AI Assistant Card

AI Assistant Card — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Contextual AI

    Contextual AI

    Contextual AI is an enterprise software company based in Mountain View, California. It develops a platform for building specialized Retrieval-Augmented Generation (RAG) agents for enterprise use. The company was founded in 2023 by Douwe Kiela and Amanpreet Singh, both former AI researchers at Facebook AI Research (FAIR) and Hugging Face. Douwe Kiela previously led the Meta research team that introduced the Retrieval-Augmented Generation (RAG) approach in 2020. Contextual AI focuses on enterprise generative AI applications using RAG 2.0 technology, with deployments primarily in the technology, banking, finance and media sectors. == History == In June 2023, Contextual AI announced it had raised $20 million in a seed funding round led by Bain Capital Ventures (BCV), with participation from Lightspeed Venture Partners, Greycroft, SV Angel, and several angel investors. In August 2024, the company raised $80 million in a Series A funding round led by Greycroft, with participation from previous investors including Bain Capital Ventures, Lightspeed, and Conviction Partners. The round also included new backers such as Bezos Expeditions, NVentures (Nvidia), HSBC Ventures, and Snowflake Ventures. == Features == Retrieval-Augmented Generation (RAG) is an artificial intelligence framework that integrates information retrieval with text generation to improve the performance of large language models (LLMs) on complex, knowledge-intensive tasks. It was introduced in 2020 by researchers at Meta AI, including Douwe Kiela, Patrick Lewis and others, in their paper Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks. RAG enables language models to access and incorporate external information, such as proprietary databases or real-time web content, at query time, instead of relying solely on pre-trained, internal, static knowledge. This architecture addresses common limitations of standard LLMs, including hallucination, outdated information, and lack of attribution to source materials. RAG systems retrieve relevant context through a variety of techniques - including vector search, keyword search, text-to-SQL - and feeds this context into the language model to generate responses. The approach improves factual accuracy, supports domain-specific customization, enables citation of sources, and allows for more updated information without retraining the model itself. General Availability. In January 2025, Contextual AI announced the general availability of its enterprise platform for building specialized RAG agents. Early adopters included Qualcomm, which used the platform for their Customer Engineering team needs. Grounded Language Model. In March 2025, the company introduced a Grounded Language Model (GLM) for factual accuracy in enterprise AI applications. Reranker. In March 2025, Contextual AI released an instruction-following reranker that allows users to influence the ranking of retrieved documents through natural language instructions, such as prioritizing recent files, specific formats, or content from designated sources. == Applications == Contextual AI's platform has been adopted across a range of industries, including finance, technology, media and professional services. Clients include Fortune 500 companies such as Qualcomm and HSBC.

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  • Symbolic regression

    Symbolic regression

    Symbolic regression (SR) is a type of regression analysis that searches the space of mathematical expressions to find the model that best fits a given dataset, both in terms of accuracy and simplicity. No particular model is provided as a starting point for symbolic regression. Instead, initial expressions are formed by randomly combining mathematical building blocks such as mathematical operators, analytic functions, constants, and state variables. Usually, a subset of these primitives will be specified by the person operating it, but that's not a requirement of the technique. The symbolic regression problem for mathematical functions has been tackled with a variety of methods, including recombining equations most commonly using genetic programming, as well as more recent methods utilizing Bayesian methods and neural networks. Another non-classical alternative method to SR is called Universal Functions Originator (UFO), which has a different mechanism, search-space, and building strategy. Further methods such as Exact Learning attempt to transform the fitting problem into a moments problem in a natural function space, usually built around generalizations of the Meijer-G function. By not requiring a priori specification of a model, symbolic regression isn't affected by human bias, or unknown gaps in domain knowledge. It attempts to uncover the intrinsic relationships of the dataset, by letting the patterns in the data itself reveal the appropriate models, rather than imposing a model structure that is deemed mathematically tractable from a human perspective. The fitness function that drives the evolution of the models takes into account not only error metrics (to ensure the models accurately predict the data), but also special complexity measures, thus ensuring that the resulting models reveal the data's underlying structure in a way that's understandable from a human perspective. This facilitates reasoning and favors the odds of getting insights about the data-generating system, as well as improving generalisability and extrapolation behaviour by preventing overfitting. Accuracy and simplicity may be left as two separate objectives of the regression—in which case the optimum solutions form a Pareto front—or they may be combined into a single objective by means of a model selection principle such as minimum description length. It has been proven that symbolic regression is an NP-hard problem. Nevertheless, if the sought-for equation is not too complex it is possible to solve the symbolic regression problem exactly by generating every possible function (built from some predefined set of operators) and evaluating them on the dataset in question. == Difference from classical regression == While conventional regression techniques seek to optimize the parameters for a pre-specified model structure, symbolic regression avoids imposing prior assumptions, and instead infers the model from the data. In other words, it attempts to discover both model structures and model parameters. This approach has the disadvantage of having a much larger space to search, because not only the search space in symbolic regression is infinite, but there are an infinite number of models which will perfectly fit a finite data set (provided that the model complexity isn't artificially limited). This means that it will possibly take a symbolic regression algorithm longer to find an appropriate model and parametrization, than traditional regression techniques. This can be attenuated by limiting the set of building blocks provided to the algorithm, based on existing knowledge of the system that produced the data; but in the end, using symbolic regression is a decision that has to be balanced with how much is known about the underlying system. Nevertheless, this characteristic of symbolic regression also has advantages: because the evolutionary algorithm requires diversity in order to effectively explore the search space, the result is likely to be a selection of high-scoring models (and their corresponding set of parameters). Examining this collection could provide better insight into the underlying process, and allows the user to identify an approximation that better fits their needs in terms of accuracy and simplicity. == Benchmarking == === SRBench === In 2021, SRBench was proposed as a large benchmark for symbolic regression. In its inception, SRBench featured 14 symbolic regression methods, 7 other ML methods, and 252 datasets from PMLB. The benchmark intends to be a living project: it encourages the submission of improvements, new datasets, and new methods, to keep track of the state of the art in SR. === SRBench Competition 2022 === In 2022, SRBench announced the competition Interpretable Symbolic Regression for Data Science, which was held at the GECCO conference in Boston, MA. The competition pitted nine leading symbolic regression algorithms against each other on a novel set of data problems and considered different evaluation criteria. The competition was organized in two tracks, a synthetic track and a real-world data track. ==== Synthetic Track ==== In the synthetic track, methods were compared according to five properties: re-discovery of exact expressions; feature selection; resistance to local optima; extrapolation; and sensitivity to noise. Rankings of the methods were: QLattice PySR (Python Symbolic Regression) uDSR (Deep Symbolic Optimization) ==== Real-world Track ==== In the real-world track, methods were trained to build interpretable predictive models for 14-day forecast counts of COVID-19 cases, hospitalizations, and deaths in New York State. These models were reviewed by a subject expert and assigned trust ratings and evaluated for accuracy and simplicity. The ranking of the methods was: uDSR (Deep Symbolic Optimization) QLattice geneticengine (Genetic Engine) == Non-standard methods == Most symbolic regression algorithms prevent combinatorial explosion by implementing evolutionary algorithms that iteratively improve the best-fit expression over many generations. Recently, researchers have proposed algorithms utilizing other tactics in AI. Silviu-Marian Udrescu and Max Tegmark developed the "AI Feynman" algorithm, which attempts symbolic regression by training a neural network to represent the mystery function, then runs tests against the neural network to attempt to break up the problem into smaller parts. For example, if f ( x 1 , . . . , x i , x i + 1 , . . . , x n ) = g ( x 1 , . . . , x i ) + h ( x i + 1 , . . . , x n ) {\displaystyle f(x_{1},...,x_{i},x_{i+1},...,x_{n})=g(x_{1},...,x_{i})+h(x_{i+1},...,x_{n})} , tests against the neural network can recognize the separation and proceed to solve for g {\displaystyle g} and h {\displaystyle h} separately and with different variables as inputs. This is an example of divide and conquer, which reduces the size of the problem to be more manageable. AI Feynman also transforms the inputs and outputs of the mystery function in order to produce a new function which can be solved with other techniques, and performs dimensional analysis to reduce the number of independent variables involved. The algorithm was able to "discover" 100 equations from The Feynman Lectures on Physics, while a leading software using evolutionary algorithms, Eureqa, solved only 71. AI Feynman, in contrast to classic symbolic regression methods, requires a very large dataset in order to first train the neural network and is naturally biased towards equations that are common in elementary physics.

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  • Hallucination (artificial intelligence)

    Hallucination (artificial intelligence)

    In the field of artificial intelligence (AI), a hallucination or artificial hallucination (also called bullshitting, confabulation, or delusion) is a response generated by AI that contains false or misleading information presented as fact. This term draws a loose analogy with human psychology, where a hallucination typically involves false percepts. For example, a chatbot powered by large language models (LLMs), like ChatGPT, may embed plausible-sounding random falsehoods within its generated content. Detecting and mitigating errors and hallucinations pose significant challenges for practical deployment and reliability of LLMs in high-stakes scenarios, such as chip design, supply chain logistics, and medical diagnostics. Some software engineers and statisticians have criticized the specific term "AI hallucination" for unreasonably anthropomorphizing computers. Symbolic artificial intelligence models generally do not produce hallucinations, unlike large language models. == Term == === Origin === Since the 1980s, the term "hallucination" has been used in computer vision with a positive connotation to describe the process of adding detail to an image. For example, the task of generating high-resolution face images from low-resolution inputs is called face hallucination. The first documented use of the term "hallucination" in this sense is in the PhD thesis of Eric Mjolsness in 1986. A notable work is the face hallucination algorithm by Simon Baker and Takeo Kanade published in 1999. In the 2000s, hallucinations were described in statistical machine translation as a failure mode. Since the 2010s, the term has undergone a semantic shift to signify the generation of factually incorrect or misleading outputs by AI systems in tasks like machine translation and object detection. In 2015, hallucinations were identified in visual semantic role labeling tasks by Saurabh Gupta and Jitendra Malik. In 2015, computer scientist Andrej Karpathy used the term "hallucinated" in a blog post to describe his recurrent neural network (RNN) language model generating an incorrect citation link. In 2017, Google researchers used the term to describe the responses generated by neural machine translation (NMT) models when they are not related to the source text, and in 2018, the term was used in computer vision to describe instances where non-existent objects are erroneously detected because of adversarial attacks. In July 2021, Meta warned during its release of BlenderBot 2 that the system is prone to "hallucinations", which Meta defined as "confident statements that are not true". Following OpenAI's ChatGPT release in beta version in November 2022, some users complained that such chatbots often seem to pointlessly embed plausible-sounding random falsehoods within their generated content. Many news outlets, including The New York Times, started to use the term "hallucinations" to describe these models' frequently incorrect or inconsistent responses. In 2023, the Cambridge dictionary updated its definition of hallucination to include this new sense specific to the field of AI. Some researchers have highlighted a lack of consistency in how the term is used, but also identified several alternative terms in the literature, such as confabulations, fabrications, and factual errors. === Definitions and alternatives === Uses, definitions and characterizations of the term "hallucination" in the context of LLMs include: "a tendency to invent facts in moments of uncertainty" (OpenAI, May 2023) "a model's logical mistakes" (OpenAI, May 2023) "fabricating information entirely, but behaving as if spouting facts" (CNBC, May 2023) "making up information" (The Verge, February 2023) "probability distributions" (in scientific contexts) Journalist Benj Edwards, in Ars Technica, writes that the term "hallucination" is controversial, but that some form of metaphor remains necessary; Edwards suggests "confabulation" as an analogy for processes that involve "creative gap-filling". In July 2024, a White House report on fostering public trust in AI research mentioned hallucinations only in the context of reducing them. Notably, when acknowledging David Baker's Nobel Prize-winning work with AI-generated proteins, the Nobel committee avoided the term entirely, instead referring to "imaginative protein creation". Hicks, Humphries, and Slater, in their article in Ethics and Information Technology, argue that the output of LLMs is "bullshit" under Harry Frankfurt's definition of the term, and that the models are "in an important way indifferent to the truth of their outputs", with true statements only accidentally true, and false ones accidentally false. Some researchers also use the derogatory term "botshit", often referring to uncritical use of AI. === Criticism === In the scientific community, some researchers avoid the term "hallucination", seeing it as potentially misleading. It has been criticized by Usama Fayyad, executive director of the Institute for Experimental Artificial Intelligence at Northeastern University, on the grounds that it misleadingly personifies large language models and is vague. Mary Shaw said, "The current fashion for calling generative AI's errors 'hallucinations' is appalling. It anthropomorphizes the software, and it spins actual errors as somehow being idiosyncratic quirks of the system even when they're objectively incorrect." In Salon, statistician Gary Smith argues that LLMs "do not understand what words mean" and consequently that the term "hallucination" unreasonably anthropomorphizes the machine. Murray Shanahan argues that anthropomorphic framing of LLM capabilities, including terms like "hallucination", encourages users and researchers to attribute cognitive processes to systems that operate through statistical pattern completion, and advocates for more careful linguistic practices when discussing LLM behavior. Kristina Šekrst argues that applying psychological vocabulary to LLM outputs obscures the difference between the appearance of mental properties and their genuine presence. Förster & Skop assert that tech companies use the hallucination metaphor to anthropomorphize models and deflect responsibility for non-factual outputs. Some see the AI outputs not as illusory but as prospective—that is, having some chance of being true, similar to early-stage scientific conjectures. The term has also been criticized for its association with psychedelic drug experiences. == In natural language generation == In natural language generation, there are several reasons why natural language models hallucinate: === Hallucination from data === Hallucinations can stem from incomplete, inaccurate or unrepresentative data sets. === Modeling-related causes === The pre-training of generative pretrained transformers (GPT) involves predicting the next word. It incentivizes GPT models to "give a guess" about what the next word is, even when they lack information. Some researchers take an anthropomorphic perspective and posit that hallucinations arise from a tension between novelty and usefulness. For instance, Amabile and Pratt define human creativity as the production of novel and useful ideas. By extension, a focus on novelty in machine creativity can lead to the production of original but inaccurate responses—that is, falsehoods—whereas a focus on usefulness may result in memorized content lacking originality. By 2022, newspapers such as The New York Times expressed concern that, as the adoption of bots based on large language models continued to grow, unwarranted user confidence in bot output could lead to problems. === Interpretability research === In 2025, interpretability research by Anthropic on the LLM Claude identified internal circuits that cause it to decline to answer questions unless it knows the answer. By default, the circuit is active and the LLM doesn't answer. When the LLM has sufficient information, these circuits are inhibited and the LLM answers the question. Hallucinations were found to occur when this inhibition happens incorrectly, such as when Claude recognizes a name but lacks sufficient information about that person, causing it to generate plausible but untrue responses. === Examples === On 15 November 2022, researchers from Meta AI published Galactica, designed to "store, combine and reason about scientific knowledge". Content generated by Galactica came with the warning: "Outputs may be unreliable! Language Models are prone to hallucinate text." In one case, when asked to draft a paper on creating avatars, Galactica cited a fictitious paper from a real author who works in the relevant area. Meta withdrew Galactica on 17 November due to offensiveness and inaccuracy. OpenAI's ChatGPT, released in beta version to the public on November 30, 2022, was based on the foundation model GPT-3.5 (a revision of GPT-3). Professor Ethan Mollick of Wharton called it an "omniscient, eager-to-please intern who sometimes lies to you". Data scientist Teresa Kuba

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  • Sequence labeling

    Sequence labeling

    In machine learning, sequence labeling is a type of pattern recognition task that involves the algorithmic assignment of a categorical label to each member of a sequence of observed values. A common example of a sequence labeling task is part of speech tagging, which seeks to assign a part of speech to each word in an input sentence or document. Sequence labeling can be treated as a set of independent classification tasks, one per member of the sequence. However, accuracy is generally improved by making the optimal label for a given element dependent on the choices of nearby elements, using special algorithms to choose the globally best set of labels for the entire sequence at once. As an example of why finding the globally best label sequence might produce better results than labeling one item at a time, consider the part-of-speech tagging task just described. Frequently, many words are members of multiple parts of speech, and the correct label of such a word can often be deduced from the correct label of the word to the immediate left or right. For example, the word "sets" can be either a noun or verb. In a phrase like "he sets the books down", the word "he" is unambiguously a pronoun, and "the" unambiguously a determiner, and using either of these labels, "sets" can be deduced to be a verb, since nouns very rarely follow pronouns and are less likely to precede determiners than verbs are. But in other cases, only one of the adjacent words is similarly helpful. In "he sets and then knocks over the table", only the word "he" to the left is helpful (cf. "...picks up the sets and then knocks over..."). Conversely, in "... and also sets the table" only the word "the" to the right is helpful (cf. "... and also sets of books were ..."). An algorithm that proceeds from left to right, labeling one word at a time, can only use the tags of left-adjacent words and might fail in the second example above; vice versa for an algorithm that proceeds from right to left. Most sequence labeling algorithms are probabilistic in nature, relying on statistical inference to find the best sequence. The most common statistical models in use for sequence labeling make a Markov assumption, i.e. that the choice of label for a particular word is directly dependent only on the immediately adjacent labels; hence the set of labels forms a Markov chain. This leads naturally to the hidden Markov model (HMM), one of the most common statistical models used for sequence labeling. Other common models in use are the maximum entropy Markov model and conditional random field.

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  • Meesho

    Meesho

    Meesho Limited (short for Meri shop, transl. My shop) is an Indian e-commerce company, headquartered in Bengaluru. Founded by Vidit Aatrey and Sanjeev Barnwal in December 2015, Meesho is an online marketplace in categories such as fashion, home and kitchen, beauty and personal care, electronics accessories, and daily use products. == History == Meesho Private Limited, formerly Fashnear Technologies Private Limited, was established by IIT Delhi graduates Vidit Aatrey and Sanjeev Barnwal in December, 2015 In 2016, the founders came up with the idea of re-establishing the platform as Meesho, one that would enable country-wide shipping for resellers with the use of social media sites as tools for marketing. In February 2019, the platform reported having around 209,000 users and about 1.2 million monthly orders, and in March 2020, it reported approximately 563,000 users and 3.1 million monthly orders. In 2021, the Meesho mobile application was ranked among the most downloaded shopping apps globally. In 2022, Meesho had about 120 million monthly users and about 910 million orders were made through the platform, with a gross merchandise value (GMV) of about $5 billion. According to report as of August 2023 Meesho delisted 42 lakh counterfeit listings and 10 lakh restricted products under its initiative Project Suraksha. During the same period, the platform blocked access for over 12,000 user accounts flagged for policy violations. The Court granted injunctive relief by directing domain registrars to suspend the infringing websites. Additionally, the Court ordered law enforcement authorities to initiate criminal investigations, freeze associated financial accounts against the identified offenders. In 2023, Meesho became the fastest shopping app to cross over 500 million downloads. In 2024, Meesho introduced Valmo, a logistics marketplace, to provide shipment services to sellers by aggregating multiple logistics providers. Meesho employs over 3,000 small businesses and 10-12 large firms for warehousing and sorting operations within its logistics framework. According to media reports, Valmo operating in approximately 15,000 pincodes in India with around 6,000 partners. It is reported to handle over 50% of Meesho's daily orders. In November 2024, Meesho introduced a generative AI-powered voice bot for customer support, managing approximately 60,000 calls daily in English and Hindi. According to media reports, the system resolves the majority of queries without human assistance, with only a small fraction of calls requiring manual intervention. According to media reports, in 2024, Meesho prevented over 22 million suspicious or potentially fraudulent transactions on its platform. The company initiated legal proceedings, resulting in the filing of twelve cases, including nine specifically targeting over forty individuals in the cities of Kolkata and Ranchi. The company filed a suit in the Delhi High Court for a permanent injunction against parties operating deceptive websites misappropriating its brand identity. Meesha went public through an initial public offering in December 2025, raising $603 million. It is listed on both the BSE and NSE. == Recognition == In 2023, Meesho was named one of the most influential companies of the year by Time (magazine).

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  • Apprenticeship learning

    Apprenticeship learning

    In artificial intelligence, apprenticeship learning (or learning from demonstration or imitation learning) is the process of learning by observing an expert. It can be viewed as a form of supervised learning, where the training dataset consists of task executions by a demonstration teacher. == Mapping function approach == Mapping methods try to mimic the expert by forming a direct mapping either from states to actions, or from states to reward values. For example, in 2002 researchers used such an approach to teach an AIBO robot basic soccer skills. === Inverse reinforcement learning approach === Inverse reinforcement learning (IRL) is the process of deriving a reward function from observed behavior. While ordinary "reinforcement learning" involves using rewards and punishments to learn behavior, in IRL the direction is reversed, and a robot observes a person's behavior to figure out what goal that behavior seems to be trying to achieve. The IRL problem can be defined as: Given 1) measurements of an agent's behaviour over time, in a variety of circumstances; 2) measurements of the sensory inputs to that agent; 3) a model of the physical environment (including the agent's body): Determine the reward function that the agent is optimizing. IRL researcher Stuart J. Russell proposes that IRL might be used to observe humans and attempt to codify their complex "ethical values", in an effort to create "ethical robots" that might someday know "not to cook your cat" without needing to be explicitly told. The scenario can be modeled as a "cooperative inverse reinforcement learning game", where a "person" player and a "robot" player cooperate to secure the person's implicit goals, despite these goals not being explicitly known by either the person nor the robot. In 2017, OpenAI and DeepMind applied deep learning to the cooperative inverse reinforcement learning in simple domains such as Atari games and straightforward robot tasks such as backflips. The human role was limited to answering queries from the robot as to which of two different actions were preferred. The researchers found evidence that the techniques may be economically scalable to modern systems. Apprenticeship via inverse reinforcement learning (AIRP) was developed by in 2004 Pieter Abbeel, Professor in Berkeley's EECS department, and Andrew Ng, Associate Professor in Stanford University's Computer Science Department. AIRP deals with "Markov decision process where we are not explicitly given a reward function, but where instead we can observe an expert demonstrating the task that we want to learn to perform". AIRP has been used to model reward functions of highly dynamic scenarios where there is no obvious reward function intuitively. Take the task of driving for example, there are many different objectives working simultaneously - such as maintaining safe following distance, a good speed, not changing lanes too often, etc. This task, may seem easy at first glance, but a trivial reward function may not converge to the policy wanted. One domain where AIRP has been used extensively is helicopter control. While simple trajectories can be intuitively derived, complicated tasks like aerobatics for shows has been successful. These include aerobatic maneuvers like - in-place flips, in-place rolls, loops, hurricanes and even auto-rotation landings. This work was developed by Pieter Abbeel, Adam Coates, and Andrew Ng - "Autonomous Helicopter Aerobatics through Apprenticeship Learning" === System model approach === System models try to mimic the expert by modeling world dynamics. == Plan approach == The system learns rules to associate preconditions and postconditions with each action. In one 1994 demonstration, a humanoid learns a generalized plan from only two demonstrations of a repetitive ball collection task. == Example == Learning from demonstration is often explained from a perspective that the working Robot-control-system is available and the human-demonstrator is using it. And indeed, if the software works, the Human operator takes the robot-arm, makes a move with it, and the robot will reproduce the action later. For example, he teaches the robot-arm how to put a cup under a coffeemaker and press the start-button. In the replay phase, the robot is imitating this behavior 1:1. But that is not how the system works internally; it is only what the audience can observe. In reality, Learning from demonstration is much more complex. One of the first works on learning by robot apprentices (anthropomorphic robots learning by imitation) was Adrian Stoica's PhD thesis in 1995. In 1997, robotics expert Stefan Schaal was working on the Sarcos robot-arm. The goal was simple: solve the pendulum swingup task. The robot itself can execute a movement, and as a result, the pendulum is moving. The problem is, that it is unclear what actions will result into which movement. It is an Optimal control-problem which can be described with mathematical formulas but is hard to solve. The idea from Schaal was, not to use a Brute-force solver but record the movements of a human-demonstration. The angle of the pendulum is logged over three seconds at the y-axis. This results into a diagram which produces a pattern. In computer animation, the principle is called spline animation. That means, on the x-axis the time is given, for example 0.5 seconds, 1.0 seconds, 1.5 seconds, while on the y-axis is the variable given. In most cases it's the position of an object. In the inverted pendulum it is the angle. The overall task consists of two parts: recording the angle over time and reproducing the recorded motion. The reproducing step is surprisingly simple. As an input we know, in which time step which angle the pendulum must have. Bringing the system to a state is called “Tracking control” or PID control. That means, we have a trajectory over time, and must find control actions to map the system to this trajectory. Other authors call the principle “steering behavior”, because the aim is to bring a robot to a given line.

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  • Symbolic regression

    Symbolic regression

    Symbolic regression (SR) is a type of regression analysis that searches the space of mathematical expressions to find the model that best fits a given dataset, both in terms of accuracy and simplicity. No particular model is provided as a starting point for symbolic regression. Instead, initial expressions are formed by randomly combining mathematical building blocks such as mathematical operators, analytic functions, constants, and state variables. Usually, a subset of these primitives will be specified by the person operating it, but that's not a requirement of the technique. The symbolic regression problem for mathematical functions has been tackled with a variety of methods, including recombining equations most commonly using genetic programming, as well as more recent methods utilizing Bayesian methods and neural networks. Another non-classical alternative method to SR is called Universal Functions Originator (UFO), which has a different mechanism, search-space, and building strategy. Further methods such as Exact Learning attempt to transform the fitting problem into a moments problem in a natural function space, usually built around generalizations of the Meijer-G function. By not requiring a priori specification of a model, symbolic regression isn't affected by human bias, or unknown gaps in domain knowledge. It attempts to uncover the intrinsic relationships of the dataset, by letting the patterns in the data itself reveal the appropriate models, rather than imposing a model structure that is deemed mathematically tractable from a human perspective. The fitness function that drives the evolution of the models takes into account not only error metrics (to ensure the models accurately predict the data), but also special complexity measures, thus ensuring that the resulting models reveal the data's underlying structure in a way that's understandable from a human perspective. This facilitates reasoning and favors the odds of getting insights about the data-generating system, as well as improving generalisability and extrapolation behaviour by preventing overfitting. Accuracy and simplicity may be left as two separate objectives of the regression—in which case the optimum solutions form a Pareto front—or they may be combined into a single objective by means of a model selection principle such as minimum description length. It has been proven that symbolic regression is an NP-hard problem. Nevertheless, if the sought-for equation is not too complex it is possible to solve the symbolic regression problem exactly by generating every possible function (built from some predefined set of operators) and evaluating them on the dataset in question. == Difference from classical regression == While conventional regression techniques seek to optimize the parameters for a pre-specified model structure, symbolic regression avoids imposing prior assumptions, and instead infers the model from the data. In other words, it attempts to discover both model structures and model parameters. This approach has the disadvantage of having a much larger space to search, because not only the search space in symbolic regression is infinite, but there are an infinite number of models which will perfectly fit a finite data set (provided that the model complexity isn't artificially limited). This means that it will possibly take a symbolic regression algorithm longer to find an appropriate model and parametrization, than traditional regression techniques. This can be attenuated by limiting the set of building blocks provided to the algorithm, based on existing knowledge of the system that produced the data; but in the end, using symbolic regression is a decision that has to be balanced with how much is known about the underlying system. Nevertheless, this characteristic of symbolic regression also has advantages: because the evolutionary algorithm requires diversity in order to effectively explore the search space, the result is likely to be a selection of high-scoring models (and their corresponding set of parameters). Examining this collection could provide better insight into the underlying process, and allows the user to identify an approximation that better fits their needs in terms of accuracy and simplicity. == Benchmarking == === SRBench === In 2021, SRBench was proposed as a large benchmark for symbolic regression. In its inception, SRBench featured 14 symbolic regression methods, 7 other ML methods, and 252 datasets from PMLB. The benchmark intends to be a living project: it encourages the submission of improvements, new datasets, and new methods, to keep track of the state of the art in SR. === SRBench Competition 2022 === In 2022, SRBench announced the competition Interpretable Symbolic Regression for Data Science, which was held at the GECCO conference in Boston, MA. The competition pitted nine leading symbolic regression algorithms against each other on a novel set of data problems and considered different evaluation criteria. The competition was organized in two tracks, a synthetic track and a real-world data track. ==== Synthetic Track ==== In the synthetic track, methods were compared according to five properties: re-discovery of exact expressions; feature selection; resistance to local optima; extrapolation; and sensitivity to noise. Rankings of the methods were: QLattice PySR (Python Symbolic Regression) uDSR (Deep Symbolic Optimization) ==== Real-world Track ==== In the real-world track, methods were trained to build interpretable predictive models for 14-day forecast counts of COVID-19 cases, hospitalizations, and deaths in New York State. These models were reviewed by a subject expert and assigned trust ratings and evaluated for accuracy and simplicity. The ranking of the methods was: uDSR (Deep Symbolic Optimization) QLattice geneticengine (Genetic Engine) == Non-standard methods == Most symbolic regression algorithms prevent combinatorial explosion by implementing evolutionary algorithms that iteratively improve the best-fit expression over many generations. Recently, researchers have proposed algorithms utilizing other tactics in AI. Silviu-Marian Udrescu and Max Tegmark developed the "AI Feynman" algorithm, which attempts symbolic regression by training a neural network to represent the mystery function, then runs tests against the neural network to attempt to break up the problem into smaller parts. For example, if f ( x 1 , . . . , x i , x i + 1 , . . . , x n ) = g ( x 1 , . . . , x i ) + h ( x i + 1 , . . . , x n ) {\displaystyle f(x_{1},...,x_{i},x_{i+1},...,x_{n})=g(x_{1},...,x_{i})+h(x_{i+1},...,x_{n})} , tests against the neural network can recognize the separation and proceed to solve for g {\displaystyle g} and h {\displaystyle h} separately and with different variables as inputs. This is an example of divide and conquer, which reduces the size of the problem to be more manageable. AI Feynman also transforms the inputs and outputs of the mystery function in order to produce a new function which can be solved with other techniques, and performs dimensional analysis to reduce the number of independent variables involved. The algorithm was able to "discover" 100 equations from The Feynman Lectures on Physics, while a leading software using evolutionary algorithms, Eureqa, solved only 71. AI Feynman, in contrast to classic symbolic regression methods, requires a very large dataset in order to first train the neural network and is naturally biased towards equations that are common in elementary physics.

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  • AIOps

    AIOps

    AIOps (Artificial Intelligence for IT Operations) refers to the use of artificial intelligence, machine learning, and big data analytics to automate and enhance data center management. It helps organizations manage complex IT environments by detecting, diagnosing, and resolving issues more efficiently than traditional methods. == History == AIOps was first defined by Gartner in 2016, combining "artificial intelligence" and "IT operations" to describe the application of AI and machine learning to enhance IT operations. This concept was introduced to address the increasing complexity and data volume in IT environments, aiming to automate processes such as event correlation, anomaly detection, and causality determination. == Definition == AIOps refers to multi-layered, complex technology platforms that enhance and automate IT operations by using machine learning and analytics to analyze the large amounts of data collected from various DevOps devices and tools, automatically identifying and responding to issues in real-time. AIOps represents a shift from isolated IT data to aggregated observational data (e.g., job logs and monitoring systems) and interaction data (such as ticketing, events, or incident records) within a big data platform. AIOps applies machine learning and analytics to this data, resulting in continuous visibility that, when combined with automation, can lead to ongoing improvements. AIOps connects three IT disciplines (automation, service management, and performance management) to achieve continuous visibility and improvement. This new approach in modern, accelerated, and hyper-scaled IT environments leverages advances in machine learning and big data to overcome previous limitations. == Components == AIOps includes, but is not limited to, the following processes and techniques: Anomaly Detection Log Analysis Root Cause Analysis Cohort Analysis Event Correlation Predictive Analytics Hardware Failure Prediction Automated Remediation Performance Prediction Incident Management Causality Determination Queue Management Resource Scheduling and Optimization Predictive Capacity Management Resource Allocation Service Quality Monitoring Deployment and Integration Testing System Configuration Auto-diagnosis and Problem Localization Efficient ML Training and Inferencing Using LLMs for Cloud Ops Auto Service Healing Data Center Management Customer Support Security and Privacy in Cloud Operations == Comparison with DevOps == AIOps is increasingly compared with DevOps in terms of impact on operational efficiency. While DevOps focuses on collaboration between development and operations teams to accelerate software delivery, AIOps integrates artificial intelligence to enhance monitoring, automation, and predictive capabilities. Various industry analyses have explored the similarities and differences between the two approaches, including discussions on how organizations can combine them to improve incident management and resource optimization. == Results == AI optimizes IT operations in five ways: First, intelligent monitoring powered by AI helps identify potential issues before they cause outages, improving metrics like Mean Time to Detect (MTTD) by 15-20%. Second, performance data analysis and insights enable quick decision-making by ingesting and analyzing large data sets in real time. Third, AI-driven automated infrastructure optimization efficiently allocates resources and thereby reducing cloud costs. Fourth, enhanced IT service management reduces critical incidents by over 50% through AI-driven end-to-end service management. Lastly, intelligent task automation accelerates problem resolution and automates remedial actions with minimal human intervention. In 2025, Atera Networks was identified as a leader in AIOps by the software review platform G2. == AIOps vs. MLOps == AIOps tools use big data analytics, machine learning algorithms, and predictive analytics to detect anomalies, correlate events, and provide proactive insights. This automation reduces the burden on IT teams, allowing them to focus on strategic tasks rather than routine operational issues. AIOps is widely used by IT operations teams, DevOps, network administrators, and IT service management (ITSM) teams to enhance visibility and enable quicker incident resolution in hybrid cloud environments, data centers, and other IT infrastructures. In contrast to MLOps (Machine Learning Operations), which focuses on the lifecycle management and operational aspects of machine learning models, AIOps focuses on optimizing IT operations using a variety of analytics and AI-driven techniques. While both disciplines rely on AI and data-driven methods, AIOps primarily targets IT operations, whereas MLOps is concerned with the deployment, monitoring, and maintenance of ML models. == Conferences == There are several conferences that are specific to AIOps: AIOps Summit AI Dev Summit IBM Think conference

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  • Environmental impact of AI

    Environmental impact of AI

    The environmental impact of the design, training, deployment and use of artificial intelligence includes the greenhouse gas emissions from generating electricity for data centres and computing hardware, operational and upstream water use, and material impacts from hardware manufacturing, mining and electronic waste. Estimating AI's environmental effects can be difficult because results depend on how impacts are measured, including whether accounting includes only model computation or also data-centre overhead, idle capacity, hardware manufacture, and local electricity supply. As these issues have received greater attention, governments and regulators have increasingly considered data-centre reporting requirements, energy-efficiency standards, and broader transparency measures for AI-related resource use. == Carbon footprint and energy use == AI-related energy use arises at multiple stages, including model training, fine-tuning, inference, storage, networking, and supporting infrastructure such as cooling and power conversion. === Individual level === Published estimates of energy use per AI request vary widely across models, tasks and measurement methods. A benchmark study presented at the 2024 ACM Conference on Fairness, Accountability, and Transparency found substantial differences between task types, with lower energy use for some text tasks and much higher energy use for image generation in the study's test conditions. In that benchmark, simple classification tasks consumed about 0.002–0.007 Wh per prompt on average (about 9% of a smartphone charge for 1,000 prompts), while text generation and text summarisation each used about 0.05 Wh per prompt; image generation averaged 2.91 Wh per prompt, and the least efficient image model in the study used 11.49 Wh per image (roughly equivalent to half a smartphone charge). First-party measurements in production environments have also been published. A 2025 Google study on Gemini assistant serving reported median per-prompt energy, emissions, and water-use estimates under the authors' accounting framework, while noting that different system boundaries can produce substantially different results. The study reported a median text-prompt estimate of about 0.24 Wh, which is roughly as much energy as watching nine seconds of television. The study also stated that software and infrastructure improvements reduced energy use by a factor of 33 and carbon emissions by a factor of 44 for a typical prompt over one year within the authors' framework. Researchers at the University of Michigan measured the energy consumption of various Meta Llama 3.1 models released in 2024 and found that smaller language models (8 billion parameters) use about 114 joules (0.03167 Wh) per response, while larger models (405 billion parameters) require up to 6,700 joules (1.861 Wh) per response. This corresponds to the energy needed to run a microwave oven for roughly one-tenth of a second and eight seconds, respectively. Comparisons between AI systems and human labour for specific tasks have produced mixed results and remain sensitive to assumptions about output quality, workload and system boundaries. A 2024 study in Scientific Reports reported 130 to 2900 times lower estimated carbon emissions for selected AI systems than for human writers and illustrators under its assumptions. A later Scientific Reports paper reported a counterexample for programming tasks under its assumptions, finding 5 to 19 times higher estimated emissions for the evaluated AI system than for human programmers on the benchmark used in that study. === System level === ==== Energy use and efficiency ==== AI electricity intensity depends not only on model architecture but also on hardware and facility efficiency. Data-centre operators commonly report Power usage effectiveness (PUE), which measures the ratio of total facility energy to IT equipment energy; a lower PUE indicates less overhead energy for cooling and other supporting infrastructure. Operators may also publish metrics and case studies on hardware efficiency, cooling systems and power sourcing. In its 2024 environmental report, Google stated that its 2023 total greenhouse gas emissions increased 13% year over year, primarily because of increased data-centre energy consumption and supply-chain emissions, while also reporting lower PUE than industry averages for its own facilities. The International Energy Agency has also reported that data centres remain a relatively small share of global electricity use overall, but that their local effects can be much more pronounced because demand is geographically concentrated. ==== Carbon footprint ==== At system level, AI contributes to rising electricity demand in data centres and related infrastructure. The International Energy Agency estimated that data centres used about 415 TWh of electricity in 2024, or around 1.5% of global electricity consumption, and projected that data-centre electricity use could rise to about 945 TWh by 2030, with AI identified as the main driver of that growth alongside other digital services. The carbon footprint of AI systems depends strongly on electricity sources, hardware efficiency, utilisation rates, and what stages are included in the accounting. Training large models can require substantial electricity, while total lifecycle impacts also depend on deployment scale and the amount of inference performed after training. Early analyses of frontier-model development reported rapid historical growth in training compute for selected systems, although later trends have depended on changes in model design, hardware and efficiency gains. Accounting methods that include upstream or embodied impacts, such as hardware manufacture and facilities construction, can materially affect estimates of AI-related emissions. === Decisions and strategies by individual companies === Large technology companies have reported that the expansion of AI and cloud infrastructure affects their sustainability targets, electricity demand, and resource use. Google, for example, attributed part of its emissions growth in 2023 to increased data-centre energy consumption and supply-chain emissions in its 2024 environmental report. Cloud and AI companies have also announced measures intended to reduce environmental impacts, including investment in more efficient hardware, low-carbon electricity procurement, alternative cooling systems, and water stewardship programmes. The extent, comparability, and third-party verification of such disclosures vary between firms and jurisdictions. == Water usage == Data centres can use water directly for cooling and indirectly through the water used in electricity generation, depending on the local energy mix. Public reporting on data-centre water use has often been inconsistent, making comparisons between operators and regions difficult. To standardise operational reporting, The Green Grid proposed the metric water usage effectiveness (WUE), defined as annual site water use divided by IT equipment energy use. WUE does not by itself measure local water stress, source sustainability, or all upstream water impacts. Studies of AI water use also distinguish between water withdrawal and water consumption. Research on AI-specific water use has argued that the water footprint of AI systems can be difficult to observe and may vary substantially by location, cooling design, and electricity source. A 2025 Communications of the ACM article summarised methods for estimating AI water footprints and emphasised the distinction between water withdrawal and water consumption. Li and colleagues estimated that global AI water withdrawal could reach 4.2–6.6 billion cubic metres in 2027 under the scenarios examined in their article. Using GPT-3, released by OpenAI in 2020, as an example, they estimated that training the model in Microsoft's U.S. data centres could consume about 700,000 litres of onsite water and about 5.4 million litres in total when offsite electricity-related water use was included; they also estimated that 10–50 medium-length GPT-3 responses could consume about 500 mL of water, depending on when and where the model was deployed. Published prompt-level estimates have also varied by system and accounting framework: the 2025 Google study on Gemini assistant serving reported a median text-prompt estimate of about 0.26 mL under its framework. Location can materially affect the significance of data-centre water use. Research on U.S. data centres found that one-fifth of servers' direct water footprint came from moderately to highly water-stressed watersheds, while nearly half of servers were fully or partially powered by plants located in water-stressed regions. A 2025 Reuters report, citing data from Verisk Maplecroft and NatureFinance, said that an average mid-sized data centre uses about 1.4 million litres of water per day for cooling and that Phoenix would experience a 32% increase in annual water stress if currently pl

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  • Psychology of reasoning

    Psychology of reasoning

    The psychology of reasoning (also known as the cognitive science of reasoning) is the study of how people reason, often broadly defined as the process of drawing conclusions to inform how people solve problems and make decisions. It overlaps with psychology, philosophy, linguistics, cognitive science, artificial intelligence, logic, and probability theory. Psychological experiments on how humans and other animals reason have been carried out for over 100 years. An enduring question is whether or not people have the capacity to be rational. Current research in this area addresses various questions about reasoning, rationality, judgments, intelligence, relationships between emotion and reasoning, and development. == Everyday reasoning == One of the most obvious areas in which people employ reasoning is with sentences in everyday language. Most experimentation on deduction has been carried out on hypothetical thought, in particular, examining how people reason about conditionals, e.g., If A then B. Participants in experiments make the modus ponens inference, given the indicative conditional If A then B, and given the premise A, they conclude B. However, given the indicative conditional and the minor premise for the modus tollens inference, not-B, about half of the participants in experiments conclude not-A and the remainder concludes that nothing follows. The ease with which people make conditional inferences is affected by context, as demonstrated in the well-known selection task developed by Peter Wason. Participants are better able to test a conditional in an ecologically relevant context, e.g., if the envelope is sealed then it must have a 50 cent stamp on it compared to one that contains symbolic content, e.g., if the letter is a vowel then the number is even. Background knowledge can also lead to the suppression of even the simple modus ponens inference Participants given the conditional if Lisa has an essay to write then she studies late in the library and the premise Lisa has an essay to write make the modus ponens inference 'she studies late in the library', but the inference is suppressed when they are also given a second conditional if the library stays open then she studies late in the library. Interpretations of the suppression effect are controversial Other investigations of propositional inference examine how people think about disjunctive alternatives, e.g., A or else B, and how they reason about negation, e.g., It is not the case that A and B. Many experiments have been carried out to examine how people make relational inferences, including comparisons, e.g., A is better than B. Such investigations also concern spatial inferences, e.g. A is in front of B and temporal inferences, e.g. A occurs before B. Other common tasks include categorical syllogisms, used to examine how people reason about quantifiers such as All or Some, e.g., Some of the A are not B. For example if all A are B and some B are C, what (if anything) follows? == Theories of reasoning == There are several alternative theories of the cognitive processes that human reasoning is based on. One view is that people rely on a mental logic consisting of formal (abstract or syntactic) inference rules similar to those developed by logicians in the propositional calculus. Another view is that people rely on domain-specific or content-sensitive rules of inference. A third view is that people rely on mental models, that is, mental representations that correspond to imagined possibilities. A fourth view is that people compute probabilities. One controversial theoretical issue is the identification of an appropriate competence model, or a standard against which to compare human reasoning. Initially classical logic was chosen as a competence model. Subsequently, some researchers opted for non-monotonic logic and Bayesian probability. Research on mental models and reasoning has led to the suggestion that people are rational in principle but err in practice. Connectionist approaches towards reasoning have also been proposed. Despite the ongoing debate about the cognitive processes involved in human reasoning, recent research has shown that multiple approaches can be useful in modeling human thinking. For instance, studies have found that people's reasoning is often influenced by their prior beliefs, which can be modeled using Bayesian probability theory. Additionally, research on mental models has shown that people tend to reason about problems by constructing multiple mental representations of the situation, which can help them to identify relevant features and make inferences based on their understanding of the problem. Moreover, connectionist approaches to reasoning have also gained attention, which focus on the neural network models that can learn from data and generalize to new situations. == Development of reasoning == It is an active question in psychology how, why, and when the ability to reason develops from infancy to adulthood. Jean Piaget's theory of cognitive development posited general mechanisms and stages in the development of reasoning from infancy to adulthood. According to the neo-Piagetian theories of cognitive development, changes in reasoning with development come from increasing working memory capacity, increasing speed of processing, and enhanced executive functions and control. Increasing self-awareness is also an important factor. In their book The Enigma of Reason, the cognitive scientists Hugo Mercier and Dan Sperber put forward an "argumentative" theory of reasoning, claiming that humans evolved to reason primarily to justify our beliefs and actions and to convince others in a social environment. Key evidence for their theory includes the errors in reasoning that solitary individuals are prone to when their arguments are not criticized, such as logical fallacies, and how groups become much better at performing cognitive reasoning tasks when they communicate with one another and can evaluate each other's arguments. Sperber and Mercier offer one attempt to resolve the apparent paradox that the confirmation bias is so strong despite the function of reasoning naively appearing to be to come to veridical conclusions about the world. The study of the development of reasoning abilities is an ongoing area of research in psychology, and multiple factors have been proposed to explain how, why, and when reasoning develops from infancy to adulthood. Recent research has suggested that early experiences and social interactions play a critical role in the development of reasoning abilities. For example, studies have shown that infants as young as six months old can engage in basic logical reasoning, such as reasoning about the relationship between objects and their properties. Furthermore, research has highlighted the importance of parental interaction and cognitive stimulation in the development of children's reasoning abilities. Additionally, studies have suggested that cultural factors, such as educational practices and the emphasis on critical thinking, can also influence the development of reasoning skills across different populations. == Different sorts of reasoning == Philip Johnson-Laird trying to taxonomize thought, distinguished between goal-directed thinking and thinking without goal, noting that association was involved in unrelated reading. He argues that goal directed reasoning can be classified based on the problem space involved in a solution, citing Allen Newell and Herbert A. Simon. Inductive reasoning makes broad generalizations from specific cases or observations. In this process of reasoning, general assertions are made based on past specific pieces of evidence. This kind of reasoning allows the conclusion to be false even if the original statement is true. For example, if one observes a college athlete, one makes predictions and assumptions about other college athletes based on that one observation. Scientists use inductive reasoning to create theories and hypotheses. Philip Johnson-Laird distinguished inductive from deductive reasoning, in that the former creates semantic information while the later does not . In opposition, deductive reasoning is a basic form of valid reasoning. In this reasoning process a person starts with a known claim or a general belief and from there asks what follows from these foundations or how will these premises influence other beliefs. In other words, deduction starts with a hypothesis and examines the possibilities to reach a conclusion. Deduction helps people understand why their predictions are wrong and indicates that their prior knowledge or beliefs are off track. An example of deduction can be seen in the scientific method when testing hypotheses and theories. Although the conclusion usually corresponds and therefore proves the hypothesis, there are some cases where the conclusion is logical, but the generalization is not. For example, the argument, "All young girls wear skirts; Julie is a young

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  • Isotropic position

    Isotropic position

    In the fields of machine learning, the theory of computation, and random matrix theory, a probability distribution over vectors is said to be in isotropic position if its covariance matrix is proportional to the identity matrix. == Formal definitions == Let D {\textstyle D} be a distribution over vectors in the vector space R n {\textstyle \mathbb {R} ^{n}} . Then D {\textstyle D} is in isotropic position if, for vector v {\textstyle v} sampled from the distribution, E v v T = I d . {\displaystyle \mathbb {E} \,vv^{\mathsf {T}}=\mathrm {Id} .} A set of vectors is said to be in isotropic position if the uniform distribution over that set is in isotropic position. In particular, every orthonormal set of vectors is isotropic. As a related definition, a convex body K {\textstyle K} in R n {\textstyle \mathbb {R} ^{n}} is called isotropic if it has volume | K | = 1 {\textstyle |K|=1} , center of mass at the origin, and there is a constant α > 0 {\textstyle \alpha >0} such that ∫ K ⟨ x , y ⟩ 2 d x = α 2 | y | 2 , {\displaystyle \int _{K}\langle x,y\rangle ^{2}dx=\alpha ^{2}|y|^{2},} for all vectors y {\textstyle y} in R n {\textstyle \mathbb {R} ^{n}} ; here | ⋅ | {\textstyle |\cdot |} stands for the standard Euclidean norm.

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  • Automated Mathematician

    Automated Mathematician

    The Automated Mathematician (AM) is one of the earliest successful discovery systems. It was created by Douglas Lenat in Lisp, and in 1977 led to Lenat being awarded the IJCAI Computers and Thought Award. AM worked by generating and modifying short Lisp programs which were then interpreted as defining various mathematical concepts; for example, a program that tested equality between the length of two lists was considered to represent the concept of numerical equality, while a program that produced a list whose length was the product of the lengths of two other lists was interpreted as representing the concept of multiplication. The system had elaborate heuristics for choosing which programs to extend and modify, based on the experiences of working mathematicians in solving mathematical problems. == Controversy == Lenat claimed that the system was composed of hundreds of data structures called "concepts", together with hundreds of "heuristic rules" and a simple flow of control: "AM repeatedly selects the top task from the agenda and tries to carry it out. This is the whole control structure!" Yet the heuristic rules were not always represented as separate data structures; some had to be intertwined with the control flow logic. Some rules had preconditions that depended on the history, or otherwise could not be represented in the framework of the explicit rules. What's more, the published versions of the rules often involve vague terms that are not defined further, such as "If two expressions are structurally similar, ..." (Rule 218) or "... replace the value obtained by some other (very similar) value..." (Rule 129). Another source of information is the user, via Rule 2: "If the user has recently referred to X, then boost the priority of any tasks involving X." Thus, it appears quite possible that much of the real discovery work is buried in unexplained procedures. Lenat claimed that the system had rediscovered both Goldbach's conjecture and the fundamental theorem of arithmetic. Later critics accused Lenat of over-interpreting the output of AM. In his paper Why AM and Eurisko appear to work, Lenat conceded that any system that generated enough short Lisp programs would generate ones that could be interpreted by an external observer as representing equally sophisticated mathematical concepts. However, he argued that this property was in itself interesting—and that a promising direction for further research would be to look for other languages in which short random strings were likely to be useful. == Successor == This intuition was the basis of AM's successor Eurisko, which attempted to generalize the search for mathematical concepts to the search for useful heuristics.

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  • Canva

    Canva

    Canva Pty Ltd. is an Australian multinational proprietary software company launched in 2013 based in Sydney, Australia. The platform provides a graphic design platform to create visual content for presentations, websites, and other digital products. Its uses include templates for presentations, posters, and social media content, as well as photo and video editing functionality. The platform uses a drag-and-drop interface designed for users without professional design training or experience. Canva operates on a freemium model and has added features such as print services and video editing tools over time. == History == === 2013–2020 === Canva was founded in Perth, Australia, by Melanie Perkins, Cliff Obrecht and Cameron Adams on 1 January 2013. One of the company's early investors was Susan Wu, an American entrepreneur. In its first year, Canva had more than 750,000 users. In 2017, the company reached profitability and had 294,000 paying customers. In January 2018, Perkins announced that the company had raised A$40 million from Sequoia Capital, Blackbird Ventures, and Felicis Ventures, and the company was valued at A$1 billion. It raised A$70 million in May 2019, followed by A$85 million in October 2019 and the launch of Canva for Enterprise. In December 2019, Canva announced Canva for Education, a free product for schools and other educational institutions intended to facilitate collaboration between students and teachers. === 2021–2025 === In June 2020, Canva announced a partnership with FedEx Office and with Office Depot the following month. As of June 2020, Canva's valuation had risen to A$6 billion, rising to A$40 billion by September 2021. In September 2021, Canva raised US$200 million, with its value peaking that year at US$40 billion. By September 2022, the valuation of the company had leveled at US$26 billion. While Canva's value declined from its 2021 peak by mid-2022, it remained one of Australia's most prominent technology companies, alongside Atlassian. In March 2022, Canva had over 75 million monthly active users. In 2023, the pair were named in the Australian Financial Review's AFR Rich List as among the 10 most wealthy people in Australia. On 7 December 2022, Canva launched Magic Write, which is the platform's AI-powered copywriting assistant. On 22 March 2023, Canva announced its new Assistant tool, which makes recommendations on graphics and styles that match the user's existing design. On 11 January 2024, Canva launched its own GPT in OpenAI's GPT Store. The company has announced it intends to compete with Google and Microsoft in the office software category with website and whiteboard products. In May 2024, the company announced the launch of Canva Enterprise, a plan designed for large organisations, alongside new tools including Work Kits, Courses and AI capabilities. In 2024, it announced a co-funded solar energy project to enhance its sustainability efforts. On 10 April 2025, Canva released Visual Suite 2. The new interface combines Canva's design and productivity tools. New features include a spreadsheets application (Canva Sheets), a generative AI coding assistant (Canva Code), a chatbot, and an updated photo editor that can modify or remove background objects. In August 2025, Canva launched a stock sale to employees, valuing the company at US$42 billion. == Acquisitions == In 2018, the company acquired presentations startup Zeetings for an undisclosed amount, as part of its expansion into the presentations space. In May 2019, the company announced the acquisitions of Pixabay and Pexels, two free stock photography sites based in Germany, which enabled Canva users to access their photos for designs. In February 2021, Canva acquired Austrian startup Kaleido.ai and the Czech-based Smartmockups. In 2022, Canva acquired Flourish, a London-based data visualization startup. In March 2024, Canva acquired UK-based Serif, the developers of the Affinity suite of graphic design software, for approximately $380 million. In August 2024, Canva acquired the AI image generation platform and startup, Leonardo AI, for an undisclosed amount. In June 2025, it was announced that Canva had acquired Australian AI marketing startup MagicBrief for an undisclosed amount. In February 2026, Canva acquired two startups: Cavalry, which specializes in animation software, and MangoAI, which focuses on improving advertising performance. In April 2026, Canva acquired Simtheory, an AI Workflow Tool, and Ortto, a marketing automation tool. == Philanthropy == Canva's co-founders, Melanie Perkins and Cliff Obrecht, have publicly stated their intention to donate a significant portion of their personal wealth to charity. In 2021, Canva started a partnership with GiveDirectly, a nonprofit organization operating in low income areas that makes unconditional cash transfers to families living in extreme poverty. Since then, the company has donated $50 million to support GiveDirectly's work across Malawi. In 2025, Canva announced an additional $100 million commitment to expand its GiveDirectly partnership. == Controversies == === Data breach === In May 2019, Canva experienced a data breach in which the data of roughly 139 million users was exposed. The exposed data included real names of users, usernames, email addresses, geographical information, and password hashes for some users. In January 2020, approximately 4 million user passwords were decrypted and shared online. Canva responded by resetting the passwords of every user who had not changed their password since the initial breach. === Russian operations === In May 2022 Canva was criticized for continuing to provide free access to its services in Russia, even after suspending payment processing in the country. Activists from the Ukrainian diaspora in Australia and others said this could be viewed as indirectly supporting Russia’s war effort. They noted the company was the only one of several major Australian firms to receive the lowest “digging in” rating on a tracker run by the Yale School of Management for failing to pull out of Russia. Canva responded that it had suspended financial transactions in Russia from March 2022 and maintained the free version to allow the continued creation and sharing of “pro-peace and anti-war” content for its 1.4 million Russian users.

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  • Wetware computer

    Wetware computer

    A wetware computer is an organic computer (which can also be known as an artificial organic brain or a neurocomputer) composed of organic material "wetware" such as "living" neurons. Wetware computers composed of neurons are different than conventional computers because they use biological materials, and offer the possibility of substantially more energy-efficient computing. While a wetware computer is still largely conceptual, there has been limited success with construction and prototyping, which has acted as a proof of the concept's realistic application to computing in the future. The most notable prototypes have stemmed from the research completed by biological engineer William Ditto during his time at the Georgia Institute of Technology. His work constructing a simple neurocomputer capable of basic addition from leech neurons in 1999 was a significant discovery for the concept. This research was a primary example driving interest in creating these artificially constructed, but still organic brains. == Origins and theoretical foundations == The term wetware came from cyberpunk fiction, notably through Gibson's Neuromancer, but was quickly taken up in scientific literature to explain computation by biological material. Theories of early biological computation borrowed from Alan Turing's morphogenesis model, which showed that chemical interactions could produce complex patterns without centralized control. Hopfield's associative memory networks also provided a foundation for biological information systems with fault tolerance and self-organization. == Major characteristics and processes == Biological wetware systems demonstrate dynamic reconfigurability underpinned by neuroplasticity and enable continuous learning and adaptation. Reaction-diffusion-based computing and molecular logic gates allow spatially parallel information processing unachievable in conventional systems. These systems also show fault tolerance and self-repair at the cellular and network level. The development of cerebral organoids—miniature lab-grown brains—demonstrates spontaneous learning behavior and suggests biological tissue as a viable computational substrate. == Overview == The concept of wetware is an application of specific interest to the field of computer manufacturing. Moore's law, which states that the number of transistors which can be placed on a silicon chip is doubled roughly every two years, has acted as a goal for the industry for decades, but as the size of computers continues to decrease, the ability to meet this goal has become more difficult, threatening to reach a plateau. Due to the difficulty in reducing the size of computers because of size limitations of transistors and integrated circuits, wetware provides an unconventional alternative. A wetware computer composed of neurons is an ideal concept because, unlike conventional materials which operate in binary (on/off), a neuron can shift between thousands of states, constantly altering its chemical conformation, and redirecting electrical pulses through over 200,000 channels in any of its many synaptic connections. Because of this large difference in the possible settings for any one neuron, compared to the binary limitations of conventional computers, the space limitations are far fewer. == Background == The concept of wetware is distinct and unconventional and draws slight resonance with both hardware and software from conventional computers. While hardware is understood as the physical architecture of traditional computational devices, comprising integrated circuits and supporting infrastructure, software represents the encoded architecture of storage and instructions. Wetware is a separate concept that uses the formation of organic molecules, mostly complex cellular structures (such as neurons), to create a computational device such as a computer. In wetware, the ideas of hardware and software are intertwined and interdependent. The molecular and chemical composition of the organic or biological structure would represent not only the physical structure of the wetware but also the software, being continually reprogrammed by the discrete shifts in electrical pulses and chemical concentration gradients as the molecules change their structures to communicate signals. The responsiveness of a cell, proteins, and molecules to changing conformations, both within their structures and around them, ties the idea of internal programming and external structure together in a way that is alien to the current model of conventional computer architecture. The structure of wetware represents a model where the external structure and internal programming are interdependent and unified; meaning that changes to the programming or internal communication between molecules of the device would represent a physical change in the structure. The dynamic nature of wetware borrows from the function of complex cellular structures in biological organisms. The combination of "hardware" and "software" into one dynamic, and interdependent system which uses organic molecules and complexes to create an unconventional model for computational devices is a specific example of applied biorobotics. === The cell as a model of wetware === Cells in many ways can be seen as their form of naturally occurring wetware, similar to the concept that the human brain is the preexisting model system for complex wetware. In his book Wetware: A Computer in Every Living Cell (2009) Dennis Bray explains his theory that cells, which are the most basic form of life, are just a highly complex computational structure, like a computer. To simplify one of his arguments a cell can be seen as a type of computer, using its structured architecture. In this architecture, much like a traditional computer, many smaller components operate in tandem to receive input, process the information, and compute an output. In an overly simplified, non-technical analysis, cellular function can be broken into the following components: Information and instructions for execution are stored as DNA in the cell, RNA acts as a source for distinctly encoded input, processed by ribosomes and other transcription factors to access and process the DNA and to output a protein. Bray's argument in favor of viewing cells and cellular structures as models of natural computational devices is important when considering the more applied theories of wetware to biorobotics. === Biorobotics === Wetware and biorobotics are closely related concepts, which both borrow from similar overall principles. A biorobotic structure can be defined as a system modeled from a preexisting organic complex or model such as cells (neurons) or more complex structures like organs (brain) or whole organisms. Unlike wetware, the concept of biorobotics is not always a system composed of organic molecules, but instead could be composed of conventional material which is designed and assembled in a structure similar or derived from a biological model. Biorobotics have many applications and are used to address the challenges of conventional computer architecture. Conceptually, designing a program, robot, or computational device after a preexisting biological model such as a cell, or even a whole organism, provides the engineer or programmer the benefits of incorporating into the structure the evolutionary advantages of the model. == Effects on users == Wetware technologies such as BCIs and neuromorphic chips offer new possibilities for user autonomy. For those with disabilities, such systems could restore motor or sensory functions and enhance quality of life. However, these technologies raise ethical questions: cognitive privacy, consent over biological data, and risk of exploitation. Without proper oversight, wetware technologies may also widen inequality, favoring those with access to cognitive enhancements. Open governance frameworks and ethical AI design grounded in neuro ethics will be essential. With the development of wetware devices, disparities in access could exacerbate social inequalities, benefiting those who have resources to enhance cognitive or physical abilities. It is necessary to create strong ethical frameworks, inclusive development practices, and open systems of governance to reduce risks and make sure that wetware advances are beneficial to all segments of society. == Applications and goals == === Basic neurocomputer composed of leech neurons === In 1999 William Ditto and his team of researchers at Georgia Institute of Technology and Emory University created a basic form of a wetware computer capable of simple addition by harnessing leech neurons. Leeches were used as a model organism due to the large size of their neuron, and the ease associated with their collection and manipulation. However, these results have never been published in a peer-reviewed journal, prompting questions about the validity of the claims. The computer was able to complete basic addition through electrical probes

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  • Computational humor

    Computational humor

    Computational humor is a branch of computational linguistics and artificial intelligence which uses computers in humor research. It is a relatively new area, with the first dedicated conference organized in 1996. The first "computer model of a sense of humor" was suggested by Suslov as early as 1992. Investigation of the general scheme of the information processing show a possibility of a specific malfunction, conditioned by the necessity of a quick deletion from consciousness of a false version. This specific malfunction can be identified with a humorous effect on the psychological grounds; however, an essentially new ingredient, a role of timing, is added to a well known role of ambiguity. In biological systems, a sense of humour inevitably develops in the course of evolution, because its biological function consists in quickening the transmission of processed information into consciousness and in a more effective use of brain resources. A realization of this algorithm in neural networks explains naturally the mechanism of laughter: deletion of a false version corresponds to zeroing of some part of the neural network and excessive energy of neurons is thrown out to the motor cortex, arousing muscular contractions. Unfortunately, a practical realization of this algorithm needs extensive databases, whose creation in the automatic regime was suggested only recently . As a result, this magistral direction was not developed properly and subsequent investigations (see below) accepted somewhat specialized colouring. == Joke generators == === Pun generation === An approach to analysis of humor is classification of jokes. A further step is an attempt to generate jokes basing on the rules that underlie classification. Simple prototypes for computer pun generation were reported in the early 1990s, based on a natural language generator program, VINCI. Graeme Ritchie and Kim Binsted in their 1994 research paper described a computer program, JAPE, designed to generate question-answer-type puns from a general, i.e., non-humorous, lexicon. (The program name is an acronym for "Joke Analysis and Production Engine".) Some examples produced by JAPE are: Q: What is the difference between leaves and a car? A: One you brush and rake, the other you rush and brake. Q: What do you call a strange market? A: A bizarre bazaar. Since then the approach has been improved, and the latest report, dated 2007, describes the STANDUP joke generator, implemented in the Java programming language. The STANDUP generator was tested on children within the framework of analyzing its usability for language skills development for children with communication disabilities, e.g., because of cerebral palsy. (The project name is an acronym for "System To Augment Non-speakers' Dialog Using Puns" and an allusion to standup comedy.) Children responded to this "language playground" with enthusiasm, and showed marked improvement on certain types of language tests. The two young people, who used the system over a ten-week period, regaled their peers, staff, family and neighbors with jokes such as: "What do you call a spicy missile? A hot shot!" Their joy and enthusiasm at entertaining others was inspirational. === Other === Stock and Strapparava described a program to generate funny acronyms. == Joke recognition == A statistical machine learning algorithm to detect whether a sentence contained a "That's what she said" double entendre was developed by Kiddon and Brun (2011). There is an open-source Python implementation of Kiddon & Brun's TWSS system. A program to recognize knock-knock jokes was reported by Taylor and Mazlack. This kind of research is important in analysis of human–computer interaction. An application of machine learning techniques for the distinguishing of joke texts from non-jokes was described by Mihalcea and Strapparava (2006). Takizawa et al. (1996) reported on a heuristic program for detecting puns in the Japanese language. == Applications == A possible application for assistance in language acquisition is described in the section "Pun generation". Another envisioned use of joke generators is in cases of a steady supply of jokes where quantity is more important than quality. Another obvious, yet remote, direction is automated joke appreciation. It is known that humans interact with computers in ways similar to interacting with other humans that may be described in terms of personality, politeness, flattery, and in-group favoritism. Therefore, the role of humor in human–computer interaction is being investigated. In particular, humor generation in user interface to ease communications with computers was suggested. Craig McDonough implemented the Mnemonic Sentence Generator, which converts passwords into humorous sentences. Based on the incongruity theory of humor, it is suggested that the resulting meaningless but funny sentences are easier to remember. For example, the password AjQA3Jtv is converted into "Arafat joined Quayle's Ant, while TARAR Jeopardized thurmond's vase," an example chosen by combining politicians names with verbs and common nouns. == Related research == John Allen Paulos is known for his interest in mathematical foundations of humor. His book Mathematics and Humor: A Study of the Logic of Humor demonstrates structures common to humor and formal sciences (mathematics, linguistics) and develops a mathematical model of jokes based on catastrophe theory. Conversational systems which have been designed to take part in Turing test competitions generally have the ability to learn humorous anecdotes and jokes. Because many people regard humor as something particular to humans, its appearance in conversation can be quite useful in convincing a human interrogator that a hidden entity, which could be a machine or a human, is in fact a human.

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