AI Art That Looks Real

AI Art That Looks Real — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Sherwood Applied Business Security Architecture

    Sherwood Applied Business Security Architecture

    SABSA (Sherwood Applied Business Security Architecture) is a model and methodology for developing a risk-driven enterprise information security architecture and service management, to support critical business processes. It was developed independently from the Zachman Framework, but has a similar structure. The primary characteristic of the SABSA model is that everything must be derived from an analysis of the business requirements for security, especially those in which security has an enabling function through which new business opportunities can be developed and exploited. The process analyzes the business requirements at the outset, and creates a chain of traceability through the strategy and concept, design, implementation, and ongoing ‘manage and measure’ phases of the lifecycle to ensure that the business mandate is preserved. Framework tools created from practical experience further support the whole methodology. The model is layered, with the top layer being the business requirements definition stage. At each lower layer a new level of abstraction and detail is developed, going through the definition of the conceptual architecture, logical services architecture, physical infrastructure architecture and finally at the lowest layer, the selection of technologies and products (component architecture). The SABSA model itself is generic and can be the starting point for any organization, but by going through the process of analysis and decision-making implied by its structure, it becomes specific to the enterprise, and is finally highly customized to a unique business model. It becomes in reality the enterprise security architecture, and it is central to the success of a strategic program of information security management within the organization. SABSA is a particular example of a methodology that can be used both for IT (information technology) and OT (operational technology) environments. == SABSA matrix == Note: The above is the original SABSA Matrix, which is still valid today, but it has been expanded by a comprehensive service management matrix and updated in some detail and terminology areas. In the words of David Lynas, SABSA author, "The SABSA Matrix and the SABSA Service Management Matrix have not been updated since the late 90s. We have redesigned them to deliver the improvements your feedback has requested over the years. We have not fundamentally changed the structure or principles of the matrices (very few elements have changed position) but have focused on terminology update and consistency." The new versions can be downloaded (along with the 2009 revision of the SABSA White Paper and other important documents like the SABSA Certification Roadmap) at the SABSA Members' Web Site.

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  • ChipTest

    ChipTest

    ChipTest was a 1985 chess playing computer built by Feng-hsiung Hsu, Thomas Anantharaman and Murray Campbell at Carnegie Mellon University. It is the predecessor of Deep Thought which in turn evolved into Deep Blue. == History == ChipTest was based on a special VLSI-technology move generator chip developed by Hsu. ChipTest was controlled by a Sun-3/160 workstation and capable of searching approximately 50,000 moves per second. Hsu and Anantharaman entered ChipTest in the 1986 North American Computer Chess Championship, and it was only partially tested when the tournament began. It lost its first two rounds, but finished with an even score. In August 1987, ChipTest was overhauled and renamed ChipTest-M, M standing for microcode. The new version had eliminated ChipTest's bugs and was ten times faster, searching 500,000 moves per second and running on a Sun-4 workstation. ChipTest-M won the North American Computer Chess Championship in 1987 with a 4–0 sweep. ChipTest was invited to play in the 1987 American Open, but the team did not enter due to an objection by the HiTech team, also from Carnegie Mellon University. HiTech and ChipTest shared some code, and Hitech was already playing in the tournament. The two teams became rivals. Designing and implementing ChipTest revealed many possibilities for improvement, so the designers started on a new machine. Deep Thought 0.01 was created in May 1988 and the version 0.02 in November the same year. This new version had two customized VLSI chess processors and it was able to search 720,000 moves per second. With the "0.02" dropped from its name, Deep Thought won the World Computer Chess Championship with a perfect 5–0 score in 1989.

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  • Retrieval-based Voice Conversion

    Retrieval-based Voice Conversion

    Retrieval-based Voice Conversion (RVC) is an open source voice conversion AI algorithm that enables realistic speech-to-speech transformations, accurately preserving the intonation and audio characteristics of the original speaker. == Overview == In contrast to text-to-speech systems such as ElevenLabs, RVC differs by providing speech-to-speech outputs instead. It maintains the modulation, timbre and vocal attributes of the original speaker, making it suitable for applications where emotional tone is crucial. The algorithm enables both pre-processed and real-time voice conversion with low latency. This real-time capability marks a significant advancement over previous AI voice conversion technologies, such as So-vits SVC. Its speed and accuracy have led many to note that its generated voices sound near-indistinguishable from "real life", provided that sufficient computational specifications and resources (e.g., a powerful GPU and ample RAM) are available when running it locally and that a high-quality voice model is used. == Technical foundation == Retrieval-based Voice Conversion (RVC) utilizes a hybrid approach that integrates feature extraction with retrieval-based synthesis. Instead of directly mapping source speaker features to the target speaker using statistical models, RVC retrieves relevant segments from a target speech database, aiming to enhance the naturalness and speaker fidelity of the converted speech. At a high level, the RVC system typically comprises three main components: (1) a content feature extractor, such as a phonetic posteriorgram (PPG) encoder or self-supervised models like HuBERT; (2) a vector retrieval module that searches a target voice database for the most similar speech units; and (3) a vocoder or neural decoder that synthesizes waveform output from the retrieved representations. The retrieval-based paradigm aims to mitigate the oversmoothing effect commonly observed in fully neural sequence-to-sequence models, potentially leading to more expressive and natural-sounding speech. Furthermore, with the incorporation of high-dimensional embeddings and k-nearest-neighbor search algorithms, the model can perform efficient matching across large-scale databases without significant computational overhead. Recent RVC frameworks have incorporated adversarial learning strategies and GAN-based vocoders, such as HiFi-GAN, to enhance synthesis quality. These integrations have been shown to produce clearer harmonics and reduce reconstruction errors. == Research developments == Research on RVC has recently explored the use of self-supervised learning (SSL) encoders such as wav2vec 2.0 and HuBERT to replace hand-engineered features like MFCCs. These encoders improve content preservation, especially when source and target speakers have dissimilar speaking styles or accents. Moreover, modern RVC models leverage vector quantization methods to discretize the acoustic space, improving both synthesis accuracy and generalization across unseen speakers. For example, retrieval-augmented VQ models can condition the synthesis stage on quantized speech tokens, which enhances controllability and style transfer. Despite its strengths, RVC still faces limitations related to database coverage, especially in real-time or few-shot settings. Inadequate diversity in the target voice corpus may lead to suboptimal retrieval or unnatural prosody. These advances demonstrate the viability of RVC as a strong alternative to conventional deep learning VC systems, balancing both flexibility and efficiency in diverse voice synthesis applications. == Training process == The training pipeline for retrieval-based voice conversion typically includes a preprocessing step where the target speaker's dataset is segmented and normalized. A pitch extractor such as librosa or DDSP-DDC may be used to obtain fundamental frequency (F0) features. During training, the model learns to map content features from the source speaker to the acoustic representation of the target speaker while maintaining pitch and prosody. The training objective often combines reconstruction loss with feature consistency loss across intermediate layers, and may incorporate cycle consistency loss to preserve speaker identity. Fine-tuning on small datasets is feasible due to the use of pre-trained models, particularly for the SSL encoder and content extractor components. This approach allows transfer learning to be applied effectively, enabling the model to converge faster and generalize better to unseen inputs. Most open implementations support batch training, gradient accumulation, and mixed-precision acceleration (e.g., FP16), especially when utilizing NVIDIA CUDA-enabled GPUs. == Real-time deployment == RVC systems can be deployed in real-time scenarios through WebUI interfaces and streaming audio frameworks. Optimizations include converting the inference graph to ONNX or TensorRT formats, reducing latency. Audio buffers are typically processed in chunks of 0.2–0.5 seconds to ensure minimal delay and seamless conversion. Cross-platform compatibility with tools such as OBS Studio and Voicemeeter enables integration into live streaming, video production, or virtual avatar environments. == Applications and concerns == The technology enables voice changing and mimicry, allowing users to create accurate models of others using only a negligible amount of minutes of clear audio samples. These voice models can be saved as .pth (PyTorch) files. While this capability facilitates numerous creative applications, it has also raised concerns about potential misuse as deepfake software for identity theft and malicious impersonation through voice calls. == Ethical and legal considerations == As with other deep generative models, the rise of RVC technology has led to increasing debate about copyright, consent, and authorship. While some jurisdictions may allow parody or fair use in creative contexts, impersonating living individuals without permission may infringe upon privacy and likeness rights. As a result, some platforms have begun issuing takedown notices against AI-generated voice content that closely mimics celebrities or musicians. === In pop culture === RVC inference has been used to create realistic depictions of song covers, such as replacing original vocals with characters like Twilight Sparkle and Mordecai to have them sing duets of popular music like "Airplanes" and "Somebody That I Used to Know." These AI-generated covers, which can sound strikingly similar to the voice imitated, have gained popularity on platforms like YouTube as humorous memes.

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  • AlphaGo Zero

    AlphaGo Zero

    AlphaGo Zero is a version of DeepMind's Go software AlphaGo. AlphaGo's team published an article in Nature in October 2017 introducing AlphaGo Zero, a version created without using data from human games, and stronger than any previous version. By playing games against itself, AlphaGo Zero: surpassed the strength of AlphaGo Lee in three days by winning 100 games to 0; reached the level of AlphaGo Master in 21 days; and exceeded all previous versions in 40 days. Training artificial intelligence (AI) without datasets derived from human experts has significant implications for the development of AI with superhuman skills, as expert data is "often expensive, unreliable, or simply unavailable." Demis Hassabis, the co-founder and CEO of DeepMind, said that AlphaGo Zero was so powerful because it was "no longer constrained by the limits of human knowledge". Furthermore, AlphaGo Zero performed better than standard deep reinforcement learning models (such as Deep Q-Network implementations) due to its integration of Monte Carlo tree search. David Silver, one of the first authors of DeepMind's papers published in Nature on AlphaGo, said that it is possible to have generalized AI algorithms by removing the need to learn from humans. Google later developed AlphaZero, a generalized version of AlphaGo Zero that could play chess and shōgi in addition to Go. In December 2017, AlphaZero beat the 3-day version of AlphaGo Zero by winning 60 games to 40, and with 8 hours of training it outperformed AlphaGo Lee on an Elo scale. AlphaZero also defeated a top chess program (Stockfish) and a top Shōgi program (Elmo). == Architecture == The network in AlphaGo Zero is a ResNet with two heads. The stem of the network takes as input a 17x19x19 tensor representation of the Go board. 8 channels are the positions of the current player's stones from the last eight time steps. (1 if there is a stone, 0 otherwise. If the time step go before the beginning of the game, then 0 in all positions.) 8 channels are the positions of the other player's stones from the last eight time steps. 1 channel is all 1 if black is to move, and 0 otherwise. The body is a ResNet with either 20 or 40 residual blocks and 256 channels. There are two heads, a policy head and a value head. Policy head outputs a logit array of size 19 × 19 + 1 {\displaystyle 19\times 19+1} , representing the logit of making a move in one of the points, plus the logit of passing. Value head outputs a number in the range ( − 1 , + 1 ) {\displaystyle (-1,+1)} , representing the expected score for the current player. -1 represents current player losing, and +1 winning. == Training == AlphaGo Zero's neural network was trained using TensorFlow, with 64 GPU workers and 19 CPU parameter servers. Only four TPUs were used for inference. The neural network initially knew nothing about Go beyond the rules. Unlike earlier versions of AlphaGo, Zero only perceived the board's stones, rather than having some rare human-programmed edge cases to help recognize unusual Go board positions. The AI engaged in reinforcement learning, playing against itself until it could anticipate its own moves and how those moves would affect the game's outcome. In the first three days AlphaGo Zero played 4.9 million games against itself in quick succession. It appeared to develop the skills required to beat top humans within just a few days, whereas the earlier AlphaGo took months of training to achieve the same level. According to Epoch.ai, training cost 3e23 FLOPs. For comparison, the researchers also trained a version of AlphaGo Zero using human games, AlphaGo Master, and found that it learned more quickly, but actually performed more poorly in the long run. DeepMind submitted its initial findings in a paper to Nature in April 2017, which was then published in October 2017. == Hardware cost == The hardware cost for a single AlphaGo Zero system in 2017, including the four TPUs, has been quoted as around $25 million. == Applications == According to Hassabis, AlphaGo's algorithms are likely to be of the most benefit to domains that require an intelligent search through an enormous space of possibilities, such as protein folding (see AlphaFold) or accurately simulating chemical reactions. AlphaGo's techniques are probably less useful in domains that are difficult to simulate, such as learning how to drive a car. DeepMind stated in October 2017 that it had already started active work on attempting to use AlphaGo Zero technology for protein folding, and stated it would soon publish new findings. == Reception == AlphaGo Zero was widely regarded as a significant advance, even when compared with its groundbreaking predecessor, AlphaGo. Oren Etzioni of the Allen Institute for Artificial Intelligence called AlphaGo Zero "a very impressive technical result" in "both their ability to do it—and their ability to train the system in 40 days, on four TPUs". The Guardian called it a "major breakthrough for artificial intelligence", citing Eleni Vasilaki of Sheffield University and Tom Mitchell of Carnegie Mellon University, who called it an impressive feat and an “outstanding engineering accomplishment" respectively. Mark Pesce of the University of Sydney called AlphaGo Zero "a big technological advance" taking us into "undiscovered territory". Gary Marcus, a psychologist at New York University, has cautioned that for all we know, AlphaGo may contain "implicit knowledge that the programmers have about how to construct machines to play problems like Go" and will need to be tested in other domains before being sure that its base architecture is effective at much more than playing Go. In contrast, DeepMind is "confident that this approach is generalisable to a large number of domains". In response to the reports, South Korean Go professional Lee Sedol said, "The previous version of AlphaGo wasn’t perfect, and I believe that’s why AlphaGo Zero was made." On the potential for AlphaGo's development, Lee said he will have to wait and see but also said it will affect young Go players. Mok Jin-seok, who directs the South Korean national Go team, said the Go world has already been imitating the playing styles of previous versions of AlphaGo and creating new ideas from them, and he is hopeful that new ideas will come out from AlphaGo Zero. Mok also added that general trends in the Go world are now being influenced by AlphaGo's playing style. "At first, it was hard to understand and I almost felt like I was playing against an alien. However, having had a great amount of experience, I’ve become used to it," Mok said. "We are now past the point where we debate the gap between the capability of AlphaGo and humans. It’s now between computers." Mok has reportedly already begun analyzing the playing style of AlphaGo Zero along with players from the national team. "Though having watched only a few matches, we received the impression that AlphaGo Zero plays more like a human than its predecessors," Mok said. Chinese Go professional Ke Jie commented on the remarkable accomplishments of the new program: "A pure self-learning AlphaGo is the strongest. Humans seem redundant in front of its self-improvement." == Comparison with predecessors == == AlphaZero == On 5 December 2017, DeepMind team released a preprint on arXiv, introducing AlphaZero, a program using generalized AlphaGo Zero's approach, which achieved within 24 hours a superhuman level of play in chess, shogi, and Go, defeating world-champion programs, Stockfish, Elmo, and 3-day version of AlphaGo Zero in each case. AlphaZero (AZ) is a more generalized variant of the AlphaGo Zero (AGZ) algorithm, and is able to play shogi and chess as well as Go. Differences between AZ and AGZ include: AZ has hard-coded rules for setting search hyperparameters. The neural network is now updated continually. Chess (unlike Go) can end in a tie; therefore AZ can take into account the possibility of a tie game. An open source program, Leela Zero, based on the ideas from the AlphaGo papers is available. It uses a GPU instead of the TPUs recent versions of AlphaGo rely on.

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  • Affinity (software)

    Affinity (software)

    Affinity is a graphics editor developed by Serif, a subsidiary of Canva. It is simultaneously a vector graphics editor, a raster graphics editor and a desktop publishing application. It was first released in 2025 as a successor to Serif's Affinity Designer, Affinity Photo and Affinity Publisher, uniting the three editors into one application. While the previous versions competed individually against Adobe's Illustrator, Photoshop, and InDesign, Affinity 3.0 integrates their functionality into a single application. It uses a freemium model monetized by AI features exclusive to Canva Pro subscribers. == Functionality == Affinity is divided into a number of workspaces ("studios"), which are equivalent to the previous suite of Affinity applications: "vector" for vector graphics (Designer), "pixel" for raster editing (Photo), and "layout" for desktop publishing (Publisher). Additionally, it introduces the ability to create custom workspaces. The application supports real-time previews and non-destructive editing, which are based on GPU acceleration. Supported file formats include Adobe Photoshop, InDesign and Illustrator files, PDF, SVG, and TIFF, as well as a custom .af file format. === Vector editing === === Raster editing === Affinity includes photo editing tools including adjustments, masks, blend modes, batch processing, and retouching facilities. Additionally, the application can develop RAW files, similar to Adobe Lightroom. === Desktop publishing === Publishing features include master pages, text styles, and advanced typography. === AI features === The application supports Canva's existing AI features, such as background removal and generative fill. This requires a Canva subscription. == Development == === Background and acquisition (2014–2024) === Serif launched the original Affinity suite starting with Affinity Designer in 2014, followed by Photo (2015) and Publisher (2019). The software gained popularity for its one-time purchase model, contrasting with Adobe's subscription-based Creative Cloud. In November 2022, Serif released Version 2 of the suite, introducing a "Universal License" that covered all three apps across all platforms. In March 2024, Canva acquired Serif for approximately A$580 million (£300 million). Following user backlash regarding a potential shift to subscriptions, Canva and Serif issued a joint "Pledge" committing to four key principles: fair pricing, no mandatory subscriptions, perpetual licenses for existing products, and continued development of Affinity as a standalone suite. === Unified release (2025) === In September 2025, Serif pulled all existing versions of Affinity Designer, Affinity Photo and Affinity Publisher from sale ahead an upcoming announcement on 30 October; also ahead of the announcement, the iPadOS versions of the Affinity suite became free on App Store. During a "Creative Freedom" keynote on 30 October 2025, Canva released a new version now simply branded as "Affinity" (also known as "Affinity by Canva"), and referred to internally as version 3.0. Version 3 drops the separate applications and integrates their functionality into a singular application, and adds the ability to export directly to the Canva platform. It also adds a Canva AI studio, including background removal, "Expand & Edit", and generative fill. As of version 3, Affinity has switched to a freemium model; it is now available at no charge to users, although access to Canva AI features are locked behind the existing Canva Pro subscription service. Serif stated that the perpetually-licensed version 2 will remain available to existing owners, although it will no longer be actively maintained. The new version is currently available for macOS and Windows only, with an iPadOS version to be released soon. == Reception == The change in business model by Canva in 2025 was met with mixed reception, including concerns about its incorporation of AI features. Some users were concerned that their projects would be used for machine learning purposes, or that future versions would suffer from a lack of maintenance or become adware. Additionally, some felt it turned Affinity into fundamentally subscription-based software, given the prevalence of these features in professional contexts. Affinity publicly stated on social media that it would remain "free forever", users' projects would not be used to train AI models, and that "Canva has built a sustainable business model that allows this kind of generosity. And when more professionals use Affinity, Canva can sell more seats into businesses."

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  • The Synthetic Party

    The Synthetic Party

    Det Syntetiske Parti (English: The Synthetic Party) is a political party driven by artificial intelligence (AI), founded in May 2022 in Denmark. The party aims to represent non-voters and fringe political parties while raising awareness of AI's societal role and exploring how it can be integrated into democratic processes. == Founder == The founder and continuous party secretary is Asker Bryld Staunæs, a philosopher from Aarhus University and a conceptual artist. == Main goal == The political goals have been machine learned from texts by Danish fringe parties since 1970 and represent the 20 percent of Danes who do not vote in the election. The party is synthetic; as such, many of the policies, such as universal basic income, can be contradictory to one another. == International collaborations == The Synthetic Party has signed bilateral collaboration agreements with the Finnish AI Party and AI Party (Japan) concerning the development of a global project created around artificial intelligence and politics These collaborations were expanded during the exhibition-event Synthetic Summit (28 February – 13 April 2025) at Kunsthal Aarhus, curated by Computer Lars (Asker Bryld Staunæs) on behalf of The Synthetic Party. The summit staged parliamentary scenography, performances, and computer sculptures, and invited both the public and policymakers to encounter an international line-up of AI parties and virtual politicians. Aarhus University described the event as part of Staunæs's PhD research, positioning it as an international top-meeting of virtual politicians. Participants included the Japanese AI Party, the Swedish AI Party, the Finnish AI Party, Parker Politics (New Zealand), Lex AI (Brazil), the Simiyya collective (Egypt/Sweden), the Synthetic Party (Denmark), and Wiktoria Cukt 2.0 (Poland). As part of the summit, the one-day AI World Congress was held on 1 March 2025, structured as a performative assembly where each group participated through both machinic agents and human delegates. Sessions were chaired by participating parties, with Computer Lars delivering the opening presentation. Throughout the day, contributions were synthesized into a common record using a shared AI system. The congress concluded with the adoption of the Synthetic Summit Resolution, a collectively authored treaty of algorithmic governance. Signatories included Floor Kist and Nick Gerritsen (Parker Politics), Michihito Matsuda (Japanese AI Party), Emma Bexell (Swedish AI Party), Samee Haapa (Finnish AI Party), Pedro Markun (Lex AI), Kristian T. Madsen and Michael Birkebæk Jensen (NextGen Democracy / DemAI), Asker Bryld Staunæs, Benjamin Asger Krog Møller, Caroline Sofie Axelsson, Life with Artificials (The Synthetic Party), and Piotr Wyrzykowski (Wiktoria Cukt 2.0).

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  • Integrated Operations in the High North

    Integrated Operations in the High North

    Integrated Operations in the High North (IOHN, IO High North or IO in the High North) is a unique collaboration project that during a four-year period starting May 2008 is working on designing, implementing and testing a Digital Platform for what in the upstream oil and gas industry is called the next or second generation of Integrated Operations. The work on the Digital platform is focussed on capture, transfer and integration of real-time data from the remote production installations to the decision makers. A risk evaluation across the whole chain is also included. The platform is based on open standards and enables a higher degree of interoperability. Requirements for the digital platform come from use cases defined within the Drilling and Completion, Reservoir and Production and Operations and Maintenance domains. The platform will subsequently be demonstrated through pilots within these three domains. The project was a sidecar initiative for Statoil’s Global Operations Data Integration Project. This was part of a very ambitious Master Plan IT (MapIT), which also included the Real Time Visualization (RTV) tender. The RTV tender aimed to be an ontology-aware information workspace for a wide range of disciplines, as per the IO Capability Stack. Additionally, the sidecar project aimed to increase the semantic web knowledge among suppliers in the industry. This new platform is considered an important enabler for safe and sustainable operations in remote, vulnerable and hazardous areas such as the High North, but the technology is clearly also applicable in more general applications. The IOHN project consortium consists of 23 participants, including operators, service providers, software vendors, technology providers, research institutions and universities. In addition, the Norwegian Defence Force is working with the project to resolve common infrastructural and interoperability challenges. The project is managed by Det Norske Veritas (DNV). Nils Sandsmark was the project manager during the initiation and start-up phase. Frédéric Verhelst took over as project manager from the beginning of 2009. Financing comes from the participants and the Research Council of Norway (RCN) for parts of the project (GOICT and AutoConRig). == Participants == The consortium consists of the following 22 participants (in alphabetical order):

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  • Common Crawl

    Common Crawl

    The Common Crawl Foundation (Common Crawl) is a nonprofit 501(c)(3) organization that crawls the web and freely provides its archives and datasets to the public. Common Crawl was founded by Gil Elbaz. The data had mostly been primarily used by researchers and some startups until the 2020s, when AI companies started training large language models using the data. In November 2025, an investigation by The Atlantic revealed that Common Crawl misled publishers when it claimed it respected paywalls in its scraping and it was not honoring requests from publishers to have their content removed from its databases. == History == Common Crawl was founded in 2007 in San Francisco. It began publishing its crawls in 2011. By 2013, sites like TinEye were building their products off of Common Crawl. The crawl reduces the reliance of companies and researchers on Google, which has the biggest dataset. Common Crawl was designed to have more and fresher data that was more efficient to analyze and utilize than the Wayback Machine created by the Internet Archive. By 2015, 1.8 billion webpages were on the Common Crawl, which started by crawling a list of URLs donated by the search engine Blekko. They use Amazon Web Services, which provides some of its services for free, allowing computing costs to average $2-4000/month. The Common Crawl website listed 30 studies based on Common Crawl data. Before 2023, Common Crawl was not very well known outside of academic researchers who utilize the data. Common Crawl received its first requests to redact information in 2023 and increasingly started seeing its crawler, CCBot, blocked. In 2023, it began receiving significant financial support from AI companies, including Anthropic and OpenAI, each of which donated $250,000. It was also used to train Google DeepMind's large language model Gemini. By April 2023, Common Crawl was capturing 3.1 billion webpages, with an estimated 5% of pages before 2021 containing hate speech or slurs. As of 2024, Common Crawl had been cited in more than 10,000 academic studies. By 2024, The Pile and Common Crawl had been the two main training datasets being used to train AI models. In November 2025, an investigation by technology journalist Alex Reisner for The Atlantic revealed that Common Crawl misled publishers when it claimed it respected paywalls in its scraping and when it said that it was honoring requests from publishers to have their content removed from its databases. It included misleading results in the public search function on its website that showed no entries for websites that had requested their archives be removed, when in fact those sites were still included in its scrapes used by AI companies. As of 2025, Reisner found that CCBot was the most widely-blocked bot by the top 1000 websites. A 2026 article in LWN.net discussed an advantage to services like Common Crawl being that it can limit the scraping costs to websites by allowing companies and researchers to download the data from Common Crawl instead of scraping it themselves. In April 2026, Common Crawl experimentally began to distribute its data through Hugging Face Storage Bucket, in addition to its standard storage on Amazon S3. == Organization == Peter Norvig and Joi Ito have served on the advisory board. Rich Skrenta is the executive director. It has received funding almost exclusively from the Elbaz Family Foundation Trust until 2023 when it started receiving donations from the AI industry. == Refined versions == A number of organizations take raw Common Crawl data and refine it into datasets that exclude edgy content or are otherwise higher-quality for their purposes, such as FineWeb, DCLM and C4. === Colossal Clean Crawled Corpus === Google version of the Common Crawl is called the Colossal Clean Crawled Corpus, or C4 for short. It was constructed for the training of the T5 language model series in 2019. As of 2023, there were some concerns over copyrighted content in the C4 as well as racist content. A 2024 study found that 45% of content was explicitly restricted by websites' terms of service to be used for purposes like AI training by for-profit companies.

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  • MinID

    MinID

    MinID is an electronic login system used to secure a range of internet services in the Norwegian public sector. The communication done with MinID is encrypted to secure information from unauthorized usage. Everyone registered in the Norwegian Population Register over the age of 13 years can create a public ID with MinID. As of April 2010, more than 2 million people living in Norway had created user accounts with MinID. To create a public ID, PIN-codes from the Norwegian Tax Administration are needed. == Purpose == The purpose of MinID is to communicate an electronic identity, so that users are authorized to use electronic services, in a secure way. MinID has a user database where social security numbers and PIN-codes are saved. MinID can be used to access more than 50 online services from various Norwegian public agencies, including the Norwegian Labour and Welfare Administration, the Directorate of Taxes and the State Educational Loan. == Controller == The Norwegian Digitalisation Agency (Digdir) is the controller of the personal data handled by MinID. The Norwegian Digitalisation Agency (Norwegian: Digitaliseringsdirektoratet) or Digdir is a government agency subordinate to the Ministry of Digitalisation and Public Governance. It is responsible for help the public sector achieve quality, efficiency, user friendliness, openness and participation, as well as helping the public sector be organized and led in a good way with good intersectoral cooperation. == User profile == Users of MinID have a user profile that contains their mobile phone number and/or e-mail address. This data is used to administrate MinID use. The e-mail address is needed in order to send the user a temporary password if he or she forgets the password. The phone number is needed in order to send an SMS-code at log in or a temporary password if the user forgets the password. == Transparency, correction and deletion == According to the law users can claim full access of the handling of their own personal data. Users also have the right to information about how this data are handled and saved, and how they can correct or delete inaccurate data. Users can at any time choose to delete themselves as a user of MinID. The user profile will then be deleted from the MinID user database. == Extradition to others == MinID passes on the user's social security number and chosen language to the public services he or she logs on to, so that the user can go to other public services without a new login.

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  • Utah Artificial Intelligence Policy Act

    Utah Artificial Intelligence Policy Act

    The Utah Artificial Intelligence Policy Act (SB-149) was signed into law in Utah in 2024 and amended in 2025. The first state law in the United States specifically regulating generative AI, it went into effect on May 1, 2024. The law requires companies to disclose if their customers interact with AI instead of a human. It also established an Office of Artificial Intelligence Policy. Amendments to the Act went into effect on May 7, 2025. While the 2024 Act requires companies to disclose generative AI use when asked by customers, the amendments introduced stricter requirements for higher-risk interactions. SB 226 mandates disclosure of AI use in high-risk interactions involving health, financial, and biometric data, or when providing consumers with advice on financial, legal, or healthcare matters.

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  • LIFER/LADDER

    LIFER/LADDER

    LIFER/LADDER was one of the first database natural language processing systems. It was designed as a natural language interface to a database of information about US Navy ships. This system, as described in a paper by Hendrix (1978), used a semantic grammar to parse questions and query a distributed database. It was implemented in Interlisp. The LIFER/LADDER system could only support simple one-table queries or multiple table queries with easy join conditions. Some examples of queries it could accept: What are the length, width, and draft of the Kitty Hawk? When will Reeves achieve readiness rating C2? What is the nearest ship to Naples with a doctor on board? What ships are carrying cargo for the United States? Where are they going? Print the American cruisers’ current positions and states of readiness?

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  • Leabra

    Leabra

    Leabra stands for local, error-driven and associative, biologically realistic algorithm. It is a model of learning which is a balance between Hebbian and error-driven learning with other network-derived characteristics. This model is used to mathematically predict outcomes based on inputs and previous learning influences. Leabra is heavily influenced by and contributes to neural network designs and models, including emergent. == Background == It is the default algorithm in emergent (successor of PDP++) when making a new project, and is extensively used in various simulations. Hebbian learning is performed using conditional principal components analysis (CPCA) algorithm with correction factor for sparse expected activity levels. Error-driven learning is performed using GeneRec, which is a generalization of the recirculation algorithm, and approximates Almeida–Pineda recurrent backpropagation. The symmetric, midpoint version of GeneRec is used, which is equivalent to the contrastive Hebbian learning algorithm (CHL). See O'Reilly (1996; Neural Computation) for more details. The activation function is a point-neuron approximation with both discrete spiking and continuous rate-code output. Layer or unit-group level inhibition can be computed directly using a k-winners-take-all (KWTA) function, producing sparse distributed representations. A feedforward and feedback (FFFB) form of inhibition has now replaced the KWTA form of inhibition. FFFB inhibition can be efficiently implemented by using the average excitatory input and activity levels in a given layer. The net input is computed as an average, not a sum, over connections, based on normalized, sigmoidally transformed weight values, which are subject to scaling on a connection-group level to alter relative contributions. Automatic scaling is performed to compensate for differences in expected activity level in the different projections. Documentation about this algorithm can be found in the book "Computational Explorations in Cognitive Neuroscience: Understanding the Mind by Simulating the Brain" published by MIT press. and in the Emergent Documentation Archived 2009-04-16 at the Wayback Machine == Overview of the leabra algorithm == The pseudocode for Leabra is given here, showing exactly how the pieces of the algorithm described in more detail in the subsequent sections fit together. Iterate over minus and plus phases of settling for each event. o At start of settling, for all units: - Initialize all state variables (activation, v_m, etc.). - Apply external patterns (clamp input in minus, input & output in plus). - Compute net input scaling terms (constants, computed here so network can be dynamically altered). - Optimization: compute net input once from all static activations (e.g., hard-clamped external inputs). o During each cycle of settling, for all non-clamped units: - Compute excitatory netinput (g_e(t), aka eta_j or net) -- sender-based optimization by ignoring inactives. - Compute kWTA inhibition for each layer, based on g_i^Q: Sort units into two groups based on g_i^Q: top k and remaining k+1 -> n. If basic, find k and k+1th highest If avg-based, compute avg of 1 -> k & k+1 -> n. Set inhibitory conductance g_i from g^Q_k and g^Q_k+1 - Compute point-neuron activation combining excitatory input and inhibition o After settling, for all units, record final settling activations as either minus or plus phase (y^-_j or y^+_j). After both phases update the weights (based on linear current weight values), for all connections: o Compute error-driven weight changes with CHL with soft weight bounding o Compute Hebbian weight changes with CPCA from plus-phase activations o Compute net weight change as weighted sum of error-driven and Hebbian o Increment the weights according to net weight change. == Implementations == Emergent Archived 2015-10-03 at the Wayback Machine is the original implementation of Leabra; its most recent implementation is written in Go. It was written chiefly by Dr. O'Reilly, but professional software engineers were recently hired to improve the existing codebase. This is the fastest implementation, suitable for constructing large networks. Although emergent has a graphical user interface, it is very complex and has a steep learning curve. If you want to understand the algorithm in detail, it will be easier to read non-optimized code. For this purpose, check out the MATLAB version. There is also an R version available, that can be easily installed via install.packages("leabRa") in R and has a short introduction to how the package is used. The MATLAB and R versions are not suited for constructing very large networks, but they can be installed quickly and (with some programming background) are easy to use. Furthermore, they can also be adapted easily. == Special algorithms == Temporal differences and general dopamine modulation. Temporal differences (TD) is widely used as a model of midbrain dopaminergic firing. Primary value learned value (PVLV). PVLV simulates behavioral and neural data on Pavlovian conditioning and the midbrain dopaminergic neurons that fire in proportion to unexpected rewards (an alternative to TD). Prefrontal cortex basal ganglia working memory (PBWM). PBWM uses PVLV to train prefrontal cortex working memory updating system, based on the biology of the prefrontal cortex and basal ganglia.

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  • Ulead DVD MovieFactory

    Ulead DVD MovieFactory

    Corel DVD MovieFactory is a video editing and DVD authoring software product for Microsoft Windows, initially made by Ulead Systems and subsequently by Corel. It creates and authors multimedia discs in HD DVD, Blu-ray, DVD Video and DVD Audio. It also creates and rips Audio CDs and MP3 CDs. DVD MovieFactory is commonly bundled with many of the modern Toshiba Satellite laptops. Official Japanese version is also known as MovieWriter.

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  • Ilya Sutskever

    Ilya Sutskever

    Ilya Sutskever (Hebrew: איליה סוצקבר; born 1986) is a computer scientist who specializes in machine learning. He has made several major contributions to the field of deep learning, including sequence-to-sequence learning, reasoning models, GPT models, and contributions to CLIP, DALL-E, and AlphaGo. With Alex Krizhevsky and Geoffrey Hinton, he co-created AlexNet, a convolutional neural network. One of the most highly cited computer scientists in history, he has won the NeurIPS Test of Time Award for his lasting impact on AI research three times in a row (2022–2024) and received the National Academy of Sciences Award for the Industrial Application of Science in 2026. Sutskever co-founded and was chief scientist at OpenAI, where he oversaw the research breakthroughs that led to large language models and to the launch of ChatGPT. He also led the research that led to reasoning models such as o1. In 2023, he was one of the members of OpenAI's board that ousted Sam Altman as its CEO; Altman was reinstated a week later, and Sutskever stepped down from the board. In June 2024, Sutskever co-founded the company Safe Superintelligence Inc., alongside Daniel Gross and Daniel Levy. Within a year, the company was valued at more than $30 billion. == Early life and education == Sutskever was born in 1986 into a Jewish family in Nizhny Novgorod, Russia (then Gorky, Russian SFSR, Soviet Union). At the age of 5, he immigrated to Israel with his family and grew up in Jerusalem. Sutskever proved to be a good student in school, and in eighth grade started taking classes at the Open University of Israel. At 16, he moved with his family to Canada, where he attended high school for a month before being admitted to the University of Toronto in Ontario as a third-year undergraduate student. At the University of Toronto, Sutskever received a bachelor's degree in mathematics in 2005, a master's degree in computer science in 2007, and a PhD in computer science in 2013. His doctoral advisor was Geoffrey Hinton. In 2012, Sutskever built AlexNet in collaboration with Geoffrey Hinton and Alex Krizhevsky. == Career and research == In 2012, Sutskever spent about two months as a postdoc with Andrew Ng at Stanford University. He then returned to the University of Toronto and joined Hinton's new research company DNNResearch, a spinoff of Hinton's research group. In 2013, Google acquired DNNResearch and hired Sutskever as a research scientist at Google Brain. At Google Brain, Sutskever worked with Oriol Vinyals and Quoc Viet Le to create the sequence-to-sequence learning algorithm, and worked on TensorFlow. He is also one of the AlphaGo paper's many co-authors. At the end of 2015, Sutskever left Google to become cofounder and chief scientist of the newly founded organization OpenAI. In 2022, Sutskever tweeted, "it may be that today's large neural networks are slightly conscious", which triggered debates about AI consciousness. He is considered to have played a key role in the development of ChatGPT, and later in leading the research that led to reasoning models. He is credited with establishing OpenAI’s scaling ethos. In 2023, he announced that he would co-lead OpenAI's new "Superalignment" project, which was trying to solve the alignment of superintelligences within four years. He wrote that even if superintelligence seems far off, it could happen this decade. Sutskever was formerly one of the six board members of the nonprofit entity that controlled OpenAI. In November 2023, the board fired Sam Altman, saying that "he was not consistently candid in his communications with the board". He authored a 52-page memo that relied heavily on information from Mira Murati, accusing Altman of lying, manipulating executives, and fostering internal division. Sutskever submitted the memo to the board after months of tension and dissatisfaction with Altman's leadership style, and ultimately joined the board in voting for Altman's termination. In an all-hands company meeting shortly after the board meeting, Sutskever said that firing Altman was "the board doing its duty", but the next week, he expressed regret at having participated in Altman's ouster. Altman's firing and OpenAI's co-founder Greg Brockman's resignation led three senior researchers to resign from OpenAI. After that, Sutskever stepped down from the OpenAI board and was absent from OpenAI's office. Some sources suggested he was leading the team remotely, while others said he no longer had access to the team's work. In May 2024, Sutskever announced his departure from OpenAI to focus on a new project that was "very personally meaningful" to him. His decision followed a turbulent period at OpenAI marked by leadership crises and internal debates about the direction of AI development and alignment protocols. Jan Leike, the other leader of the superalignment project, announced his departure hours later, citing an erosion of safety and trust in OpenAI's leadership. In June 2024, Sutskever announced Safe Superintelligence Inc., a new company he founded with Daniel Gross and Daniel Levy with offices in Palo Alto and Tel Aviv. In contrast to OpenAI, which releases revenue-generating products, Sutskever said the new company's "first product will be the safe superintelligence, and it will not do anything else up until then". In September 2024, the company announced that it had raised $1 billion from venture capital firms including Andreessen Horowitz, Sequoia Capital, DST Global, and SV Angel. In March 2025, Safe Superintelligence Inc. raised $2 billion more and reportedly reached a $32 billion valuation, notably due to Sutskever's reputation. In June 2025, SSI rejected an offer from Meta Platforms to buy the company. Sutskever became CEO of SSI shortly thereafter, after co-founder and CEO Gross left for Meta. In an October 2024 interview after winning the Nobel Prize in Physics, Geoffrey Hinton expressed support for Sutskever's decision to fire Altman, emphasizing concerns about AI safety. During the Musk v. Altman trial in 2026, Sutskever confirmed he had a $7 billion stake in OpenAI. === Awards and honors === In 2015, Sutskever was named in MIT Technology Review's 35 Innovators Under 35. In 2018, he was the keynote speaker at Nvidia Ntech 2018 and AI Frontiers Conference 2018. In 2022, he was elected a Fellow of the Royal Society (FRS). In 2023 and 2024, included in Time's list of the 100 most influential people in AI In 2022, 2023, and 2024, he won Neural Information Processing Systems’ Test of Time award, which recognizes papers that significantly shaped the AI field over at least ten years. In 2025, he received an honorary doctorate from his alma mater, the University of Toronto In 2026, he received the National Academy of Sciences Award for the Industrial Application of Science, presented for the first time in artificial intelligence.

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  • Cellular neural network

    Cellular neural network

    In computer science and machine learning, Cellular Neural Networks (CNN) or Cellular Nonlinear Networks (CNN) are a parallel computing paradigm similar to neural networks, with the difference that communication is allowed between neighbouring units only. Typical applications include image processing, analyzing 3D surfaces, solving partial differential equations, reducing non-visual problems to geometric maps, modelling biological vision and other sensory-motor organs. CNN is not to be confused with convolutional neural networks (also colloquially called CNN). == CNN architecture == Due to their number and variety of architectures, it is difficult to give a precise definition for a CNN processor. From an architecture standpoint, CNN processors are a system of finite, fixed-number, fixed-location, fixed-topology, locally interconnected, multiple-input, single-output, nonlinear processing units. The nonlinear processing units are often referred to as neurons or cells. Mathematically, each cell can be modeled as a dissipative, nonlinear dynamical system where information is encoded via its initial state, inputs and variables used to define its behavior. Dynamics are usually continuous, as in the case of Continuous-Time CNN (CT-CNN) processors, but can be discrete, as in the case of Discrete-Time CNN (DT-CNN) processors. Each cell has one output, by which it communicates its state with both other cells and external devices. Output is typically real-valued, but can be complex or even quaternion, i.e. a Multi-Valued CNN (MV-CNN). Most CNN processors, processing units are identical, but there are applications that require non-identical units, which are called Non-Uniform Processor CNN (NUP-CNN) processors, and consist of different types of cells. === Chua-Yang CNN === In the original Chua-Yang CNN (CY-CNN) processor, the state of the cell was a weighted sum of the inputs and the output was a piecewise linear function. However, like the original perceptron-based neural networks, the functions it could perform were limited: specifically, it was incapable of modeling non-linear functions, such as XOR. More complex functions are realizable via Non-Linear CNN (NL-CNN) processors. Cells are defined in a normed gridded space like two-dimensional Euclidean geometry. However, the cells are not limited to two-dimensional spaces; they can be defined in an arbitrary number of dimensions and can be square, triangle, hexagonal, or any other spatially invariant arrangement. Topologically, cells can be arranged on an infinite plane or on a toroidal space. Cell interconnect is local, meaning that all connections between cells are within a specified radius (with distance measured topologically). Connections can also be time-delayed to allow for processing in the temporal domain. Most CNN architectures have cells with the same relative interconnects, but there are applications that require a spatially variant topology, i.e. Multiple-Neighborhood-Size CNN (MNS-CNN) processors. Also, Multiple-Layer CNN (ML-CNN) processors, where all cells on the same layer are identical, can be used to extend the capability of CNN processors. The definition of a system is a collection of independent, interacting entities forming an integrated whole, whose behavior is distinct and qualitatively greater than its entities. Although connections are local, information exchange can happen globally through diffusion. In this sense, CNN processors are systems because their dynamics are derived from the interaction between the processing units and not within processing units. As a result, they exhibit emergent and collective behavior. Mathematically, the relationship between a cell and its neighbors, located within an area of influence, can be defined by a coupling law, and this is what primarily determines the behavior of the processor. When the coupling laws are modeled by fuzzy logic, it is a fuzzy CNN. When these laws are modeled by computational verb logic, it becomes a computational verb CNN. Both fuzzy and verb CNNs are useful for modelling social networks when the local couplings are achieved by linguistic terms. == History == The idea of CNN processors was introduced by Leon Chua and Lin Yang in 1988. In these articles, Chua and Yang outline the underlying mathematics behind CNN processors. They use this mathematical model to demonstrate, for a specific CNN implementation, that if the inputs are static, the processing units will converge, and can be used to perform useful calculations. They then suggest one of the first applications of CNN processors: image processing and pattern recognition (which is still the largest application to date). Leon Chua is still active in CNN research and publishes many of his articles in the International Journal of Bifurcation and Chaos, of which he is an editor. Both IEEE Transactions on Circuits and Systems and the International Journal of Bifurcation also contain a variety of useful articles on CNN processors authored by other knowledgeable researchers. The former tends to focus on new CNN architectures and the latter more on the dynamical aspects of CNN processors. In 1993, Tamas Roska and Leon Chua introduced the first algorithmically programmable analog CNN processor in the world. The multi-national effort was funded by the Office of Naval Research, the National Science Foundation, and the Hungarian Academy of Sciences, and researched by the Hungarian Academy of Sciences and the University of California. This article proved that CNN processors were producible and provided researchers a physical platform to test their CNN theories. After this article, companies started to invest into larger, more capable processors, based on the same basic architecture as the CNN Universal Processor. Tamas Roska is another key contributor to CNNs. His name is often associated with biologically inspired information processing platforms and algorithms, and he has published numerous key articles and has been involved with companies and research institutions developing CNN technology. === Literature === Two references are considered invaluable since they manage to organize the vast amount of CNN literature into a coherent framework: An overview by Valerio Cimagalli and Marco Balsi. The paper provides a concise intro to definitions, CNN types, dynamics, implementations, and applications. "Cellular Neural Networks and Visual Computing Foundations and Applications", written by Leon Chua and Tamas Roska, which provides examples and exercises. The book covers many different aspects of CNN processors and can serve as a textbook for a Masters or Ph.D. course. Other resources include The proceedings of "The International Workshop on Cellular Neural Networks and Their Applications" provide much CNN literature. The proceedings are available online, via IEEE Xplore, for conferences held in 1990, 1992, 1994, 1996, 1998, 2000, 2002, 2005 and 2006. There was also a workshop held in Santiago de Composetela, Spain. Topics included theory, design, applications, algorithms, physical implementations and programming and training methods. For an understanding of the analog semiconductor based CNN technology, AnaLogic Computers has their product line, in addition to the published articles available on their homepage and their publication list. They also have information on other CNN technologies such as optical computing. Many of the commonly used functions have already been implemented using CNN processors. A good reference point for some of these can be found in image processing libraries for CNN based visual computers such as Analogic’s CNN-based systems. == Related processing architectures == CNN processors could be thought of as a hybrid between artificial neural network (ANN) and Continuous Automata (CA). === Artificial Neural Networks === The processing units of CNN and NN are similar. In both cases, the processor units are multi-input, dynamical systems, and the behavior of the overall systems is driven primarily through the weights of the processing unit’s linear interconnect. However, in CNN processors, connections are made locally, whereas in ANN, connections are global. For example, neurons in one layer are fully connected to another layer in a feed-forward NN and all the neurons are fully interconnected in Hopfield networks. In ANNs, the weights of interconnections contain information on the processing system’s previous state or feedback. But in CNN processors, the weights are used to determine the dynamics of the system. Furthermore, due to the high inter-connectivity of ANNs, they tend not exploit locality in either the data set or the processing and as a result, they usually are highly redundant systems that allow for robust, fault-tolerant behavior without catastrophic errors. A cross between an ANN and a CNN processor is a Ratio Memory CNN (RMCNN). In RMCNN processors, the cell interconnect is local and topologically invariant, but the weights are used to store

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