the time, clients already included Fortune 500 companies such as Twitter, PepsiCo, and BMW. In 2019, the company announced that it had acquired cultural recommendation service TasteDive, with Alex Elias becoming chairman of TasteDive. In September 2019, Qloo was named among the Top 14 Artificial Intelligence APIs by ProgrammableWeb. In 2022, Qloo raised $15M in Series B funding from Eldridge and AXA Venture Partners, enabling the privacy-centric AI leader to expand its team of world-class data scientists, enrich its technology, and build on its sales channels in order to continue to offer premier insights into global consumer taste for Fortune 500 companies across the globe. Qloo was recognized as the "Best Decision Intelligence Company" at the 2023 AI Breakthrough Awards. Also in 2023, the company was awarded a Top Performer Award by SourceForge. As of 2024, Qloo is a three-time Inc. 5000 honoree: No. 360 (2022), No. 344 (2021), No. 187 (2020). Qloo raised $25 million Series C round on February 21, 2024. The round was led by AI Ventures with participation from AXA Venture Partners, Eldridge, and Moderne Ventures, allowing Qloo to address new commercial surface areas for Taste AI, including on-device learning and foundational models leveraging Qloo, as well as introduce self-service platform to make consumer and taste analytics available to small and mid-sized enterprises and individuals. Qloo also announced pursuing opportunistic M&A using its balance sheet along the lines of the TasteDive acquisition completed, which expanded Qloo's first-party data moat and corpus of cultural learning. This latest financing brought the total amount raised since the company's founding in 2012 to over $56 million. == Services and features == Qloo calls itself a cultural AI platform to provide real-time correlation data across domains of culture and entertainment including: film, music, television, dining, nightlife, fashion, books, and travel. Each category contains subcategories. Qloo’s knowledge of a user's taste in one category can be utilized to offer suggestions in other categories. Users then rate the suggestions, providing it with feedback for future suggestions. Qloo has partnerships with companies such as Expedia and iTunes. == Technology == Qloo’s Taste AI technology uses machine learning to decode and predict consumers’ interests, maintaining user anonymity. It is powered by 3.7 billion lifestyle entities (brands, music, film, TV, dining, nightlife, fashion, books, travel, and more) and trillions of anonymized consumer behavioral signals. Through AI, Qloo identifies patterns in these data signals, making predictions about how much interest a person or group has in a concept or thing. Central to Qloo’s technology are algorithms designed to detect and mitigate biases within datasets and models, allowing Qloo to assess the fairness of its AI systems with a focus on attributes such as age, gender, and race, enabling the company to fine-tune its AI models to align with their ethical standards. They also use visualization tools to probe the behavior of their AI models for conducting counterfactual analyses and for comparing the performances of the AI models across diverse demographic segments. Qloo’s Taste AI doesn’t collect or use any Personally Identifiable Information (PII). Instead, it derives recommendations for audience segments based on co-occurrences between lifestyle entities and anonymized behavioral signals. == Applications == Starbucks uses Qloo to create in-store music playlists tailored to specific neighborhoods. Hershey’s uses Qloo to customize the content of assorted candy bags. Michelin uses Qloo to serve recommendations in its Michelin Guide app. Netflix leverages Qloo’s technology to enhance merchandising by identifying actors who resonate with certain demographics. Qloo also works with PepsiCo, Samsung, The New York Mets, BuzzFeed, and Ticketmaster, Universal Music Group, and OOH advertising company JCDecaux.

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  • Randonautica

    Randonautica

    Randonautica (a portmanteau of "random" + "nautica") is an app launched on February 22, 2020 founded by Auburn Salcedo and Joshua Lengfelder. It randomly generates coordinates that encourages the user to explore their local area and report what is found. According to its creators, the app is "an attractor of strange things," letting one choose specific coordinates based on a specific theme. It gained controversy after a report of two teenagers coincidentally finding a corpse while using the application. == Overview == The app, which creators claim to be inspired by chaos theory and Guy Debord's Theory of the Dérive, offers its users three types of coordinates to choose from: an attractor, a void, or an anomaly. The app has a cult following on YouTube and TikTok and there is a subreddit made by the creators for users of the app. == History == 29-year-old circus performer Joshua Lengfelder discovered a bot called Fatum Project in a fringe science chat group on Telegram in January 2019. According to The New York Times, "He absorbed the project’s theories about how random exploration could break people out of their predetermined realities, and how people could influence random outcomes with their minds." Lengfelder then created a Telegram bot using Fatum Project's code, generating coordinates. He then created the subreddit r/randonauts in March. In October, developer Simon Nishi McCorkindale made the bot's webpage. With the help of Auburn Salcedo, chief executive of a TV agency, both created Randonauts LLC. Salcedo became the chief operating officer while Lengfelder was the CEO. The app, called Randonautica, was launched on February 22, 2020. Later the same year the app and back-end got completely overhauled by a new team of developers and got a more visual and friendlier design and logo. In April 2022 Lengfelder exited Randonauts LLC and Auburn Salcedo became CEO. == Reception == The app has as many as 10.8 million users as of July 2020, gaining popularity amid the COVID-19 pandemic in the United States as restrictions have been lightened. Emma Chamberlain made a YouTube video about the app that helped increase its following. i-D reported that the hashtag #randonautica has gained 176.5 million views on TikTok, although it has not marketed itself yet. === Controversy === With the app's popularity, users started reporting coincidences which many find unsettling. The majority of reports were from TikTok and Reddit, as well as Telegram. The most notable controversy involved a group of people heading to a beach in Duwamish Head, Puget Sound, West Seattle per the app, where they found a bag with two dead bodies, a 27-year-old male and a 36-year-old female, as reported by the Seattle Police homicide detectives. In August 2020, police arrested and charged their landlord, Michael Lee Dudley, in connection with the murders. In March 2021, Dudley was denied bail while other people were under suspicion of aiding Dudley in the dismemberment and disposal of the bodies, but no one else had been charged. This has caused speculation that the app has an intended, puzzle-like theme. However, Lengfelder stated that it is "a shocking coincidence." Salcedo called the videos fake, and that "It’s so hard to manage, because people are really taking creative liberties after seeing how much traction the app is getting in that fear factor." In 2022, Michael Dudley was convicted of second degree murder for killing both victims, who were identified as Jessica Lewis and Austin Wenner. He was sentenced to 46 years in prison the following year. In their questions page, Randonautica's creators have said that if the app generates coordinates inside a private property, it is a violation of their terms and conditions to trespass. In addition, Randonautica has also received allegations that the app is used for human trafficking, which its creators have denied, saying that data collected by the app are anonymous. It also ensured that the app is not designed to violate religious customs, saying that "the app is simply a tool. Just as a knife can be used either to prepare dinner or to cut somebody."

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  • Personality computing

    Personality computing

    Personality computing is a research field related to artificial intelligence and personality psychology that studies personality by means of computational techniques from different sources, including text, multimedia, and social networks. == Overview == Personality computing addresses three main problems involving personality: automatic personality recognition, perception, and synthesis. Automatic personality recognition is the inference of the personality type of target individuals from their digital footprint. Automatic personality perception is the inference of the personality attributed by an observer to a target individual based on some observable behavior. Automatic personality synthesis is the generation of the style or behaviour of artificial personalities in Avatars and virtual agents. Self-assessed personality tests or observer ratings are always exploited as the ground truth for testing and validating the performance of artificial intelligence algorithms for the automatic prediction of personality types. There is a wide variety of personality tests, such as the Myers Briggs Type Indicator (MBTI) or the MMPI, but the most used are tests based on the Five Factor Model such as the Revised NEO Personality Inventory. Personality computing can be considered as an extension or complement of Affective computing, where the former focuses on personality traits and the latter on affective states. A further extension of the two fields is Character Computing which combines various character states and traits including but not limited to personality and affect. == History == Personality computing began around 2005 with the pioneering research in personality recognition by Shlomo Argamon and later by François Mairesse. These works showed that personality traits could be inferred with reasonable accuracy from text, such as blogs, self-presentations, and email addresses. In 2008, the concept of "portable personality" for the distributed management of personality profiles has been developed. A few years later, research began in personality recognition and perception from multimodal and social signals, such as recorded meetings and voice calls. In the 2010s, the research focused mainly on personality recognition and perception from social media, helped by the first workshops organized by Fabio Celli. In particular personality was extracted from Facebook, Twitter and Instagram. In the same years, automatic personality synthesis helped improve the coherence of simulated behavior in virtual agents. Scientific works by Michal Kosinski demonstrated the validity of Personality Computing from different digital footprints, in particular from user preferences such as Facebook page likes, showed that machines can recognize personality better than humans and raised a warning against Cambridge Analytica and misuse of this kind of technology. == Applications == Personality computing techniques, in particular personality recognition and perception, have applications in Social media marketing, where they can help reducing the cost of advertising campaigns through psychological targeting.

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  • INDIAai

    INDIAai

    INDIAai is a web portal launched by the Government of India on 07 March 2024 for artificial intelligence-related developments in India. It is known as the National AI Portal of India, which was jointly started by the Ministry of Electronics and Information Technology (MeitY), the National e-Governance Division (NeGD) and the National Association of Software and Service Companies (NASSCOM) with support from the Department of School Education and Literacy (DoSE&L) and Ministry of Human Resource Development. == History == The portal was launched on 30 May 2020, by Ravi Shankar Prasad, the Union Minister for Electronics and IT, Law and Justice and Communications, on the first anniversary of the second tenure of Prime Minister Narendra Modi-led government. A national program for the youth, 'Responsible AI for Youth', was also launched on the same day. As of 2022, the website was visited by more than 4.5 lakh users with 1.2 million page views. It has 1151 articles on artificial intelligence, 701 news stories, 98 reports, 95 case studies and 213 videos on its portal. It maintains a database on AI ecosystem of India featuring 121 government initiatives and 281 startups. In May 2022, INDIAai released a book titled 'AI for Everyone' that covers the basics of AI. Cabinet chaired by the Prime Minister Narendra Modi has approved the comprehensive national-level IndiaAI mission with a budget outlay of Rs.10,371.92 crore. The Mission will be implemented by ‘IndiaAI’ Independent Business Division (IBD) under Digital India Corporation (DIC). == Objective and features == It aims to function as a one-stop portal for all AI-related development in India. The platform publishes resources such as articles, news, interviews, and investment funding news and events for AI startups, AI companies, and educational firms related to artificial intelligence in India. It also distributes documents, case studies, and research reports. Additionally, the platform provides education and employment opportunities related to AI. It offers AI courses, both free and paid.

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  • Reciprocal human machine learning

    Reciprocal human machine learning

    Reciprocal Human Machine Learning (RHML) is an interdisciplinary approach to designing human-AI interaction systems. RHML aims to enable continual learning between humans and machine learning models by having them learn from each other. This approach keeps the human expert "in the loop" to oversee and enhance machine learning performance and simultaneously support the human expert continue learning. == Background == RHML emerged in the context of the rise of big data analytics and artificial intelligence for intelligent tasks like sense-making and decision-making. As machine learning advanced to take on more roles, researchers realized fully autonomous systems had limitations and needed human guidance. RHML extends the concept of human-in-the-loop systems by promoting reciprocal learning. Humans learn from their interactions with machine learning models, staying up-to-date on evolving technology. The models also learn from human feedback and oversight. This amplification of learning on both sides is a key focus of RHML. The approach draws on theories of learning in dyads from education and psychology. It also builds on human-computer interaction and human-centered design principles. Implementing RHML requires developing specialized tools and interfaces tailored to the application == Applications == RHML has been explored across diverse domains including: Cybersecurity - Software to enable reciprocal learning between experts and AI models for social media threat detection. Organizational decision-making - RHML to structure collaboration between humans and AI systems. Workplace training - Using RHML for workers to learn from AI technologies on the job. Open science - Using human and AI collaboration to promote open science. Production and logistics - turning workers and intelligent machines into teammates. RHML maintains human oversight and control over AI systems, while enabling cutting-edge machine learning performance. This collaborative approach highlights the importance of keeping the human expert involved in the loop. An example of RHML in application is Free Spirit (AFSFCV), an open-source architecture first published in early 2025 as a whitepaper, proposing a visually structured approach to intent-based human–AI interaction.

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  • Vulnerabilities Equities Process

    Vulnerabilities Equities Process

    The Vulnerabilities Equities Process (VEP) is a process used by the U.S. federal government to determine on a case-by-case basis how it should treat zero-day computer security vulnerabilities: whether to disclose them to the public to help improve general computer security, or to keep them secret for offensive use against the government's adversaries. The VEP was first developed during the period 2008–2009, but only became public in 2016, when the government released a redacted version of the VEP in response to a FOIA request by the Electronic Frontier Foundation. Following public pressure for greater transparency in the wake of the Shadow Brokers affair, the U.S. government made a more public disclosure of the VEP process in November 2017. == Participants == According to the VEP plan published in 2017, the Equities Review Board (ERB) is the primary forum for interagency deliberation and determinations concerning the VEP. The ERB meets monthly, but may also be convened sooner if an immediate need arises. The ERB consists of representatives from the following agencies: Office of Management and Budget Office of the Director of National Intelligence (including the Intelligence Community-Security Coordination Center) United States Department of the Treasury United States Department of State United States Department of Justice (including the Federal Bureau of Investigation and the National Cyber Investigative Joint Task Force) Department of Homeland Security (including the National Cybersecurity and Communications Integration Center and the United States Secret Service) United States Department of Energy United States Department of Defense (to include the National Security Agency, including Information Assurance and Signals Intelligence elements), United States Cyber Command, and DoD Cyber Crime Center) United States Department of Commerce Central Intelligence Agency The National Security Agency serves as the executive secretariat for the VEP. == Process == According to the November 2017 version of the VEP, the process is as follows: === Submission and notification === When an agency finds a vulnerability, it will notify the VEP secretariat as soon as is possible. The notification will include a description of the vulnerability and the vulnerable products or systems, together with the agency's recommendation to either disseminate or restrict the vulnerability information. The secretariat will then notify all participants of the submission within one business day, requesting them to respond if they have an relevant interest. === Equity and discussions === An agency expressing an interest must indicate whether it concurs with the original recommendation to disseminate or restrict within five business days. If it does not, it will hold discussions with the submitting agency and the VEP secretariat within seven business days to attempt to reach consensus. If no consensus is reached, the participants will suggest options for the Equities Review Board. === Determination to disseminate or restrict === Decisions whether to disclose or restrict a vulnerability should be made quickly, in full consultation with all concerned agencies, and in the overall best interest of the competing interests of the missions of the U.S. government. As far as possible, determinations should be based on rational, objective methodologies, taking into account factors such as prevalence, reliance, and severity. If the review board members cannot reach consensus, they will vote on a preliminary determination. If an agency with an equity disputes that decision, they may, by providing notice to the VEP secretariat, elect to contest the preliminary determination. If no agency contests a preliminary determination, it will be treated as a final decision. === Handling and follow-on actions === If vulnerability information is released, this will be done as quickly as possible, preferably within seven business days. Disclosure of vulnerabilities will be conducted according to guidelines agreed on by all members. The submitting agency is presumed to be most knowledgeable about the vulnerability and, as such, will be responsible for disseminating vulnerability information to the vendor. The submitting agency may elect to delegate dissemination responsibility to another agency on its behalf. The releasing agency will promptly provide a copy of the disclosed information to the VEP secretariat for record keeping. Additionally, the releasing agency is expected to follow up so the ERB can determine whether the vendor's action meets government requirements. If the vendor chooses not to address a vulnerability, or is not acting with urgency consistent with the risk of the vulnerability, the releasing agency will notify the secretariat, and the government may take other mitigation steps. == Criticism == The VEP process has been criticized for a number of deficiencies, including restriction by non-disclosure agreements, lack of risk ratings, special treatment for the NSA, and less than whole-hearted commitment to disclosure as the default option. == UK equivalent == British intelligence agencies—GCHQ in particular—follow a similar approach, also known as the Equities Process, to determine whether to disclose or retain security vulnerabilities. The Investigatory Powers Act 2016 was amended in 2022 to bring oversight of the operation of the process within the remit of the Investigatory Powers Commissioner. Details of the process were made public in 2018.

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  • Computational heuristic intelligence

    Computational heuristic intelligence

    Computational heuristic intelligence (CHI) refers to specialized programming techniques in computational intelligence (also called artificial intelligence, or AI). These techniques have the express goal of avoiding complexity issues, also called NP-hard problems, by using human-like techniques. They are best summarized as the use of exemplar-based methods (heuristics), rather than rule-based methods (algorithms). Hence the term is distinct from the more conventional computational algorithmic intelligence, or symbolic AI. An example of a CHI technique is the encoding specificity principle of Tulving and Thompson. In general, CHI principles are problem solving techniques used by people, rather than programmed into machines. It is by drawing attention to this key distinction that the use of this term is justified in a field already replete with confusing neologisms. Note that the legal systems of all modern human societies employ both heuristics (generalisations of cases) from individual trial records as well as legislated statutes (rules) as regulatory guides. Another recent approach to the avoidance of complexity issues is to employ feedback control rather than feedforward modeling as a problem-solving paradigm. This approach has been called computational cybernetics, because (a) the term 'computational' is associated with conventional computer programming techniques which represent a strategic, compiled, or feedforward model of the problem, and (b) the term 'cybernetic' is associated with conventional system operation techniques which represent a tactical, interpreted, or feedback model of the problem. Of course, real programs and real problems both contain both feedforward and feedback components. A real example which illustrates this point is that of human cognition, which clearly involves both perceptual (bottom-up, feedback, sensor-oriented) and conceptual (top-down, feedforward, motor-oriented) information flows and hierarchies. The AI engineer must choose between mathematical and cybernetic problem solution and machine design paradigms. This is not a coding (program language) issue, but relates to understanding the relationship between the declarative and procedural programming paradigms. The vast majority of STEM professionals never get the opportunity to design or implement pure cybernetic solutions. When pushed, most responders will dismiss the importance of any difference by saying that all code can be reduced to a mathematical model anyway. Unfortunately, not only is this belief false, it fails most spectacularly in many AI scenarios. Mathematical models are not time agnostic, but by their very nature are pre-computed, i.e. feedforward. Dyer [2012] and Feldman [2004] have independently investigated the simplest of all somatic governance paradigms, namely control of a simple jointed limb by a single flexor muscle. They found that it is impossible to determine forces from limb positions- therefore, the problem cannot have a pre-computed (feedforward) mathematical solution. Instead, a top-down command bias signal changes the threshold feedback level in the sensorimotor loop, e.g. the loop formed by the afferent and efferent nerves, thus changing the so-called ‘equilibrium point’ of the flexor muscle/ elbow joint system. An overview of the arrangement reveals that global postures and limb position are commanded in feedforward terms, using global displacements (common coding), with the forces needed being computed locally by feedback loops. This method of sensorimotor unit governance, which is based upon what Anatol Feldman calls the ‘equilibrium Point’ theory, is formally equivalent to a servomechanism such as a car's ‘cruise control’.

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  • Bayesian programming

    Bayesian programming

    Bayesian programming is a formalism and a methodology for having a technique to specify probabilistic models and solve problems when less than the necessary information is available. Edwin T. Jaynes proposed that probability could be considered as an alternative and an extension of logic for rational reasoning with incomplete and uncertain information. In his founding book Probability Theory: The Logic of Science he developed this theory and proposed what he called "the robot," which was not a physical device, but an inference engine to automate probabilistic reasoning—a kind of Prolog for probability instead of logic. Bayesian programming is a formal and concrete implementation of this "robot". Bayesian programming may also be seen as an algebraic formalism to specify graphical models such as, for instance, Bayesian networks, dynamic Bayesian networks, Kalman filters or hidden Markov models. Indeed, Bayesian programming is more general than Bayesian networks and has a power of expression equivalent to probabilistic factor graphs. == Formalism == A Bayesian program is a means of specifying a family of probability distributions. The constituent elements of a Bayesian program are presented below: Program { Description { Specification ( π ) { Variables Decomposition Forms Identification (based on δ ) Question {\displaystyle {\text{Program}}{\begin{cases}{\text{Description}}{\begin{cases}{\text{Specification}}(\pi ){\begin{cases}{\text{Variables}}\\{\text{Decomposition}}\\{\text{Forms}}\\\end{cases}}\\{\text{Identification (based on }}\delta )\end{cases}}\\{\text{Question}}\end{cases}}} A program is constructed from a description and a question. A description is constructed using some specification ( π {\displaystyle \pi } ) as given by the programmer and an identification or learning process for the parameters not completely specified by the specification, using a data set ( δ {\displaystyle \delta } ). A specification is constructed from a set of pertinent variables, a decomposition and a set of forms. Forms are either parametric forms or questions to other Bayesian programs. A question specifies which probability distribution has to be computed. === Description === The purpose of a description is to specify an effective method of computing a joint probability distribution on a set of variables { X 1 , X 2 , ⋯ , X N } {\displaystyle \left\{X_{1},X_{2},\cdots ,X_{N}\right\}} given a set of experimental data δ {\displaystyle \delta } and some specification π {\displaystyle \pi } . This joint distribution is denoted as: P ( X 1 ∧ X 2 ∧ ⋯ ∧ X N ∣ δ ∧ π ) {\displaystyle P\left(X_{1}\wedge X_{2}\wedge \cdots \wedge X_{N}\mid \delta \wedge \pi \right)} . To specify preliminary knowledge π {\displaystyle \pi } , the programmer must undertake the following: Define the set of relevant variables { X 1 , X 2 , ⋯ , X N } {\displaystyle \left\{X_{1},X_{2},\cdots ,X_{N}\right\}} on which the joint distribution is defined. Decompose the joint distribution (break it into relevant independent or conditional probabilities). Define the forms of each of the distributions (e.g., for each variable, one of the list of probability distributions). ==== Decomposition ==== Given a partition of { X 1 , X 2 , … , X N } {\displaystyle \left\{X_{1},X_{2},\ldots ,X_{N}\right\}} containing K {\displaystyle K} subsets, K {\displaystyle K} variables are defined L 1 , ⋯ , L K {\displaystyle L_{1},\cdots ,L_{K}} , each corresponding to one of these subsets. Each variable L k {\displaystyle L_{k}} is obtained as the conjunction of the variables { X k 1 , X k 2 , ⋯ } {\displaystyle \left\{X_{k_{1}},X_{k_{2}},\cdots \right\}} belonging to the k t h {\displaystyle k^{th}} subset. Recursive application of Bayes' theorem leads to: P ( X 1 ∧ X 2 ∧ ⋯ ∧ X N ∣ δ ∧ π ) = P ( L 1 ∧ ⋯ ∧ L K ∣ δ ∧ π ) = P ( L 1 ∣ δ ∧ π ) × P ( L 2 ∣ L 1 ∧ δ ∧ π ) × ⋯ × P ( L K ∣ L K − 1 ∧ ⋯ ∧ L 1 ∧ δ ∧ π ) {\displaystyle {\begin{aligned}&P\left(X_{1}\wedge X_{2}\wedge \cdots \wedge X_{N}\mid \delta \wedge \pi \right)\\={}&P\left(L_{1}\wedge \cdots \wedge L_{K}\mid \delta \wedge \pi \right)\\={}&P\left(L_{1}\mid \delta \wedge \pi \right)\times P\left(L_{2}\mid L_{1}\wedge \delta \wedge \pi \right)\times \cdots \times P\left(L_{K}\mid L_{K-1}\wedge \cdots \wedge L_{1}\wedge \delta \wedge \pi \right)\end{aligned}}} Conditional independence hypotheses then allow further simplifications. A conditional independence hypothesis for variable L k {\displaystyle L_{k}} is defined by choosing some variable X n {\displaystyle X_{n}} among the variables appearing in the conjunction L k − 1 ∧ ⋯ ∧ L 2 ∧ L 1 {\displaystyle L_{k-1}\wedge \cdots \wedge L_{2}\wedge L_{1}} , labelling R k {\displaystyle R_{k}} as the conjunction of these chosen variables and setting: P ( L k ∣ L k − 1 ∧ ⋯ ∧ L 1 ∧ δ ∧ π ) = P ( L k ∣ R k ∧ δ ∧ π ) {\displaystyle P\left(L_{k}\mid L_{k-1}\wedge \cdots \wedge L_{1}\wedge \delta \wedge \pi \right)=P\left(L_{k}\mid R_{k}\wedge \delta \wedge \pi \right)} We then obtain: P ( X 1 ∧ X 2 ∧ ⋯ ∧ X N ∣ δ ∧ π ) = P ( L 1 ∣ δ ∧ π ) × P ( L 2 ∣ R 2 ∧ δ ∧ π ) × ⋯ × P ( L K ∣ R K ∧ δ ∧ π ) {\displaystyle {\begin{aligned}&P\left(X_{1}\wedge X_{2}\wedge \cdots \wedge X_{N}\mid \delta \wedge \pi \right)\\={}&P\left(L_{1}\mid \delta \wedge \pi \right)\times P\left(L_{2}\mid R_{2}\wedge \delta \wedge \pi \right)\times \cdots \times P\left(L_{K}\mid R_{K}\wedge \delta \wedge \pi \right)\end{aligned}}} Such a simplification of the joint distribution as a product of simpler distributions is called a decomposition, derived using the chain rule. This ensures that each variable appears at the most once on the left of a conditioning bar, which is the necessary and sufficient condition to write mathematically valid decompositions. ==== Forms ==== Each distribution P ( L k ∣ R k ∧ δ ∧ π ) {\displaystyle P\left(L_{k}\mid R_{k}\wedge \delta \wedge \pi \right)} appearing in the product is then associated with either a parametric form (i.e., a function f μ ( L k ) {\displaystyle f_{\mu }\left(L_{k}\right)} ) or a question to another Bayesian program P ( L k ∣ R k ∧ δ ∧ π ) = P ( L ∣ R ∧ δ ^ ∧ π ^ ) {\displaystyle P\left(L_{k}\mid R_{k}\wedge \delta \wedge \pi \right)=P\left(L\mid R\wedge {\widehat {\delta }}\wedge {\widehat {\pi }}\right)} . When it is a form f μ ( L k ) {\displaystyle f_{\mu }\left(L_{k}\right)} , in general, μ {\displaystyle \mu } is a vector of parameters that may depend on R k {\displaystyle R_{k}} or δ {\displaystyle \delta } or both. Learning takes place when some of these parameters are computed using the data set δ {\displaystyle \delta } . An important feature of Bayesian programming is this capacity to use questions to other Bayesian programs as components of the definition of a new Bayesian program. P ( L k ∣ R k ∧ δ ∧ π ) {\displaystyle P\left(L_{k}\mid R_{k}\wedge \delta \wedge \pi \right)} is obtained by some inferences done by another Bayesian program defined by the specifications π ^ {\displaystyle {\widehat {\pi }}} and the data δ ^ {\displaystyle {\widehat {\delta }}} . This is similar to calling a subroutine in classical programming and provides an easy way to build hierarchical models. === Question === Given a description (i.e., P ( X 1 ∧ X 2 ∧ ⋯ ∧ X N ∣ δ ∧ π ) {\displaystyle P\left(X_{1}\wedge X_{2}\wedge \cdots \wedge X_{N}\mid \delta \wedge \pi \right)} ), a question is obtained by partitioning { X 1 , X 2 , ⋯ , X N } {\displaystyle \left\{X_{1},X_{2},\cdots ,X_{N}\right\}} into three sets: the searched variables, the known variables and the free variables. The 3 variables S e a r c h e d {\displaystyle Searched} , K n o w n {\displaystyle Known} and F r e e {\displaystyle Free} are defined as the conjunction of the variables belonging to these sets. A question is defined as the set of distributions: P ( S e a r c h e d ∣ Known ∧ δ ∧ π ) {\displaystyle P\left(Searched\mid {\text{Known}}\wedge \delta \wedge \pi \right)} made of many "instantiated questions" as the cardinal of K n o w n {\displaystyle Known} , each instantiated question being the distribution: P ( Searched ∣ Known ∧ δ ∧ π ) {\displaystyle P\left({\text{Searched}}\mid {\text{Known}}\wedge \delta \wedge \pi \right)} === Inference === Given the joint distribution P ( X 1 ∧ X 2 ∧ ⋯ ∧ X N ∣ δ ∧ π ) {\displaystyle P\left(X_{1}\wedge X_{2}\wedge \cdots \wedge X_{N}\mid \delta \wedge \pi \right)} , it is always possible to compute any possible question using the following general inference: P ( Searched ∣ Known ∧ δ ∧ π ) = ∑ Free [ P ( Searched ∧ Free ∣ Known ∧ δ ∧ π ) ] = ∑ Free [ P ( Searched ∧ Free ∧ Known ∣ δ ∧ π ) ] P ( Known ∣ δ ∧ π ) = ∑ Free [ P ( Searched ∧ Free ∧ Known ∣ δ ∧ π ) ] ∑ Free ∧ Searched [ P ( Searched ∧ Free ∧ Known ∣ δ ∧ π ) ] = 1 Z × ∑ Free [ P ( Searched ∧ Free ∧ Known ∣ δ ∧ π ) ] {\displaystyle {\begin{aligned}&P\left({\text{Searched}}\mid {\text{Known}}\wedge \delta \wedge \pi \right)\\={}&\sum _{\text{Free}}\left[P\left({\text{Searched}}\wedge {\text{Free}}\mid {\text{Known}}\wedge \delta \wedge \

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  • Algorithm selection

    Algorithm selection

    Algorithm selection (sometimes also called per-instance algorithm selection or offline algorithm selection) is a meta-algorithmic technique to choose an algorithm from a portfolio on an instance-by-instance basis. It is motivated by the observation that on many practical problems, different algorithms have different performance characteristics. That is, while one algorithm performs well in some scenarios, it performs poorly in others and vice versa for another algorithm. If we can identify when to use which algorithm, we can optimize for each scenario and improve overall performance. This is what algorithm selection aims to do. The only prerequisite for applying algorithm selection techniques is that there exists (or that there can be constructed) a set of complementary algorithms. == Definition == Given a portfolio P {\displaystyle {\mathcal {P}}} of algorithms A ∈ P {\displaystyle {\mathcal {A}}\in {\mathcal {P}}} , a set of instances i ∈ I {\displaystyle i\in {\mathcal {I}}} and a cost metric m : P × I → R {\displaystyle m:{\mathcal {P}}\times {\mathcal {I}}\to \mathbb {R} } , the algorithm selection problem consists of finding a mapping s : I → P {\displaystyle s:{\mathcal {I}}\to {\mathcal {P}}} from instances I {\displaystyle {\mathcal {I}}} to algorithms P {\displaystyle {\mathcal {P}}} such that the cost ∑ i ∈ I m ( s ( i ) , i ) {\displaystyle \sum _{i\in {\mathcal {I}}}m(s(i),i)} across all instances is optimized. == Examples == === Boolean satisfiability problem (and other hard combinatorial problems) === A well-known application of algorithm selection is the Boolean satisfiability problem. Here, the portfolio of algorithms is a set of (complementary) SAT solvers, the instances are Boolean formulas, the cost metric is for example average runtime or number of unsolved instances. So, the goal is to select a well-performing SAT solver for each individual instance. In the same way, algorithm selection can be applied to many other N P {\displaystyle {\mathcal {NP}}} -hard problems (such as mixed integer programming, CSP, AI planning, TSP, MAXSAT, QBF and answer set programming). Competition-winning systems in SAT are SATzilla, 3S and CSHC === Machine learning === In machine learning, algorithm selection is better known as meta-learning. The portfolio of algorithms consists of machine learning algorithms (e.g., Random Forest, SVM, DNN), the instances are data sets and the cost metric is for example the error rate. So, the goal is to predict which machine learning algorithm will have a small error on each data set. == Instance features == The algorithm selection problem is mainly solved with machine learning techniques. By representing the problem instances by numerical features f {\displaystyle f} , algorithm selection can be seen as a multi-class classification problem by learning a mapping f i ↦ A {\displaystyle f_{i}\mapsto {\mathcal {A}}} for a given instance i {\displaystyle i} . Instance features are numerical representations of instances. For example, we can count the number of variables, clauses, average clause length for Boolean formulas, or number of samples, features, class balance for ML data sets to get an impression about their characteristics. === Static vs. probing features === We distinguish between two kinds of features: Static features are in most cases some counts and statistics (e.g., clauses-to-variables ratio in SAT). These features ranges from very cheap features (e.g. number of variables) to very complex features (e.g., statistics about variable-clause graphs). Probing features (sometimes also called landmarking features) are computed by running some analysis of algorithm behavior on an instance (e.g., accuracy of a cheap decision tree algorithm on an ML data set, or running for a short time a stochastic local search solver on a Boolean formula). These feature often cost more than simple static features. === Feature costs === Depending on the used performance metric m {\displaystyle m} , feature computation can be associated with costs. For example, if we use running time as performance metric, we include the time to compute our instance features into the performance of an algorithm selection system. SAT solving is a concrete example, where such feature costs cannot be neglected, since instance features for CNF formulas can be either very cheap (e.g., to get the number of variables can be done in constant time for CNFs in the DIMACs format) or very expensive (e.g., graph features which can cost tens or hundreds of seconds). It is important to take the overhead of feature computation into account in practice in such scenarios; otherwise a misleading impression of the performance of the algorithm selection approach is created. For example, if the decision which algorithm to choose can be made with perfect accuracy, but the features are the running time of the portfolio algorithms, there is no benefit to the portfolio approach. This would not be obvious if feature costs were omitted. == Approaches == === Regression approach === One of the first successful algorithm selection approaches predicted the performance of each algorithm m ^ A : I → R {\displaystyle {\hat {m}}_{\mathcal {A}}:{\mathcal {I}}\to \mathbb {R} } and selected the algorithm with the best predicted performance a r g min A ∈ P m ^ A ( i ) {\displaystyle arg\min _{{\mathcal {A}}\in {\mathcal {P}}}{\hat {m}}_{\mathcal {A}}(i)} for an instance i {\displaystyle i} . === Clustering approach === A common assumption is that the given set of instances I {\displaystyle {\mathcal {I}}} can be clustered into homogeneous subsets and for each of these subsets, there is one well-performing algorithm for all instances in there. So, the training consists of identifying the homogeneous clusters via an unsupervised clustering approach and associating an algorithm with each cluster. A new instance is assigned to a cluster and the associated algorithm selected. A more modern approach is cost-sensitive hierarchical clustering using supervised learning to identify the homogeneous instance subsets. === Pairwise cost-sensitive classification approach === A common approach for multi-class classification is to learn pairwise models between every pair of classes (here algorithms) and choose the class that was predicted most often by the pairwise models. We can weight the instances of the pairwise prediction problem by the performance difference between the two algorithms. This is motivated by the fact that we care most about getting predictions with large differences correct, but the penalty for an incorrect prediction is small if there is almost no performance difference. Therefore, each instance i {\displaystyle i} for training a classification model A 1 {\displaystyle {\mathcal {A}}_{1}} vs A 2 {\displaystyle {\mathcal {A}}_{2}} is associated with a cost | m ( A 1 , i ) − m ( A 2 , i ) | {\displaystyle |m({\mathcal {A}}_{1},i)-m({\mathcal {A}}_{2},i)|} . == Requirements == The algorithm selection problem can be effectively applied under the following assumptions: The portfolio P {\displaystyle {\mathcal {P}}} of algorithms is complementary with respect to the instance set I {\displaystyle {\mathcal {I}}} , i.e., there is no single algorithm A ∈ P {\displaystyle {\mathcal {A}}\in {\mathcal {P}}} that dominates the performance of all other algorithms over I {\displaystyle {\mathcal {I}}} (see figures to the right for examples on complementary analysis). In some application, the computation of instance features is associated with a cost. For example, if the cost metric is running time, we have also to consider the time to compute the instance features. In such cases, the cost to compute features should not be larger than the performance gain through algorithm selection. == Application domains == Algorithm selection is not limited to single domains but can be applied to any kind of algorithm if the above requirements are satisfied. Application domains include: hard combinatorial problems: SAT, Mixed Integer Programming, CSP, AI Planning, TSP, MAXSAT, QBF and Answer Set Programming combinatorial auctions in machine learning, the problem is known as meta-learning software design black-box optimization multi-agent systems numerical optimization linear algebra, differential equations evolutionary algorithms vehicle routing problem power systems For an extensive list of literature about algorithm selection, we refer to a literature overview. == Variants of algorithm selection == === Online selection === Online algorithm selection refers to switching between different algorithms during the solving process. This is useful as a hyper-heuristic. In contrast, offline algorithm selection selects an algorithm for a given instance only once and before the solving process. === Computation of schedules === An extension of algorithm selection is the per-instance algorithm scheduling problem, in which we do not select only one solver, but we select a time budget for each algorithm

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  • Glossary of computer graphics

    Glossary of computer graphics

    This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. == 0–9 == 2D convolution Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc. 2D image 2D texture map A texture map with two dimensions, typically indexed by UV coordinates. 2D vector A two-dimensional vector, a common data type in rasterization algorithms, 2D computer graphics, graphical user interface libraries. 2.5D Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom. 3D graphics pipeline A graphics pipeline taking 3D models and producing a 2D bitmap image result. 3D paint tool A 3D graphics application for digital painting of multiple texture map image channels directly onto a rotated 3D model, such as zbrush or mudbox, also sometimes able to modify vertex attributes. 3D scene A collection of 3D models and lightsources in world space, into which a camera may be placed, describing a scene for 3D rendering. 3D unit vector A unit vector in 3D space. 4D vector A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. 7e3 format A packed pixel format supported by some graphics processing units (GPUs) where a single 32-bit word encodes three 10-bit floating-point color channels, each with seven bits of mantissa and three bits of exponent. == A == AABB Axis-aligned bounding box (sometimes called "axis oriented"), a bounding box stored in world coordinates; one of the simplest bounding volumes. Additive blending A compositing operation where d s t = d s t + s r c , {\displaystyle dst=dst+src,} without the use of an alpha channel, used for various effects. Also known as linear dodge in some applications. Affine texture mapping Linear interpolation of texture coordinates in screen space without taking perspective into account, causing texture distortion. Aliasing Unwanted effect arising when sampling high-frequency signals, in computer graphics appearing e.g. when downscaling images. Antialiasing methods can prevent it. Alpha channel An additional image channel (e.g. extending an RGB image) or standalone channel controlling alpha blending. Ambient lighting An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the rendering equation. Ambient occlusion (AO) Effect approximating, in an inexpensive way, one aspect of global illumination by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape. Analytic model A mathematical model for a phenomenon to be simulated, e.g. some approximation to surface shading. Contrasts with Empirical models based purely on recorded data. Anisotropic filtering Advanced texture filtering improving on mipmapping, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera. Anti-aliasing Methods for filtering and sampling to avoid visual artifacts associated with the uniform pixel grid in 3D rendering. Array texture A form of texture map containing an array of 2D texture slices selectable by a 3rd 'W' texture coordinate; used to reduce state changes in 3D rendering. Augmented reality Computer-rendered content inserted into the user's view of the real world. AZDO Approaching zero driver overhead, a set of techniques aimed at reducing the CPU overhead in preparing and submitting rendering commands in the OpenGL pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs. == B == Back-face culling Culling (discarding) of polygons that are facing backwards from the camera. Baking Performing an expensive calculation offline, and caching the results in a texture map or vertex attributes. Typically used for generating lightmaps, normal maps, or low level of detail models. Barycentric coordinates Three-element coordinates of a point inside a triangle. Beam tracing Modification of ray tracing which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing. Bicubic interpolation Extension of cubic interpolation to 2D, commonly used when scaling textures. Bilinear interpolation Linear interpolation extended to 2D, commonly used when scaling textures. Binding Selecting a resource (texture, buffer, etc.) to be referenced by future commands. Billboard A textured rectangle that keeps itself oriented towards the camera, typically used e.g. for vegetation or particle effects. Binary space partitioning (BSP) A data structure that can be used to accelerate visibility determination, used e.g. in Doom engine. Bit depth The number of bits per pixel, sample, or texel in a bitmap image (holding one or more image channels, typical values being 4, 8, 16, 24, 32) Bitmap Image stored by pixels. Bit plane A format for bitmap images storing 1 bit per pixel in a contiguous 2D array; Several such parallel arrays combine to produce the a higher-bit-depth image. Opposite of packed-pixel format. Blend operation A render state controlling alpha blending, describing a formula for combining source and destination pixels. Bone Coordinate systems used to control surface deformation (via Weight maps) during skeletal animation. Typically stored in a hierarchy, controlled by key frames, and other procedural constraints. Bounding box One of the simplest type of bounding volume, consisting of axis-aligned or object-aligned extents. Bounding volume A mathematically simple volume, such as a sphere or a box, containing 3D objects, used to simplify and accelerate spatial tests (e.g. for visibility or collisions). BRDF Bidirectional reflectance distribution functions (BRDFs), empirical models defining 4D functions for surface shading indexed by a view vector and light vector relative to a surface. Bump mapping Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps). BVH Bounding volume hierarchy is a tree structure on a set of geometric objects. == C == Camera A virtual camera from which rendering is performed, also sometimes referred to as 'eye'. Camera space A space with the camera at the origin, aligned with the viewer's direction, after the application of the world transformation and view transformation. Cel shading Cartoon-like shading effect. Clipping Limiting specific operations to a specific region, usually the view frustum. Clipping plane A plane used to clip rendering primitives in a graphics pipeline. These may define the view frustum or be used for other effects. Clip space Coordinate space in which clipping is performed. Clip window A rectangular region in screen space, used during clipping. A clip window may be used to enclose a region around a portal in portal rendering. CLUT A table of RGB color values to be indexed by a lower-bit-depth image (typically 4–8 bits), a form of vector quantization. Color bleeding Unwanted effect in texture mapping. A color from a border of unmapped region of the texture may appear (bleed) in the mapped result due to interpolation. Color channels The set of channels in a bitmap image representing the visible color components, i.e. distinct from the alpha channel or other information. Color resolution Command buffer A region of memory holding a set of instructions for a graphics processing unit for rendering a scene or portion of a scene. These may be generated manually in bare metal programming, or managed by low level rendering APIs, or handled internally by high level rendering APIs. Command list A group of rendering commands ready for submission to a graphics processing unit, see also Command buffer. Compute API An API for efficiently processing large amounts of data. Compute shader A compute kernel managed by a rendering API, with easy access to rendering resources. Cone tracing Modification of ray tracing which instead of lines uses cones as rays in order to achieve e.g. antialiasing or soft shadows. Connectivity information Indices defining [rendering primitive]s between vertices, possibly held in index buffers. describes geometry as a graph or hypergraph. CSG Constructive solid geometry, a method for generating complex solid models from boolean operations combining simpler modelling primitives. Cube mapping A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map). Culling Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view). == D == Decal A "sticker" picture applied onto a surface (e.g. a

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  • H (company)

    H (company)

    H Company, also known simply as H, is a French artificial intelligence startup which develops "action-oriented" artificial intelligence agents for enterprise automation and productivity. In May 2024, H Company closed a record-setting $220 million seed round, at the time the largest AI raise in Europe. In 2026, H Company released Holo 3, the latest generation of its computer-use AI models. The update marked a major advance in agentic AI, enabling agents to navigate any user interface, interpret screens, and complete complex, multi-step tasks across enterprise systems—much like a human user. This breakthrough positioned H Company at the frontier of computer-use autonomy, accelerating the integration of AI in enterprise workflows. == History == H Company was founded in 2023 in Paris by Laurent Sifre, Charles Kantor, and three DeepMind veterans: Daan Wiestra, Karl Tuyls, Julien Perollat. In May 2024, the firm secured what was then the largest European AI seed round, totaling $220 million led by US investors including Eric Schmidt (former Google CEO), Amazon, and backed by Accel, Bpifrance, UiPath, Eurazeo, Xavier Niel, Yuri Milner, Bernard Arnault, Samsung and others. In August 2024, three cofounders (Wiestra, Tuyls, Perollat) left the company over operational disagreements. In November 2024, H launched Runner H, its first agentic-API platform, which combined a large language model (LLM) and a reduced, 2-billion parameter vision-language model (VLM). In May 2025, H Company acquired Mithril Security, and in June 2025 the company widened its offering for agentic models. In June 2025, Gautier Cloix (formerly CEO Palantir France) replaced Charles Kantor as CEO of H Company, aiming to pivot the company towards a "forward deployed engineers" model. In July 2025, H Company introduced Surfer-H-CLI, an open-source, web-native Chrome agent designed for browser-based automation—able to search, scroll, click, and type on behalf of users and controllable via any visual language model (VLM). When paired with its June 2025 open-sourced 3B-parameter Holo-1 model, Surfer-H-CLI achieved 92.2% WebVoyager benchmark accuracy. == Activity == H Company creates enterprise AI models and agents (agentic AI) to automate and optimize complex workflows. H Company specifically designs AI agents called computer use capable of autonomously interfacing with any software (local or cloud-based) to detect and automate repetitive operations. H Company is based in Paris, France, with international offices in London and New York. H Company raised $220 million since its inception. Gautier Cloix is president and CEO of the company. H Company client include the French national lottery FDJ United. In March 2026, H Company released Holo3, a family of artificial intelligence models designed to operate digital systems by interacting directly with user interfaces. Holo3 enables agents ("virtual humanoids") to understand what is displayed in front-end environments—such as web pages, desktop applications, and other graphical user interfaces—and perform actions such as clicking, typing, and navigating across them to complete multi-step tasks. On the OSWorld-Verified benchmark, Holo3 reportedly achieved about 78.9%, surpassing the scores of OpenAI’s GPT‑5.4 and Anthropic’s Claude Opus 4.6 on this specific test, at roughly one-tenth of the inference cost of these proprietary systems. The release has been presented as a significant step toward automating routine digital workflows, allowing organizations to offload repetitive on-screen work, such as data entry and reconciliation across multiple tools, to AI-based agents.

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  • Artificial wisdom

    Artificial wisdom

    Artificial wisdom (AW) is an artificial intelligence (AI) system which is able to display the human traits of wisdom and morals while being able to contemplate its own “endpoint”. Artificial wisdom can be described as artificial intelligence reaching the top-level of decision-making when confronted with the most complex challenging situations. The term artificial wisdom is used when the "intelligence" is based on more than by chance collecting and interpreting data, but by design enriched with smart and conscience strategies that wise people would use. == Overview == The goal of artificial wisdom is to create artificial intelligence that can successfully replicate the “uniquely human trait[s]” of having wisdom and morals as closely as possible. Thus, artificial wisdom, must “incorporate [the] ethical and moral considerations” of the data it uses. There are also many significant ethical and legal implications of AW which are compounded by the rapid advances in AI and related technologies alongside the lack of the development of ethics, guidelines, and regulations without the oversight of any kind of overarching advisory board. Additionally, there are challenges in how to develop, test, and implement AW in real world scenarios. Existing tests do not test the internal thought process by which a computer system reaches its conclusion, only the result of said process. When examining computer-aided wisdom; the partnership of artificial intelligence and contemplative neuroscience, concerns regarding the future of artificial intelligence shift to a more optimistic viewpoint. This artificial wisdom forms the basis of Louis Molnar's monographic article on artificial philosophy, where he coined the term and proposes how artificial intelligence might view its place in the grand scheme of things. == Definitions == There are no universal or standardized definitions for human intelligence, artificial intelligence, human wisdom, or artificial wisdom. However, the DIKW pyramid, describes the continuum of relationship between data, information, knowledge, and wisdom, puts wisdom at the highest level in its hierarchy. Gottfredson defines intelligence as “the ability to reason, plan, solve problems, think abstractly, comprehend complex ideas, learn quickly, and learn from experience”. Definitions for wisdom typically include requiring: The ability for emotional regulation, Pro-social behaviors (e.g., empathy, compassion, and altruism), Self-reflection, “A balance between decisiveness and acceptance of uncertainty and diversity of perspectives, and social advising.” As previously defined, Artificial Wisdom would then be an AI system which is able to solve problems via “an understanding of…context, ethics and moral principles,” rather than simple pre-defined inputs or “learned patterns.” Some scientists have also considered the field of artificial consciousness. However, Jeste states that “…it is generally agreed that only humans can have consciousness, autonomy, will, and theory of mind.” An artificially wise system must also be able to contemplate its end goal and recognize its own ignorance. Additionally, to contemplate its end goal, a wise system must have a “correct conception of worthwhile goals (broadly speaking) or well-being (narrowly speaking)”. "Stephen Grimm further suggests that the following three types of knowledge are individually necessary for wisdom: first, "knowledge of what is good or important for well-being", second, "knowledge of one’s standing, relative to what is good or important for well-being", and third, "knowledge of a strategy for obtaining what is good or important for wellbeing."" == Problems == There are notable problems with attempting to create an artificially wise system. Consciousness, autonomy, and will are considered strictly human features. === Values === There are significant ethical and philosophical issues when attempting to create an intelligent or a wise system. Notably, whose moral values will be used to train the system to be wise. Differing moral values and prejudice can already be seen from various organizations and governments in artificial intelligence. Deployment strategies and values of Artificial Wisdom will conflict between leaders, companies, and countries. Nusbaum states, “When values are in conflict, leaders often make choices that are clever or smart about their own needs, but are often not wise.” === Ethics === Science fiction author Isaac Asimov realized the need to control the technology in the 1940s when he wrote the three laws of robotics as follows: A robot may not injure a human directly or indirectly. A robot must obey human’s orders. A robot should seek to protect its own existence. Additionally, the pace at which technology is rapidly advancing artificial intelligence and thus the need for artificial wisdom may “have outpaced the development of societal guidelines have raised serious questions about the ethics and morality of AI, and called for international oversight and regulations to ensure safety.” === Principal impossibility === One argument, coined by Tsai as the “argument against AW,” or AAAW, postulates the principal impossibility of Artificial Wisdom. The argument is based on the philosophical differences between practical wisdom, also called phronesis, and practical intelligence. Said difference isn’t in “selecting the correct means, but reasoning correctly about what ends to follow”. Tsai puts the argument into a logical proposition as follows: “(P1) An agent is genuinely wise only if the agent can deliberate about the final goal of the domain in which the agent is situated.” “(P2) An intelligent agent cannot deliberate about the final goal of the domain in which the agent is situated.” “(C1) An intelligent agent cannot be genuinely wise.” “(P3) An AW is, at its core, intelligent.” “(C2) An AW cannot be genuinely wise.”

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