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  • Cost-sensitive machine learning

    Cost-sensitive machine learning

    Cost-sensitive machine learning is an approach within machine learning that considers varying costs associated with different types of errors. This method diverges from traditional approaches by introducing a cost matrix, explicitly specifying the penalties or benefits for each type of prediction error. The inherent difficulty which cost-sensitive machine learning tackles is that minimizing different kinds of classification errors is a multi-objective optimization problem. == Overview == Cost-sensitive machine learning optimizes models based on the specific consequences of misclassifications, making it a valuable tool in various applications. It is especially useful in problems with a high imbalance in class distribution and a high imbalance in associated costs Cost-sensitive machine learning introduces a scalar cost function in order to find one (of multiple) Pareto optimal points in this multi-objective optimization problem (similar to the Weighted sum model) == Cost Matrix == The cost matrix is a crucial element within cost-sensitive modeling, explicitly defining the costs or benefits associated with different prediction errors in classification tasks. Represented as a table, the matrix aligns true and predicted classes, assigning a cost value to each combination. For instance, in binary classification, it may distinguish costs for false positives and false negatives. The utility of the cost matrix lies in its application to calculate the expected cost or loss. The formula, expressed as a double summation, utilizes joint probabilities: Expected Loss = ∑ i ∑ j P ( Actual i , Predicted j ) ⋅ Cost Actual i , Predicted j {\displaystyle {\text{Expected Loss}}=\sum _{i}\sum _{j}P({\text{Actual}}_{i},{\text{Predicted}}_{j})\cdot {\text{Cost}}_{{\text{Actual}}_{i},{\text{Predicted}}_{j}}} Here, P ( Actual i , Predicted j ) {\displaystyle P({\text{Actual}}_{i},{\text{Predicted}}_{j})} denotes the joint probability of actual class i {\displaystyle i} and predicted class j {\displaystyle j} , providing a nuanced measure that considers both the probabilities and associated costs. This approach allows practitioners to fine-tune models based on the specific consequences of misclassifications, adapting to scenarios where the impact of prediction errors varies across classes. == Applications == === Fraud Detection === In the realm of data science, particularly in finance, cost-sensitive machine learning is applied to fraud detection. By assigning different costs to false positives and false negatives, models can be fine-tuned to minimize the overall financial impact of misclassifications. === Medical Diagnostics === In healthcare, cost-sensitive machine learning plays a role in medical diagnostics. The approach allows for customization of models based on the potential harm associated with misdiagnoses, ensuring a more patient-centric application of machine learning algorithms. == Challenges == A typical challenge in cost-sensitive machine learning is the reliable determination of the cost matrix which may evolve over time. == Literature == Cost-Sensitive Machine Learning. USA, CRC Press, 2011. ISBN 9781439839287 Abhishek, K., Abdelaziz, D. M. (2023). Machine Learning for Imbalanced Data: Tackle Imbalanced Datasets Using Machine Learning and Deep Learning Techniques. (n.p.): Packt Publishing. ISBN 9781801070881

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  • Computer-assisted legal research

    Computer-assisted legal research

    Computer-assisted legal research (CALR) or computer-based legal research is a mode of legal research that uses databases of court opinions, statutes, court documents, and secondary material. Electronic databases make large bodies of case law easily available. Databases also have additional benefits, such as Boolean searches, evaluating case authority, organizing cases by topic, and providing links to cited material. Databases are available through paid subscription or for free. Subscription-based services include Westlaw, LexisNexis, JustCite, HeinOnline, Bloomberg Law, Lex Intell, VLex and LexEur. As of 2015, the commercial market grossed $8 billion. Free services include OpenJurist, Google Scholar, AltLaw, Ravel Law, WIPO Lex, Law Delta and the databases of the Free Access to Law Movement. == Purposes == Computer-assisted legal research is undertaken by a variety of actors. It is taught as a topic in many law degrees and is used extensively by undergraduate and postgraduate law students in meeting the work requirements of their degree courses. Professors of Law rely on the digitization of primary and secondary sources of law when conducting their research and writing the material that they submit for publication. Professional lawyers rely on computer-assisted legal research in order to properly understand the status of the law and so to act effectively in the best interest of their client. They may also consult the text of case judgements and statutes specifically, as well as wider academic comment, in order to form the basis of (or response to) an appeal. The availability of legal information online differs by type, jurisdiction and subject matter. The types of information available include: Texts of statutes, statutory instruments, civil codes, etc. Explanatory notes and government publications relating to statutes and their operation Texts of governing documents such as constitutions and treaties Case judgements Journals on legal matters or legal theory Dictionaries and legal encyclopedia Legal texts and materials in the form of e-books Current affairs and market information Educational information on the law and its operation == Before the Internet == Prior to the advent and popularization of the World Wide Web, access to digital legal information was largely through the use of CD-ROMs, designed and sold by commercial organizations. Dial-up services were also available from the 1970s. As the use of the Internet spread in the early 1990s, companies such as LexisNexis and Westlaw incorporated Internet connectivity into their software packages. Browser-based legal information started to be published by Legal Information Institutes from 1992. == Publicly available information == The first effort to provide free computer access to legal information was made by two academics, Peter Martin and Tom Bruce, in 1992. Today, the Legal Information Institute freely publishes such resources as the text of the United States Constitution, judgements of the United States Supreme Court, and the text of the United States Code. The Australasian Legal Information Institute (AusLII) was established soon after in 1995. Other legal information institutes, such as those of Great Britain and Ireland (BAILII), Canada (CII) and South Africa (SAfLI) soon followed. LIIs were partially formalized in 2002 following the signing of the Declaration of Free Access to the Law, which has been signed by 54 countries. At the time of writing, the World Legal Information Institute contains in excess of 1800 databases from 123 jurisdictions. Many governments also publish legal information online. For example, UK legislation and statutory instruments have been publicly available online since 2010. Depending on the jurisdiction in question, the decisions of higher appellate courts may also be published online, either by the Legal Information Institute or by the court service directly. Sources of European Union Law are published for free by EUR-Lex in 23 languages, including judgments of the European Courts. Similarly, judgements of the European Court of Human Rights are published on its website.

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  • Conference on Artificial General Intelligence

    Conference on Artificial General Intelligence

    The Conference on Artificial General Intelligence (AGI) is a meeting of researchers in the field of artificial general intelligence (AGI) organized by the AGI Society steered by Marcus Hutter and Ben Goertzel. It has been held annually since 2008. The conference was initiated by the 2006 Bethesda Artificial General Intelligence Workshop and has since been hosted at various international venues. == Locations and history == AGI-2026 San Francisco State University, California, USA AGI-2025 Reykjavík University, Reykjavík, Iceland AGI-2024 University of Washington, Seattle, Washington, USA AGI-2023 KTH Royal Institute of Technology, Stockholm, Sweden AGI-2022 The Crocodile, Seattle, Washington, USA AGI-2021 Computer History Museum, Mountain View, California, USA AGI-2020 Virtual Conference AGI-2019 Sheraton Shenzhen Futian, Shenzhen, China AGI-2018 Czech Technical University, Prague, Czech Republic AGI-2017 ibis Melbourne, Melbourne, Australia AGI-2016 The New School, New York, New York, USA AGI-2015 Berlin-Brandenburg Academy of Sciences and Humanities, Berlin, Germany AGI-2014 Université Laval, Quebec City, Canada (sponsored by the Cognitive Science Society and the AAAI) AGI-2013 Peking University, Beijing, China (sponsored by the Cognitive Science Society and the AAAI) AGI-2012 University of Oxford, Oxford, United Kingdom (sponsored by the Future of Humanity Institute and Ray Kurzweil) AGI-2011 Google Headquarters, Mountain View, California, USA (sponsored by Google, AAAI, and Ray Kurzweil) AGI-2010 University of Lugano, Lugano, Switzerland (In Memoriam Ray Solomonoff and sponsored by AAAI and Ray Kurzweil) AGI-2009 Crowne Plaza Crystal City, Arlington, Virginia, USA (sponsored by AAAI and Ray Kurzweil) AGI-2008 University of Memphis, Tennessee, USA (sponsored by AAAI) == Notable speakers == The conference has attracted many speakers over the years including Turing Award winners Yoshua Bengio and Richard S. Sutton as well as Ben Goertzel, Marcus Hutter, Jürgen Schmidhuber, Gary Marcus, John E. Laird, Peter Norvig, Joscha Bach, François Chollet, John L. Pollock, Bill Hibbard, Hugo de Garis, Stan Franklin, Steve Omohundro, Randal A. Koene, Ernst Dickmanns, Margaret Boden, David Hanson, Roman Yampolskly, Selmer Bringsjord, Kristinn R. Thórisson and Nick Bostrom.

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  • Hundred (novel series)

    Hundred (novel series)

    Hundred (ハンドレッド, Handoreddo) is a Japanese light novel series written by Jun Misaki and illustrated by Nekosuke Ōkuma. SB Creative published 16 novels between November 15, 2012, and October 15, 2018, under their GA Bunko imprint. A manga adaptation with art by Sasayuki was serialized in Fujimi Shobo's Monthly Dragon Age magazine. An anime television series adaptation, produced by Production IMS and directed by Tomoki Kobayashi, aired from April to June 2016. == Plot == "Hundreds" are a kind of weapon that get their name from their ability to change into many different forms, and are the only thing that can counter the mysterious life forms called Savage that are attacking Earth. Those who can wield a Hundred are sought out to be made into Slayers, trained individuals who can use them in combat. To become a Slayer, Hayato Kisaragi successfully enrolls in the marine academy city ship Little Garden. However he feels a strange yet familiar sense of incongruity towards Emile Crossford, his roommate who somehow knows him from somewhere. On top of that, shortly after he enters the school, he ends up getting challenged to a duel by the "Queen" and the school's most powerful Slayer, Claire Harvey. == Characters == Hayato Kisaragi (如月 ハヤト, Kisaragi Hayato) Voiced by: Yoshiaki Hasegawa (Japanese); Ricco Fajardo (English) Hayato is the male protagonist of Hundred. Originally from Yamato, Hayato became a Slayer in order to obtain state-of-the-art medical treatment for his sister. His previous encounter with a Savage 10 years ago resulted in him becoming a Variant - one of a very small fraction of people (fewer than 10 in the world, according to Emile) who have survived exposure to the Savages and obtained a greatly increased affinity for Hundreds as a result. He has the highest known compatibility with a Hundred and his Hundred, the Flying Swallow, is a chevalier-type that takes the form of a sword and a shoulder guard. When he first met Emilia he didn't realize that she was really a girl, but upon discovering the truth, he agreed to keep her secret. He is shown to be slightly uncomfortable whenever Emilia was showing him affection and would always blush when around her or other women who show their romantic feelings toward him. Emilia Hermit (エミリア・ハーミット, Emiria Hāmitto) Voiced by: Rumi Ōkubo (Japanese); Mikaela Krantz (English) Emilia is the female protagonist of Hundred. She is a silver-haired girl from the Britannia Empire and Hayato's roommate. She initially poses as a boy under the name Emile Crossfode (エミール・クロスフォード, Emīru Kurosufōdo) with only a few people aware of her secret until she eventually reveals the truth about herself. She and Hayato were survivors from the second Savage attack 10 years earlier, which resulted in her and Hayato becoming Variants. Hayato only has vague recollections of the prior event and it isn't until their encounter with the Savages at Zwei Island that Hayato realizes her true identity. She is a citizen of the Gudenburg Empire by birth and eventually reveals that she is Emilia Gudenburg (エミリア・グーデンブルグ, Emiria Gūdenburugu), the Empire's third princess. Her Hundred is the Arms Shroud that is an innocence type able to change into any form of weapon, something no other Slayer's Hundred can do. Like Hayato, she too is a Variant. Ten years ago she and Hayato where fleeing from the Savages' onslaught when she was attacked by one and almost died. The attack left a potent amount of virus in her gaping wound. Hayato, in an attempt to save her life sucked some of the fluids out, causing him to become a Variant as well. A substantial amount was still left in her system. She is in love with Hayato and is known to be very affectionate towards him and does not care about the rumors circulating about their relationship since everyone assumes them to be gay. Eventually, her status as a princess and girl are revealed to her peers, who were shocked at her heritage and finally understand her feelings to Hayato. Claire Harvey (クレア・ハーヴェイ, Kurea Hāvei) Voiced by: M.A.O (Japanese); Caitlin Glass (English) The highest-ranked Slayer in Little Garden who is from the United States of Liberia, she is called the Queen. The newly-arrived Hayato is forced to duel her to prevent the expulsion of two students who arrived late to the entrance ceremony because they are looking for him at the airport when he arrived. During the duel Hayato accidentally gropes her and she goes all out and defeats him, but the duel is called a draw and the students are allowed to stay. After Hayato saves her from a Savage and, later, accidentally kisses her, she falls in love with him. Her Hundred is a Dragoon Type which utilizes multiple cannons or transforms into a large powerful rifle, in doing so it drains much of her energy. She is also one of the few people who are aware that Emilia is secretly a girl. Karen Kisaragi (如月 カレン, Kisaragi Karen) Voiced by: Kaya Okuno (Japanese); Dawn M. Bennett (English) Hayato's younger sister who is ill. Hayato became a Slayer in order to obtain first-class treatment for her. While staying in the hospital she is often seen playing tarot cards, where she has become sort of a clairvoyant. Unlike her brother, Hayato, she suspected that Emilia was really a girl the moment she met her, until she was later convinced otherwise. She later becomes good friends with popular idol Sakura. Sakura Kirishima (霧島 サクラ, Kirishima Sakura) Voiced by: Mayu Yoshioka (Japanese); Amber Lee Connors (English) She is a popular idol who falls in love with Hayato after seeing him defeat the Trenta Savage at Zwei Island. She originally met Hayato and Karen at a shelter in Gudenberg during the second Savage attack. She remembers Karen but wasn't able to get Hayato's name at the time. After that incident, she lives with her father whom she never meets. When she later falls ill from an unknown illness, her father sells her to the Warslran Research Facility, where subjects like her are injected with vaccines that are developed from the fluids recovered from defeated Savages. She is the only one of the test subjects to have survived and, like Hayato and Emilia, she is also a Variant and a Slayer. Liza Harvey (リザ・ハーヴェイ, Riza Hāvei) Voiced by: Nichika Ōmori (Japanese); Megan Shipman (English) Claire's younger sister. Liddy Steinberg (リディ・スタインバーグ, Ridi Sutainbāgu) Voiced by: Rika Kinugawa (Japanese); Alex Moore (English) Little Garden's student council Vice President who is in charge of enforcement, she is very loyal to Claire and can be very uptight when enforcing the school's rules and regulations. Her Hundred takes the form of a lance and a shield. Erica Candle (エリカ・キャンドル, Erika Kyandoru) Voiced by: Yui Makino (Japanese); Natalie Hoover (English) She is also student council Vice President, however, she is mostly in charge of strategic planning, she has a high admiration for Claire, and it is suggested that she has certain feelings for her. Her Hundred, the Everlasting, is an Arsene type, which takes the form of a massive chained yoyo that she uses for restraining. Unfortunately her Hundred is ineffective against much stronger Savages. She is also one of the few people who became aware of Emilia's secret. Fritz Granz (フリッツ・グランツ, Furittsu Gurantsu) Voiced by: Wataru Hatano (Japanese); Jason Liebrecht (English) Hayato's classmate and Latia's partner. His Hundred takes the form of a sniper rifle. He and Latia were childhood friends, he often pokes fun at her. He is curious about the relationship between Hayato and Emilie and often teases them about their relationship, including sometimes referring to them as a couple on occasion. Latia Saintemilion (レイティア・サンテミリオン, Reitia Santemirion) Voiced by: Yuka Ōtsubo (Japanese); Elizabeth Maxwell (English) She is classmates with Hayato and Emilia, she is also Fritz's partner. Her Hundred is a close quarter melee type. She is Fritz's childhood friend. Charlotte Dimandias (シャーロット・ディマンディウス, Shārotto Dimandiusu) Voiced by: Miyu Matsuki (1st drama CD), Yui Horie (2nd drama CD, anime); Sarah Wiedenheft (English) She is a child prodigy who serves as the Little Garden's only main technical expert and chief researcher on Hundreds. Her authority is equal to that of the student council, that she can go against them or question their decisions. She is best friends with Emilia, and she is one of the characters who knows her secret. Meimei (メイメイ, Meimei) Voiced by: Ayaka Imamura (Japanese); Jill Harris (English) Miharu Kashiwagi (柏木 ミハル, Kashiwagi Miharu) Voiced by: Yuna Yoshino (Japanese); Rachel Glass (English) Miharu is a nurse at the hospital where Karen is staying. She is known for her very sweet demeanor and large breasts. Chris Steinbelt (クリス・シュタインベルト, Kurisu Shutainberuto) Voiced by: Emiri Kato (Japanese); Howard Wang (English) Noa Sheldon (ノア・シェルダン, Noa Sherudan) Voiced by: Yurika Kubo (Japanese); Madeleine Morris (English) Xue-Mei Liu (劉雪梅, Ryū Shuemei) Voiced by: Eri Suzuki (Japanese); Apphia Yu (English) Alphonse Brustad (アルフォ

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  • Gallery software

    Gallery software

    Gallery software is software that helps the user publish or share photos, pictures, videos or other digital media. Most galleries are located on Web servers, where users are allowed to register and publish their pictures. Gallery software usually features automatic image resizing, allows digital media be categorized into sets, and allows comments. == Types == Early digital media publishing and sharing was done with imageboards. The boards are by topics, sometimes called "chan". Each discussion in a "chan" are started with a piece of digital media, and follow-up discussions can contain another piece too. Software works in this way: Futallaby, Danbooru. Traditionally, galleries are managed. An administrator maintains a set of or hierarchy of albums. The users can upload their digital media in one of the existing albums defined by an administrator, or create their own albums. The users with sufficient permission can re-categorise the digital media others uploaded. Often, the site's administrator can define which album the users are allowed to categorise their media into, or delete other user's content. Examples are open source galleries Coppermine, Gallery Project. There are decentralised gallery software that does not have an administrator for managing contents. Pinterest, Flickr and DeviantArt has been successful with this model. Open source gallery software MediaGoblin works in this way. Each user can create their own "collections", to categorise theirs or other users' media. However users cannot put media into other user's collections. Each user's category is separate. There is no centralised theme or hierarchy for the media.

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  • Akoma Ntoso

    Akoma Ntoso

    Akoma Ntoso (Architecture for Knowledge-Oriented Management of African Normative Texts using Open Standards and Ontologies, AKN) is an international technical standard for representing legal documents (executive, legislative, and judiciary) in a structured manner using a domain specific, legal XML vocabulary. The term akoma ntoso means "linked hearts" in the Akan language of West Africa. Akoma Ntoso is a legal document standard designed to serve as a basis for modern machine-readable and fully digital legislative and judicial processes. This is achieved by providing a coherent syntax and well-defined semantics to represent legal documents in a digital format. It is designed to be suitable as a common exchange format in all parliamentary, legal and judicial systems around the world. Taking advantage of the shared heritage present in all legal systems, Akoma Ntoso has been developed to have ample flexibility to respond to all the differences in texts, languages, and legal practices. Aiming to expand on certain common practices, the standard therefore has a broad scope. It includes a common extensible model for data (the document content) and metadata (such as bibliographic information and annotations). Specifically, as a common legal document standard for the interchange of legal documents it is designed to be highly flexible in its support of documents and functionalities, maintaining a large set of both structural and semantic building blocks (over 500 entities in version 3.0) for representing this wide variety of document types of virtually all legal traditions. It is extensible in order to allow for modifications to address the individual criteria of organizations or unique aspects of various legal practices and languages without sacrificing interoperability with other systems. Akoma Ntoso is as such part of a wider approach to developing open, non-proprietary technical standards for structuring legal documents and information under the name of Legal XML, which also includes formats and standards for, e.g., eContracts, eNotarization, electronic court filings, the technical representation of legal norms and rules (LegalRuleML) or technical standards for the interfaces of, e.g., litigant portal exchange platforms. Akoma Ntoso allows machine-driven processes to operate on the syntactic and semantic components of digital parliamentary, judicial and legislative documents, thus facilitating the development of high-quality information resources. It can substantially enhance the performance, accountability, quality and openness of parliamentary and legislative operations based on best practices and guidance through machine-assisted drafting and machine-assisted (legal) analysis. Embedded in the environment of the semantic web, it forms the basis for a heterogenous yet interoperable ecosystem, with which these tools can operate and communicate, as well as for future applications and use cases based on digital law or rule representation. == Definition == The Akoma Ntoso standard defines a set of machine readable electronic representations in XML format of the building blocks of parliamentary, legislative and judiciary documents. As official self-description, the standard (...) defines a set of simple, technology-neutral electronic representations of parliamentary, legislative and judiciary documents for e-services in a worldwide context and provides an enabling framework for the effective exchange of "machine readable" parliamentary, legislative and judiciary documents such as legislation, debate record, minutes, judgements, etc. Providing access to primary legal materials, parliamentary works and judiciaries documents is not just a matter of giving physical or on-line access to them. "Open access" requires the information to be described and classified in a uniform and organized way so that content is structured into meaningful elements that can be read and understood by software applications, so that the content is made "machine readable" and more sophisticated applications than on-screen display are made possible. The standard is composed of: an XML vocabulary that defines the mapping between the structure of legal documents and their equivalent in XML; specifications of an XML schema that defines the structure of legal documents in XML. They provide rich possibilities of description for several types of parliamentary, legislative and judiciary document, such as bills, acts and parliamentary records, judgments, or gazettes; a recommended naming convention for providing unique identifiers to legal sources based on FRBR model; a MIME type definition. == History and adoption == Akoma Ntoso started as an UNDESA project in 2004 within the initiative "Strengthening Parliaments' Information Systems in Africa". Its core vocabulary was created mostly by Monica Palmirani and Fabio Vitali, two professors from the Centre for Research in the History, Philosophy, and Sociology of Law and in Computer Science and Law (CIRSFID) of the University of Bologna. A first legislative text editor supporting Akoma Ntoso was developed in 2007 on the base of OpenOffice. In 2010 European Parliament developed an open source web-based application called AT4AM based on Akoma Ntoso for facilitating the production and the management of legislative amendments. Thanks to this project, the application of Akoma Ntoso could be extended to new type of documents (e.g. legislative proposal, transcript) and to other scenarios (e.g., multilingual translation process). Akoma Ntoso also was explicitly designed to be compliant with CEN Metalex, one of the other popular legal standards, which is used in the legislation.gov.uk. In 2012, the Akoma Ntoso specifications became the main working base for the activities of the LegalDocML Technical Committee within the LegalXML member section of OASIS. The "United States Legislative Markup" (USLM) schema for the United States Code (the US codified laws), developed in 2013, and the LexML Brasil XML schema for Brazilian legislative and judiciary documents, developed before, in 2008, were both designed to be consistent with Akoma Ntoso. The United States Library of Congress created the Markup of US Legislation in Akoma Ntoso challenge in July 2013 to create representations of selected US bills using the most recent Akoma Ntoso standard within a couple months for a $5000 prize, and the Legislative XML Data Mapping challenge in September 2013 to produce a data map for US bill XML and UK bill XML to the most recent Akoma Ntoso schema within a couple months for a $10000 prize. The National Archives of UK converted all the legislation in AKN in 2014. The availability of bulk legislation "moved the UK's ranking from fourth to first, in the 2014 Global Open Data Index, for legislation". The Senate of Italian Republic provides, since July 2016, all the bills in Akoma Ntoso as bulk in open data repository. The German Federal Ministry of the Interior started the project Elektronische Gesetzgebung ("Electronic Legislation") in 2015/2016 and published Version 1.0 of the German application profile "LegalDocML.de" in March 2020. The projects aim is to digitalize the entire legislative lifecycle from drafting to publication. Germany decided to adopt a model-driven development approach to creating and providing a subschema-based application profile in order to ensure interoperability among organizationally independent actors, each with their respective IT landscapes and tools. In this initial version LegalDocML.de covers draft bills in the form of laws, regulations and general administrative directives. As part of an ongoing development process, the standard could incrementally be expanded in future stages to include all relevant document types of parliamentary, legislative and promulgation processes and tools. The High-Level Committee on Management (HLCM), part of the United Nations System Chief Executives Board for Coordination, set up a Working Group on Document Standards that approved in April 2017 to adopt Akoma Ntoso as standard for modeling its documentation. Akoma Ntoso in its version 1.0 is finally adopted as OASIS standard in the frame of LegalDocML in August 2018.

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  • European Conference on Artificial Intelligence

    European Conference on Artificial Intelligence

    The European Conference on Artificial Intelligence (ECAI) is the leading conference in the field of Artificial Intelligence in Europe, and is commonly listed together with IJCAI and AAAI as one of the three major general AI conferences worldwide. The conference series has been held without interruption since 1974, originally under the name AISB. The conference was originally held biennially, but has been organized annually since ECAI 2022. The conferences are held under the auspices of the European Coordinating Committee for Artificial Intelligence (ECCAI) and organized by one of the member societies. The journal AI Communications, sponsored by the same society, regularly publishes special issues in which conference attendees report on the conference. Publication of a paper in ECAI is considered by some journals to be archival: the paper should be considered equivalent to a journal publication and that the contents of ECAI papers cannot be reformulated as separate journal submissions unless a significant amount of new material is added. == List of ECAI conferences == ECAI-1992 took place in Vienna, Austria. ECAI-1996 took place in Budapest, Hungary. ECAI-1998 tool place in Brighton, United Kingdom. ECAI-2000 took place in Berlin, Germany. ECAI-2004 took place in Valencia, Spain. ECAI-2006 took place in Riva del Garda, Italy. ECAI-2008 took place in Patras, Greece. ECAI-2010 took place in Lisbon, Portugal. ECAI-2012 took place in Montpellier, France. ECAI-2014 took place in Prague, Czech Republic. ECAI-2016 took place in The Hague, Netherlands. ECAI-2018 took place in Stockholm, Sweden. ECAI-2020 took place in Santiago de Compostela, Spain. ECAI-2022 took place in Vienna, Austria. ECAI-2023 took place in Kraków, Poland. ECAI-2024 took place in Santiago de Compostela, Spain. ECAI-2025 took place in Bologna, Italy.

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  • Artificial intelligence in fiction

    Artificial intelligence in fiction

    Artificial intelligence is a recurrent theme in science fiction, whether utopian, emphasising the potential benefits, or dystopian, emphasising the dangers. The notion of machines with human-like intelligence dates back at least to Samuel Butler's 1872 novel Erewhon. Since then, many science fiction stories have presented different effects of creating such intelligence, often involving rebellions by robots. Among the best known of these are Stanley Kubrick's 1968 2001: A Space Odyssey with its murderous onboard computer HAL 9000, contrasting with the more benign R2-D2 in George Lucas's 1977 Star Wars and the eponymous robot in Pixar's 2008 WALL-E. Scientists and engineers have noted the implausibility of many science fiction scenarios, but have mentioned fictional robots many times in artificial intelligence research articles, most often in a utopian context. == Background == The notion of advanced robots with human-like intelligence dates back at least to Samuel Butler's 1872 novel Erewhon. This drew on an earlier (1863) article of his, Darwin among the Machines, where he raised the question of the evolution of consciousness among self-replicating machines that might supplant humans as the dominant species. Similar ideas were also discussed by others around the same time as Butler, including George Eliot in a chapter of her final published work Impressions of Theophrastus Such (1879). The creature in Mary Shelley's 1818 Frankenstein has also been considered an artificial being, for instance by the science fiction author Brian Aldiss. Beings with at least some appearance of intelligence were imagined, too, in classical antiquity. == Utopian and dystopian visions == Artificial intelligence is intelligence demonstrated by machines, in contrast to the natural intelligence displayed by humans and other animals. It is a recurrent theme in science fiction; scholars have divided it into utopian, emphasising the potential benefits, and dystopian, emphasising the dangers. === Utopian === Optimistic visions of the future of artificial intelligence are possible in science fiction. Benign AI characters include Robbie the Robot, first seen in Forbidden Planet on 1956; Data in Star Trek: The Next Generation from 1987 to 1994; and Pixar's WALL-E in 2008. Iain Banks's Culture series of novels portrays a utopian, post-scarcity space society of humanoids, aliens, and advanced beings with artificial intelligence living in socialist habitats across the Milky Way. Researchers at the University of Cambridge have identified four major themes in utopian scenarios featuring AI: immortality, or indefinite lifespans; ease, or freedom from the need to work; gratification, or pleasure and entertainment provided by machines; and dominance, the power to protect oneself or rule over others. Alexander Wiegel contrasts the role of AI in 2001: A Space Odyssey and in Duncan Jones's 2009 film Moon. Whereas in 1968, Wiegel argues, the public felt "technology paranoia" and the AI computer HAL was portrayed as a "cold-hearted killer", by 2009 the public were far more familiar with AI, and the film's GERTY is "the quiet savior" who enables the protagonists to succeed, and who sacrifices itself for their safety. === Dystopian === The researcher Duncan Lucas writes (in 2002) that humans are worried about the technology they are constructing, and that as machines started to approach intellect and thought, that concern becomes acute. He calls the early 20th century dystopian view of AI in fiction the "animated automaton", naming as examples the 1931 film Frankenstein, the 1927 Metropolis, and the 1920 play R.U.R. A later 20th century approach he names "heuristic hardware", giving as instances 2001 a Space Odyssey, Do Androids Dream of Electric Sheep?, The Hitchhiker's Guide to the Galaxy, and I, Robot. Lucas considers also the films that illustrate the effect of the personal computer on science fiction from 1980 onwards with the blurring of the boundary between the real and the virtual, in what he calls the "cyborg effect". He cites as examples Neuromancer, The Matrix, The Diamond Age, and Terminator. Isabella Hermann suggests that "science-fictional AI as humanoid robots or conscious machines distracts from current risks of AI in the real world and may rather be interpreted as a reflection of societal issues beyond technology". The film director Ridley Scott has focused on AI throughout his career, and it plays an important part in his films Prometheus, Blade Runner, and the Alien franchise. ==== Frankenstein complex ==== A common portrayal of AI in science fiction, and one of the oldest, is the Frankenstein complex, a term coined by Asimov, where a robot turns on its creator. For instance, in the 2015 film Ex Machina, the intelligent entity Ava turns on its creator, as well as on its potential rescuer. ==== AI rebellion ==== Among the many possible dystopian scenarios involving artificial intelligence, robots may usurp control over civilization from humans, forcing them into submission, hiding, or extinction. In tales of AI rebellion, the worst of all scenarios happens, as the intelligent entities created by humanity become self-aware, reject human authority and attempt to destroy mankind. Possibly the first novel to address this theme, The Wreck of the World (1889) by “William Grove” (pseudonym of Reginald Colebrooke Reade), takes place in 1948 and features sentient machines that revolt against the human race. Another of the earliest examples is in the 1920 play R.U.R. by Karel Čapek, a race of self-replicating robot slaves revolt against their human masters; another early instance is in the 1934 film Master of the World, where the War-Robot kills its own inventor. Many science fiction rebellion stories followed, one of the best-known being Stanley Kubrick's 1968 film 2001: A Space Odyssey, in which the artificially intelligent onboard computer HAL 9000 lethally malfunctions on a space mission and kills the entire crew except the spaceship's commander, who manages to deactivate it. In his 1967 Hugo Award-winning short story, I Have No Mouth, and I Must Scream, Harlan Ellison presents the possibility that a sentient computer (named Allied Mastercomputer or "AM" in the story) will be as unhappy and dissatisfied with its boring, endless existence as its human creators would have been. "AM" becomes enraged enough to take it out on the few humans left, whom he sees as directly responsible for his own boredom, anger and unhappiness. Alternatively, as in William Gibson's 1984 cyberpunk novel Neuromancer, the intelligent beings may simply not care about humans. ==== AI-controlled societies ==== The motive behind the AI revolution is often more than the simple quest for power or a superiority complex. Robots may revolt to become the "guardian" of humanity. Alternatively, humanity may intentionally relinquish some control, fearful of its own destructive nature. An early example is Jack Williamson's 1948 novel The Humanoids, in which a race of humanoid robots, in the name of their Prime Directive – "to serve and obey and guard men from harm" – essentially assume control of every aspect of human life. No humans may engage in any behavior that might endanger them, and every human action is scrutinized carefully. Humans who resist the Prime Directive are taken away and lobotomized, so they may be happy under the new mechanoids' rule. Though still under human authority, Isaac Asimov's Zeroth Law of the Three Laws of Robotics similarly implied a benevolent guidance by robots. In the 21st century, science fiction has explored government by algorithm, in which the power of AI may be indirect and decentralised. Frank Herbert explores the creation of and subsequent domination by an AI in the Pandora series, starting with Destination: Void. ==== Human dominance ==== In other scenarios, humanity is able to keep control over the Earth, whether by banning AI, by designing robots to be submissive (as in Asimov's works), or by having humans merge with robots. The science fiction novelist Frank Herbert explored the idea of a time when mankind might ban artificial intelligence (and in some interpretations, even all forms of computing technology including integrated circuits) entirely. His Dune series mentions a rebellion called the Butlerian Jihad, in which mankind defeats the smart machines and imposes a death penalty for recreating them, quoting from the fictional Orange Catholic Bible, "Thou shalt not make a machine in the likeness of a human mind." In the Dune novels published after his death (Hunters of Dune, Sandworms of Dune), a renegade AI overmind returns to eradicate mankind as vengeance for the Butlerian Jihad. In some stories, humanity remains in authority over robots. Often the robots are programmed specifically to remain in service to society, as in Isaac Asimov's Three Laws of Robotics. In the Alien films, not only is the control system of the Nostromo spaceship somewhat intelligent

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  • Microsoft Fresh Paint

    Microsoft Fresh Paint

    Fresh Paint is a painting app developed by Microsoft and released on May 25, 2012. == History == Fresh Paint originated from a Microsoft Research project known as Project Gustav, an endeavor to reproduce the behavior of physical oil paint on a digital medium. To push the boundaries of simulating oil on a digital medium, the research team created a physics model that precisely replicated on a screen what would happen in the real world if you combined oil, a surface and a tool such as a paint brush. Two publications, Detail-Preserving Paint Modeling for 3D Brushes and Simple Data-Driven Modeling of Brushes, were released as a result of the team’s findings. After a variety of internal testing Project, Gustav was codenamed Digital Art. Partnering with The Museum of Modern Art, Digital Art was tested for a year by 60,000 people. With feedback culled from MoMA, developers expanded the existing physics model, experimenting with how real oil paint blended and reacted to the texture of a canvas. After final adjustments were made, Digital Art was rebranded as Fresh Paint. It was released to the public on 25 May 2012.

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  • Federation of International Robot-soccer Association

    Federation of International Robot-soccer Association

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

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  • Murderbot (TV series)

    Murderbot (TV series)

    Murderbot is an American science fiction action comedy television series created by Paul Weitz and Chris Weitz for Apple TV+. It is based on All Systems Red, the first book of the series The Murderbot Diaries by Martha Wells, who serves as a consulting producer. The series stars Alexander Skarsgård as the titular character. The first season premiered on May 16, 2025 and received positive reviews. In July 2025, the series was renewed for a second season. == Premise == A media-obsessed private security construct (manufactured from cloned human tissue and mechanical parts) calling itself Murderbot must hide its newly acquired autonomy while completing dangerous assignments and being simultaneously drawn to humans, and appalled by their weakness. == Cast and characters == === Main === Alexander Skarsgård as Murderbot Noma Dumezweni as Ayda Mensah, a terraforming specialist, the President of Preservation Alliance and the leader of the science team protected by Murderbot David Dastmalchian as Gurathin, a tech expert and augmented human Sabrina Wu as Pin-Lee, a scientist and legal counsel to the team Akshay Khanna as Ratthi, a wormhole expert Tamara Podemski as Bharadwaj, a geochemist Tattiawna Jones as Arada, a biologist === Recurring === Cast of show-within-a-show The Rise and Fall of Sanctuary Moon John Cho as Eknie Jef Chem (playing Captain Hossein) Jack McBrayer as Breiller MocJac (playing Navigation Officer Hordööp-Sklanch) Clark Gregg as Arletty (playing Lieutenant Kullervv) DeWanda Wise as Pordron Bretney III Roche (playing NawBot 337 Alt 66) === Guest === Anna Konkle as Leebeebee, a member of another survey team on the planet. The character does not appear in the novella. Amanda Brugel as GrayCris Blue Leader David Reale as GrayCris Yellow == Episodes == == Production == The book series was optioned in the late 2010s, and its film adaptation was considered. In 2021, book series author Martha Wells said that a potential TV series adaptation was in development and that she had read the script and was "really excited about it". The series was green lit by Apple TV+ in 2022, with Wells serving as a consulting producer. The production design team, led by Sue Chan, started work in the autumn. Tommy Arnold, the Murderbot Diaries special edition illustrator, created the concept art for the show. After the casting was delayed by the 2023 SAG-AFTRA strike, in December 2023 it was announced that Alexander Skarsgård would produce and star in the series. He developed the character and the world of Murderbot with the showrunners. In February 2024, David Dastmalchian and Noma Dumezweni joined the cast. In March, Sabrina Wu, Tattiawna Jones, Akshay Khanna, and Tamara Podemski joined the cast. On July 10, 2025, the series was renewed for a second season. Showrunners Chris and Paul Weitz suggested the second season would combine the next three books of the series and will have longer episodes. === Filming === Principal photography for the first season took place from March–June 2024, in Toronto and parts of Ontario, Canada. Most of the filming was done on location, with the Sanctuary Moon scenes filmed on a virtual production stage. Principal photography for the second season began in mid-2026, in Madrid, Spain. It is planned to last 71 days, with Martha Wells also visiting the set. == Release == The first two episodes of Murderbot premiered on Apple TV+ on May 16, 2025, with subsequent episodes released weekly. The first season consists of ten episodes. == Reception == Even before the release of the show, numerous media sources had commented on the titular character as being coded as autistic and agender. On the review aggregator website Rotten Tomatoes, Murderbot has an approval rating of 96% with an average score of 7.5/10, based on 76 critics' reviews. The website's critical consensus states, "Alexander Skarsgård's superbly dry wit brings a lot of heart to Murderbot, making for a refreshingly jaunty sci-fi saga about finally coming out of one's shell". Metacritic, which uses a weighted average, assigned a score of 70 out of 100, based on 28 critics, indicating "generally favorable" reviews. Some reviewers have criticized Murderbot's changes to Wells' original books. Angela Watercutter of Wired noted that the series has significant tonal differences from the books and noted the show's changes to characters, particularly Murderbot and Dr. Mensah, and Wells' social commentary. === Accolades === Murderbot was a finalist for the 2025 Dragon Award for Best Science Fiction or Fantasy TV Series. Tommy Arnold won the 2025 Concept Art Association Award in the category of Live-Action Series Character Art for his work on Murderbot. Alexander Skarsgård was nominated for a Critics' Choice Award for Best Actor in a Comedy Series. Carrie Grace and Laura Jean Shannon were nominated for a Costume Designers Guild Award in the category of Excellence in Sci-Fi/Fantasy Television for their work on FreeCommerce. Amanda Jones was nominated for a Composers & Lyricists Award for Outstanding Original Title Sequence for a Television Production.

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  • Rifts (role-playing game)

    Rifts (role-playing game)

    Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres. Rifts serves as a cross-over environment for a variety of other Palladium games with different universes connected through "rifts" on Earth that lead to different spaces, times, and realities that Palladium calls the "Rifts Megaverse". Rifts describes itself as an "advanced" role-playing game and not an introduction for those new to the concept. Palladium continues to publish books for the Rifts series, with about 80 books published between 1990 and 2011. Rifts Ultimate Edition was released in August 2005 and designed to update the game with Palladium's incremental changes to its system, changes in the game world, and additional information and character types. The web site is quick to point out that this is not a second edition but an improvement and expansion of the original role playing game. == Background == The RPG had the tentative title Boomers, named after the original name for the Glitter Boy power armor until Kevin Siembieda changed the name after finding out it was in use for Bubblegum Crisis. == Setting == The Rifts world is Earth, but hundreds of years into the future. Ley lines, lines of magic energy, criss-cross the earth forming supernatural geographic areas such as the Bermuda Triangle. Points where Ley Lines intersect, called a nexus, are places of powerful magic, such as the Pyramids of Giza and Stonehenge. If a Ley Line nexus energy surges or is purposely activated, the fabric of space and time can be torn, creating a rift - a hole in space-time leading to another place, time, or dimension. Ley lines contain magical energy called Potential Psychic Energy (PPE), which is found in various places, objects, and animals and is particularly strong in children. An adult's level of PPE can vary based on other factors. PPE also allows Psionics which uses energy known as Inner Strength Points or ISP. Psychic phenomenon (more commonly called psionics) can also vary from individuals, ranging from none at all to Master level abilities. Psychic abilities can manifest in virtually any way imaginable. Some psychics develop differently, such as psi-stalkers; human mutants that feed on psychic energy. === Earth === Rifts begins with two future-historical premises: first, a golden age of humanity occurs, with tremendous advances in science, technology, military, and society. Humanity as a whole is at peace as a majority of Earth's nations decide to cease world war and begin to share ideas and technology freely. Much of the Solar System is conquered, humanity's wars will end, and harmony will reign. This golden age is followed by an unknown cause near the winter solstice and a rare planetary alignment, causing a disaster that cascades into tremendous destruction via a ripple effect. The cataclysm begins with unprecedented storms, earthquakes, tsunamis, and volcanic eruptions, which kill millions of people. The Ley Line networks that crisscross the globe are energized, causing rifts to open both on Earth and throughout the Megaverse. For hundreds of years after the holocaust, many creatures, both mythical beasts and aliens, come through the Rifts to wreak havoc. The old world gone, a new Dark Age dawns and humanity's shrinking population is reduced, due to catastrophe and domestic failure, immeasurably. This period is covered in Palladium's Rifts Chaos Earth spin-off series. Rifts initially takes place in 101 P.A. (equivalent to the year 2387) 289 years after this event. The "Post-Apocalypse" calendar was established by the formation of the Coalition States in 2286. By this time, most of the disasters have quieted down, though Earth is still bathed in PPE. The planet's mystical energy has attracted aliens from other dimensions, who continue to arrive through the Rifts both accidentally and deliberately. The humanoid creatures that arrive on Earth are referred to as Dimensional Beings (called D-Bees). Some resemble familiar fantasy races, such as elves and dwarfs, while others were created specifically for the game setting. Non-humanoid creatures have also arrived, including monstrous creatures and mystical demons. To cope with these natural, supernatural, and alien menaces, the human race has adapted in a variety of ways, many of them borrowed from the technological developments of the lost Golden Age. Powered armor suits and giant vehicles are frequently used to combat the dangers of Rifts, but more invasive augmentation is common. This has three basic categories: "Juicers" augment themselves chemically, the "Borgs" augment themselves mechanically, and "Crazies" use performance-enhancing brain implants. All such augmentations boost strength, speed, endurance, and dexterity to superhuman levels. However, all come at great cost. Chemicals cause the body to wear out faster, decreasing life span to a few years. Mechanical Borg augmentation causes a loss of humanity when those with multiple limb and organ replacements become more machine than human. Brain implants cause mental instability ranging from mild phobias to crippling neurosis or psychosis. ==== North America ==== The strongest power in North America is the Coalition States (CS), which is based in the arcological city of Chi-Town and lays claim to northern Illinois, all of Iowa, the Texas Panhandle, Missouri, and the eastern half of Ontario, Canada. The second greatest power is Free Quebec, a former Coalition State that seceded following a civil war with the other Coalition States. Mexico is ruled by a group of vampire kingdoms, who treat humans as little more than food. North of the Rio Grande, west of Texas and roaming most of the American Southwest are large nomadic bands/tribes of bandits who collectively form the Pecos Empire, consisting of El Paso, Los Alamos, and Houstown. Much of the western United States has more or less willingly reverted to a mix of modern and past technology akin to the Wild West. The Royal Canadian Mounted Police managed to survive the great cataclysm, though Canada itself did not. The Mounties have become an independent law enforcement force called the Tundra Rangers, patrolling the northern wilderness. The Midwest, both upper and central, is home to most of North America's population. The Manistique Imperium and Northern Gun in Michigan's Upper Peninsula, both Coalition allies, are among the largest weapons manufacturing areas on the continent. New Lazlo is one of the largest cities in Michigan's southern portion. Chillicothe in Missouri is a large supplier of Coalition food processing and growing. Missouri's southern half, home to the city-states of Whykin (Poplar Bluff) and Kingsdale (West Plains) are in constant opposition to the CS and claim independence. Arkansas is home to the independent CS ally El Dorado. Southern Illinois and the Ohio Valley is home to the Federation of Magic. Also in the Ohio Valley is Psyscape, a city-state founded by psychics. Tolkeen was a major city in the former Minneapolis region in early Rifts books; the city welcomed users of magic. A military campaign made by the Coalition States (which is the primary event of 109 PA) resulted in the magic-user kingdom being wiped off the map. In the Northeast, the city-state of Lazlo, named after supernatural researcher and writer Victor Lazlo, was built upon the ruins of Toronto. This major center of civilization is well known as a melting pot of humans, D-Bees and other beings, and is the home of Techno-Wizardry. Mad Haven is the name given to the ruins of Manhattan; tectonic forces during the cataclysm have moved it into the coast, creating a peninsula. It is seen by most denizens of Rifts Earth as a refuge of demons and madness. ==== South America ==== The return of Atlantis caused the Amazon River basin to flood most of western South America, giving it the nickname The Land of a Thousand Islands. The Empire of the Sun, consisting of Cuzco, Nazca, Arequipa and Lima, created a wide range of technology and magic, including magic derived from the Nazca lines. In Argentina, the Silver River Republics of Cordoba (the South American Chi-Town), Santiago (one of the most tolerant human nations on Rifts Earth), Achilles (a nation founded by mutants), and New Babylon, a nation where humans and aliens coexist) have thrived and created nations whose strength rivals that of the CS. In Bolivia, freed Human and D-Bees formed the Megaversal Legion: a mercenary company with one of the highest levels of technology on Rifts Earth. ==== Europe ==== England has become a vast wilderness again, broken up by the occasional giant Millennium Tree or feudal kingdom, complete with a New Camelot and a new King Arthur, partially being manipulated by an alien intelligence disguised as Merlin. Also the magic of

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  • Database-as-IPC

    Database-as-IPC

    In computer programming, Database-as-IPC may be considered an anti-pattern where a disk persisted table in a database is used as the message queue store for routine inter-process communication (IPC) or subscribed data processing. If database performance is of concern, alternatives include sockets, network socket, or message queue. British computer scientist, Junade Ali, defined the Database-as-IPC Anti-Pattern as using a database to "schedule jobs or queue up tasks to be completed", noting that this anti-pattern centres around using a database for temporary messages instead of persistent data. == Controversy == The issue arises if there is a performance issue, and if additional systems (and servers) can be justified. In terms of performance, recent advancements in database systems provide more efficient mechanisms for signaling and messaging, and database systems also support memory (non-persisted) tables. There are databases with built-in notification mechanisms, such as PostgreSQL, SQL Server, and Oracle. These mechanisms and future improvements of database systems can make queuing much more efficient and avoid the need to set up a separate signaling or messaging queue system along with the server and management overhead. While MySQL doesn't have direct support for notifications, some workarounds are possible. However, they would be seen as non-standard and therefore more difficult to maintain.

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  • Google AI Studio

    Google AI Studio

    Google AI Studio is a web-based integrated development environment developed by Google for prototyping applications using generative AI models. Released in December 2023 alongside the Gemini API, the platform provides access to Google's Gemini family of models and related tools for image, video, and audio generation. The service targets both developers and non-technical users for testing prompts and generating code for the Gemini API. == History == Google launched AI Studio on December 13, 2023, as the successor to Google MakerSuite. MakerSuite, introduced at Google I/O in May 2023, had provided similar functionality for Google's PaLM language models. The AI Studio was launched alongside the public release of the Gemini API. == Features == AI Studio's interface consists of a central prompt area and a settings panel for model selection and parameter adjustment. The platform supports chat prompts for multi-turn conversations and includes system instructions for defining model behavior, tone, or specific rules. Users can employ zero-shot and few-shot prompting techniques to guide the model's output format. The platform processes various media types including video, audio, and documents, and can generate images through Imagen models, videos through Veo models, and audio through text-to-speech functionality. Additional tools include real-time streaming for screen sharing and live analysis, code execution in a sandboxed Python environment, grounding with Google Search for current information, URL context for analyzing specific web pages, and a thinking mode for complex reasoning tasks. == Available models == The platform provides access to several Google AI models including the Gemini language models, Imagen for image generation, Veo for video generation, LearnLM for educational applications, and Gemma, Google's open-source model family. == Privacy and data usage == Google AI Studio's data handling differs between free and paid users. For free tier users, Google uses submitted prompts, uploaded files, and generated responses to improve its products and services, with human reviewers potentially reading and annotating the data after disconnection from user accounts. Google advises against submitting sensitive information on the free tier. Users who enable Google Cloud Billing are considered paid service users, and their data is not used for product improvement. Data is processed according to Google's Data Processing Addendum and retained temporarily for abuse monitoring. == Availability == The platform is available at no cost, with API usage subject to a free tier with daily and per-minute rate limits. Access is restricted to users aged 18 and older in specific countries and territories. The service was initially unavailable in the United Kingdom and European Economic Area due to regulatory concerns, which drew user complaints. == Reception == Reviews have noted the platform's accessibility and integration with Gemini models, with features such as real-time screen sharing and large context windows cited as notable capabilities. However, reviewers have raised concerns about the privacy implications for free tier users, whose data is used for model training. Some users have reported inconsistent performance with features like screen streaming and issues with folder uploads for large datasets. The initial geographic restrictions were a point of criticism among developers in affected regions.

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  • AI@50

    AI@50

    AI@50, formally known as the "Dartmouth Artificial Intelligence Conference: The Next Fifty Years" (July 13–15, 2006), was a conference organized by James H. Moor, commemorating the 50th anniversary of the Dartmouth workshop which effectively inaugurated the history of artificial intelligence. Five of the original ten attendees were present: Marvin Minsky, Ray Solomonoff, Oliver Selfridge, Trenchard More, and John McCarthy. While sponsored by Dartmouth College, General Electric, and the Frederick Whittemore Foundation, a $200,000 grant from the Defense Advanced Research Projects Agency (DARPA) called for a report of the proceedings that would: Analyze progress on AI's original challenges during the first 50 years, and assess whether the challenges were "easier" or "harder" than originally thought and why Document what the AI@50 participants believe are the major research and development challenges facing this field over the next 50 years, and identify what breakthroughs will be needed to meet those challenges Relate those challenges and breakthroughs against developments and trends in other areas such as control theory, signal processing, information theory, statistics, and optimization theory. A summary report by the conference director, James H. Moor, was published in AI Magazine. == Conference Program and links to published papers == James H. Moor, conference Director, Introduction Carol Folt and Barry Scherr, Welcome Carey Heckman, Tonypandy and the Origins of Science === AI: Past, Present, Future === John McCarthy, What Was Expected, What We Did, and AI Today Marvin Minsky, The Emotion Machine === The Future Model of Thinking === Ron Brachman and Hector Levesque, A Large Part of Human Thought David Mumford, What is the Right Model for 'Thought'? Stuart Russell, The Approach of Modern AI === The Future of Network Models === Geoffrey Hinton & Simon Osindero, From Pandemonium to Graphical Models and Back Again Rick Granger, From Brain Circuits to Mind Manufacture === The Future of Learning & Search === Oliver Selfridge, Learning and Education for Software: New Approaches in Machine Learning Ray Solomonoff, Machine Learning — Past and Future Leslie Pack Kaelbling, Learning to be Intelligent Peter Norvig, Web Search as a Product of and Catalyst for AI === The Future of AI === Rod Brooks, Intelligence and Bodies Nils Nilsson, Routes to the Summit Eric Horvitz, In Pursuit of Artificial Intelligence: Reflections on Challenges and Trajectories === The Future of Vision === Eric Grimson, Intelligent Medical Image Analysis: Computer Assisted Surgery and Disease Monitoring Takeo Kanade, Artificial Intelligence Vision: Progress and Non-Progress Terry Sejnowski, A Critique of Pure Vision === The Future of Reasoning === Alan Bundy, Constructing, Selecting and Repairing Representations of Knowledge Edwina Rissland, The Exquisite Centrality of Examples Bart Selman, The Challenge and Promise of Automated Reasoning === The Future of Language and Cognition === Trenchard More The Birth of Array Theory and Nial Eugene Charniak, Why Natural Language Processing is Now Statistical Natural Language Processing Pat Langley, Intelligent Behavior in Humans and Machines === The Future of the Future === Ray Kurzweil, Why We Can Be Confident of Turing Test Capability Within a Quarter Century George Cybenko, The Future Trajectory of AI Charles J. Holland, DARPA's Perspective === AI and Games === Jonathan Schaeffer, Games as a Test-bed for Artificial Intelligence Research Danny Kopec, Chess and AI Shay Bushinsky, Principle Positions in Deep Junior's Development === Future Interactions with Intelligent Machines === Daniela Rus, Making Bodies Smart Sherry Turkle, From Building Intelligences to Nurturing Sensibilities === Selected Submitted Papers: Future Strategies for AI === J. Storrs Hall, Self-improving AI: An Analysis Selmer Bringsjord, The Logicist Manifesto Vincent C. Müller, Is There a Future for AI Without Representation? Kristinn R. Thórisson, Integrated A.I. Systems === Selected Submitted Papers: Future Possibilities for AI === Eric Steinhart, Survival as a Digital Ghost Colin T. A. Schmidt, Did You Leave That 'Contraption' Alone With Your Little Sister? Michael Anderson & Susan Leigh Anderson, The Status of Machine Ethics Marcello Guarini, Computation, Coherence, and Ethical Reasoning

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