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  • Second-order co-occurrence pointwise mutual information

    Second-order co-occurrence pointwise mutual information

    In computational linguistics, second-order co-occurrence pointwise mutual information (SOC-PMI) is a method used to measure semantic similarity, or how close in meaning two words are. The method does not require the two words to appear together in a text. Instead, it works by analyzing the "neighbor" words that typically appear alongside each of the two target words in a large body of text (corpus). If the two target words frequently share the same neighbors, they are considered semantically similar. For example, the words "cemetery" and "graveyard" may not appear in the same sentence often, but they both frequently appear near words like "buried," "dead," and "funeral." SOC-PMI uses this shared context to determine that they have a similar meaning. The method is called "second-order" because it doesn't look at the direct co-occurrence of the target words (which would be first-order), but at the co-occurrence of their neighbors (a second level of association). The strength of these associations is quantified using pointwise mutual information (PMI). == History == The method builds on earlier work like the PMI-IR algorithm, which used the AltaVista search engine to calculate word association probabilities. The key advantage of a second-order approach like SOC-PMI is its ability to measure similarity between words that do not co-occur often, or at all. The British National Corpus (BNC) has been used as a source for word frequencies and contexts for this method. == Methodology == The SOC-PMI algorithm measures the similarity between two words, w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} , in several steps. === Step 1: Score neighboring words with PMI === First, for each target word ( w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} ), the algorithm identifies its "neighbor" words within a certain text window (e.g., within 5 words to the left or right) across a large corpus. The strength of the association between a target word t i {\displaystyle t_{i}} and its neighbor w {\displaystyle w} is calculated using pointwise mutual information (PMI). A higher PMI value means the two words appear together more often than would be expected by chance. The PMI between a target word t i {\displaystyle t_{i}} and a neighbor word w {\displaystyle w} is calculated as: f pmi ( t i , w ) = log 2 ⁡ f b ( t i , w ) × m f t ( t i ) f t ( w ) {\displaystyle f^{\text{pmi}}(t_{i},w)=\log _{2}{\frac {f^{b}(t_{i},w)\times m}{f^{t}(t_{i})f^{t}(w)}}} where: f b ( t i , w ) {\displaystyle f^{b}(t_{i},w)} is the number of times t i {\displaystyle t_{i}} and w {\displaystyle w} appear together in the context window. f t ( t i ) {\displaystyle f^{t}(t_{i})} is the total number of times t i {\displaystyle t_{i}} appears in the corpus. f t ( w ) {\displaystyle f^{t}(w)} is the total number of times w {\displaystyle w} appears in the corpus. m {\displaystyle m} is the total number of tokens (words) in the corpus. === Step 2: Create a semantic 'signature' for each word === For each target word ( w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} ), the algorithm creates a list of its most significant neighbors. This is done by taking the top β {\displaystyle \beta } neighbor words, sorted in descending order by their PMI score with the target word. This list of top neighbors, X w {\displaystyle X^{w}} , acts as a semantic "signature" for the word w {\displaystyle w} . X w = { X i w } {\displaystyle X^{w}=\{X_{i}^{w}\}} , for i = 1 , 2 , … , β {\displaystyle i=1,2,\ldots ,\beta } The size of this list, β {\displaystyle \beta } , is a parameter of the method. === Step 3: Compare the signatures === The algorithm then compares the signatures of w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} . It looks for words that are present in both signatures. The similarity of w 1 {\displaystyle w_{1}} to w 2 {\displaystyle w_{2}} is calculated by summing the PMI scores of w 2 {\displaystyle w_{2}} with every word in w 1 {\displaystyle w_{1}} 's signature list. The β {\displaystyle \beta } -PMI summation function defines this score. The score for w 1 {\displaystyle w_{1}} with respect to w 2 {\displaystyle w_{2}} is: f ( w 1 , w 2 , β ) = ∑ i = 1 β ( f pmi ( X i w 1 , w 2 ) ) γ {\displaystyle f(w_{1},w_{2},\beta )=\sum _{i=1}^{\beta }(f^{\text{pmi}}(X_{i}^{w_{1}},w_{2}))^{\gamma }} This sum only includes terms where the PMI value is positive. The exponent γ {\displaystyle \gamma } (with a value > 1) is used to give more weight to neighbors that are more strongly associated with w 2 {\displaystyle w_{2}} . This calculation is done in both directions: The similarity of w 1 {\displaystyle w_{1}} with respect to w 2 {\displaystyle w_{2}} : f ( w 1 , w 2 , β 1 ) = ∑ i = 1 β 1 ( f pmi ( X i w 1 , w 2 ) ) γ {\displaystyle f(w_{1},w_{2},\beta _{1})=\sum _{i=1}^{\beta _{1}}(f^{\text{pmi}}(X_{i}^{w_{1}},w_{2}))^{\gamma }} The similarity of w 2 {\displaystyle w_{2}} with respect to w 1 {\displaystyle w_{1}} : f ( w 2 , w 1 , β 2 ) = ∑ i = 1 β 2 ( f pmi ( X i w 2 , w 1 ) ) γ {\displaystyle f(w_{2},w_{1},\beta _{2})=\sum _{i=1}^{\beta _{2}}(f^{\text{pmi}}(X_{i}^{w_{2}},w_{1}))^{\gamma }} === Step 4: Calculate final similarity score === Finally, the total semantic similarity is the average of the two scores from the previous step. S i m ( w 1 , w 2 ) = f ( w 1 , w 2 , β 1 ) β 1 + f ( w 2 , w 1 , β 2 ) β 2 {\displaystyle \mathrm {Sim} (w_{1},w_{2})={\frac {f(w_{1},w_{2},\beta _{1})}{\beta _{1}}}+{\frac {f(w_{2},w_{1},\beta _{2})}{\beta _{2}}}} This score can be normalized to fall between 0 and 1. For example, using this method, the words cemetery and graveyard achieve a high similarity score of 0.986 (with specific parameter settings).

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  • Ontology components

    Ontology components

    Contemporary ontologies share many structural similarities, regardless of the ontology language in which they are expressed. Most ontologies describe individuals (instances), classes (concepts), attributes, and relations. == List == Common components of ontologies include: Individuals instances or objects (the basic or "ground level" objects; the tokens). Classes sets, collections, concepts, types of objects, or kinds of things. Attributes aspects, properties, features, characteristics, or parameters that individuals (and classes and relations) can have. Relations ways in which classes and individuals can be related to one another. Relations can carry attributes that specify the relation further. Function terms complex structures formed from certain relations that can be used in place of an individual term in a statement. Restrictions formally stated descriptions of what must be true in order for some assertion to be accepted as input. Rules statements in the form of an if-then (antecedent-consequent) sentence that describe the logical inferences that can be drawn from an assertion in a particular form. Axioms assertions (including rules) in a logical form that together comprise the overall theory that the ontology describes in its domain of application. This definition differs from that of "axioms" in generative grammar and formal logic. In these disciplines, axioms include only statements asserted as a priori knowledge. As used here, "axioms" also include the theory derived from axiomatic statements. Events the changing of attributes or relations. Actions types of events. Ontologies are commonly encoded using ontology languages. == Individuals == Individuals (instances) are the basic, "ground level" components of an ontology. The individuals in an ontology may include concrete objects such as people, animals, tables, automobiles, molecules, and planets, as well as abstract individuals such as numbers and words (although there are differences of opinion as to whether numbers and words are classes or individuals). Strictly speaking, an ontology need not include any individuals, but one of the general purposes of an ontology is to provide a means of classifying individuals, even if those individuals are not explicitly part of the ontology. In formal extensional ontologies, only the utterances of words and numbers are considered individuals – the numbers and names themselves are classes. In a 4D ontology, an individual is identified by its spatio-temporal extent. Examples of formal extensional ontologies are BORO, ISO 15926 and the model in development by the IDEAS Group. == Classes == == Attributes == Objects in an ontology can be described by relating them to other things, typically aspects or parts. These related things are often called attributes, although they may be independent things. Each attribute can be a class or an individual. The kind of object and the kind of attribute determine the kind of relation between them. A relation between an object and an attribute express a fact that is specific to the object to which it is related. For example, the Ford Explorer object has attributes such as: ⟨has as name⟩ Ford Explorer ⟨as by definition as part⟩ 6-speed transmission ⟨as by definition as part⟩ door (with as minimum and maximum cardinality: 4) ⟨as by definition as part one of⟩ {4.0L engine, 4.6L engine} The value of an attribute can be a complex data type; in this example, the related engine can only be one of a list of subtypes of engines, not just a single thing. Ontologies are only true ontologies if concepts are related to other concepts (the concepts do have attributes). If that is not the case, then you would have either a taxonomy (if hyponym relationships exist between concepts) or a controlled vocabulary. These are useful, but are not considered true ontologies. == Relations == Relations (also known as relationships) between objects in an ontology specify how objects are related to other objects. Typically a relation is of a particular type (or class) that specifies in what sense the object is related to the other object in the ontology. For example, in the ontology that contains the concept Ford Explorer and the concept Ford Bronco might be related by a relation of type ⟨is defined as a successor of⟩. The full expression of that fact then becomes: Ford Explorer is defined as a successor of : Ford Bronco This tells us that the Explorer is the model that replaced the Bronco. This example also illustrates that the relation has a direction of expression. The inverse expression expresses the same fact, but with a reverse phrase in natural language. Much of the power of ontologies comes from the ability to describe relations. Together, the set of relations describes the semantics of the domain: that is, its various semantic relations, such as synonymy, hyponymy and hypernymy, coordinate relation, and others. The set of used relation types (classes of relations) and their subsumption hierarchy describe the expression power of the language in which the ontology is expressed. An important type of relation is the subsumption relation (is-a-superclass-of, the converse of is-a, is-a-subtype-of or is-a-subclass-of). This defines which objects are classified by which class. For example, we have already seen that the class Ford Explorer is-a-subclass-of 4-Wheel Drive Car, which in turn is-a-subclass-of Car. The addition of the is-a-subclass-of relationships creates a taxonomy; a tree-like structure (or, more generally, a partially ordered set) that clearly depicts how objects relate to one another. In such a structure, each object is the 'child' of a 'parent class' (Some languages restrict the is-a-subclass-of relationship to one parent for all nodes, but many do not). Another common type of relations is the mereology relation, written as part-of, that represents how objects combine to form composite objects. For example, if we extended our example ontology to include concepts like Steering Wheel, we would say that a "Steering Wheel is-by-definition-a-part-of-a Ford Explorer" since a steering wheel is always one of the components of a Ford Explorer. If we introduce meronymy relationships to our ontology, the hierarchy that emerges is no longer able to be held in a simple tree-like structure since now members can appear under more than one parent or branch. Instead this new structure that emerges is known as a directed acyclic graph. As well as the standard is-a-subclass-of and is-by-definition-a-part-of-a relations, ontologies often include additional types of relations that further refine the semantics they model. Ontologies might distinguish between different categories of relation types. For example: relation types for relations between classes relation types for relations between individuals relation types for relations between an individual and a class relation types for relations between a single object and a collection relation types for relations between collections Relation types are sometimes domain-specific and are then used to store specific kinds of facts or to answer particular types of questions. If the definitions of the relation types are included in an ontology, then the ontology defines its own ontology definition language. An example of an ontology that defines its own relation types and distinguishes between various categories of relation types is the Gellish ontology. For example, in the domain of automobiles, we might need a made-in type relationship which tells us where each car is built. So the Ford Explorer is made-in Louisville. The ontology may also know that Louisville is-located-in Kentucky and Kentucky is-classified-as-a state and is-a-part-of the U.S. Software using this ontology could now answer a question like "which cars are made in the U.S.?"

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  • Logic Theorist

    Logic Theorist

    Logic Theorist is a computer program completed in 1956 by Allen Newell, Herbert A. Simon, and Cliff Shaw. It was the first program deliberately engineered to perform automated reasoning, and has been described as "the first artificial intelligence program". Logic Theorist proved 38 of the first 52 theorems in chapter two of Whitehead and Bertrand Russell's Principia Mathematica, and found new and shorter proofs for some of them. == History == In 1955, when Newell and Simon began to work on the Logic Theorist, the field of artificial intelligence did not yet exist; the term "artificial intelligence" would not be coined until the following summer. Simon was a political scientist who had previously studied the way bureaucracies function as well as developing his theory of bounded rationality (for which he would later win the Nobel Memorial Prize in Economic Sciences in 1978). He believed the study of business organizations requires, like artificial intelligence, an insight into the nature of human problem solving and decision making. Simon has stated that when consulting at RAND Corporation in the early 1950s, he saw a printer typing out a map, using ordinary letters and punctuation as symbols. This led him to think that a machine that could manipulate symbols could simulate decision making and possibly even the process of human thought. The program that printed the map had been written by Newell, a RAND scientist studying logistics and organization theory. For Newell, the decisive moment was in 1954 when Oliver Selfridge came to RAND to describe his work on pattern matching. Watching the presentation, Newell suddenly understood how the interaction of simple, programmable units could accomplish complex behavior, including the intelligent behavior of human beings. "It all happened in one afternoon," he would later say. It was a rare moment of scientific epiphany. "I had such a sense of clarity that this was a new path, and one I was going to go down. I haven't had that sensation very many times. I'm pretty skeptical, and so I don't normally go off on a toot, but I did on that one. Completely absorbed in it—without existing with the two or three levels consciousness so that you're working, and aware that you're working, and aware of the consequences and implications, the normal mode of thought. No. Completely absorbed for ten to twelve hours." Newell and Simon began to talk about the possibility of teaching machines to think. Their first project was a program that could prove mathematical theorems like the ones used in Bertrand Russell and Alfred North Whitehead's Principia Mathematica. They enlisted the help of computer programmer Cliff Shaw, also from RAND, to develop the program. (Newell says "Cliff was the genuine computer scientist of the three".) The first version was hand-simulated: they wrote the program onto 3x5 cards and, as Simon recalled:In January 1956, we assembled my wife and three children together with some graduate students. To each member of the group, we gave one of the cards, so that each one became, in effect, a component of the computer program ... Here was nature imitating art imitating nature. They succeeded in showing that the program could successfully prove theorems as well as a talented mathematician. Eventually Shaw was able to run the program on the computer at RAND's Santa Monica facility. In the summer of 1956, John McCarthy, Marvin Minsky, Claude Shannon and Nathan Rochester organized a conference on the subject of what they called "artificial intelligence" (a term coined by McCarthy for the occasion). Newell and Simon proudly presented the group with the Logic Theorist. It was met with a lukewarm reception. Pamela McCorduck writes "the evidence is that nobody save Newell and Simon themselves sensed the long-range significance of what they were doing." Simon confides that "we were probably fairly arrogant about it all" and adds: They didn't want to hear from us, and we sure didn't want to hear from them: we had something to show them! ... In a way it was ironic because we already had done the first example of what they were after; and second, they didn't pay much attention to it. Logic Theorist soon proved 38 of the first 52 theorems in chapter 2 of the Principia Mathematica. The proof of theorem 2.85 was actually more elegant than the proof produced laboriously by hand by Russell and Whitehead (2026-03-20: What is called here Theorem 2.85 is, in fact, numbered as 2.53 in the page 107 of the 1963 Cambridge University Press edition (https://www.uhu.es/francisco.moreno/gii_mac/docs/Principia_Mathematica_vol1.pdf) and which appears, under the same 2.53 number, on page 112 of the 1910 CUP Edition, according to the digitalization on wikibooks (https://en.wikisource.org/wiki/Russell_%26_Whitehead%27s_Principia_Mathematica/Part_1/Section_A#Discussion_2)). Simon was able to show the new proof to Russell himself who "responded with delight". They attempted to publish the new proof in The Journal of Symbolic Logic, but it was rejected on the grounds that a new proof of an elementary mathematical theorem was not notable, apparently overlooking the fact that one of the authors was a computer program. Newell and Simon formed a lasting partnership, founding one of the first AI laboratories at the Carnegie Institute of Technology and developing a series of influential artificial intelligence programs and ideas, including the General Problem Solver, Soar, and their unified theory of cognition. == Architecture == The Logic Theorist is a program that performs logical processes on logical expressions. The Logic Theorist operates on the following principles: === Expressions === An expression is made of elements. There are two kinds of memories: working and storage. Each working memory contains a single element. The Logic Theorist usually uses 1 to 3 working memories. Each storage memory is a list representing a full expression or a set of elements. In particular, it contains all the axioms and proven logical theorems. An expression is an abstract syntax tree, each node being an element with up to 11 attributes. For example, the logical expression ¬ P → ( Q ∧ ¬ P ) {\displaystyle \neg P\to (Q\wedge \neg P)} is represented as a tree with a root element representing → {\displaystyle \to } . Among the attributes of the root element are pointers to the two elements representing the subexpressions ¬ P {\displaystyle \neg P} and Q ∧ ¬ P {\displaystyle Q\wedge \neg P} . === Processes === There are four kinds of processes, from the lowest to the highest level. Instruction: These are similar to assembly code. They may either perform a primitive operation on an expression in working memory, or perform a conditional jump to another instruction. An example is "put the right sub-element of working-memory 1 to working-memory 2" Elementary process: These are similar to subroutines. A sequence of instructions that can be called. Method: A sequence of elementary processes. There are 4 methods: substitution: given an expression, it attempts to transform it to a proven theorem or axiom by substitutions of variables and logical connectives. detachment: given expression B {\displaystyle B} , it attempts to find a proven theorem or axiom of form A → B ′ {\displaystyle A\to B'} , where B ′ {\displaystyle B'} yields B {\displaystyle B} after substitution, then attempts to prove A {\displaystyle A} by substitution. chaining forward: given expression A → C {\displaystyle A\to C} , it attempts to find for a proven theorem or axiom of form A → B {\displaystyle A\to B} , then attempt to prove B → C {\displaystyle B\to C} by substitution. chaining backward: given expression A → C {\displaystyle A\to C} , it attempts to find for a proven theorem or axiom of form B → C {\displaystyle B\to C} , then attempt to prove A → B {\displaystyle A\to B} by substitution. executive control method: This method applies each of the 4 methods in sequence to each theorem to be proved. == Logic Theorist's influence on AI == Logic Theorist introduced several concepts that would be central to AI research: Reasoning as search Logic Theorist explored a search tree: the root was the initial hypothesis, each branch was a deduction based on the rules of logic. Somewhere in the tree was the goal: the proposition the program intended to prove. The pathway along the branches that led to the goal was a proof – a series of statements, each deduced using the rules of logic, that led from the hypothesis to the proposition to be proved. Heuristics Newell and Simon realized that the search tree would grow exponentially and that they needed to "trim" some branches, using "rules of thumb" to determine which pathways were unlikely to lead to a solution. They called these ad hoc rules "heuristics", using a term introduced by George Pólya in his classic book on mathematical proof, How to Solve It. (Newell had taken courses from Pólya at Stanford). Heuristics would become an important area o

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  • Moral Machine

    Moral Machine

    Moral Machine is an online platform, developed by Iyad Rahwan's Scalable Cooperation group at the Massachusetts Institute of Technology, that generates moral dilemmas and collects information on the decisions that people make between two destructive outcomes. The platform is the idea of Iyad Rahwan and social psychologists Azim Shariff and Jean-François Bonnefon, who conceived of the idea ahead of the publication of their article about the ethics of self-driving cars. The key contributors to building the platform were MIT Media Lab graduate students Edmond Awad and Sohan Dsouza. The presented scenarios are often variations of the trolley problem, and the information collected would be used for further research regarding the decisions that machine intelligence must make in the future. For example, as artificial intelligence plays an increasingly significant role in autonomous driving technology, research projects like Moral Machine help to find solutions for challenging life-and-death decisions that will face self-driving vehicles. Moral Machine was active from January 2016 to July 2020. The Moral Machine continues to be available on their website for people to experience. == The experiment == The Moral Machine was an ambitious project; it was the first attempt at using such an experimental design to test a large number of humans in over 200 countries worldwide. The study was approved by the Institute Review Board (IRB) at Massachusetts Institute of Technology (MIT). The setup of the experiment asks the viewer to make a decision on a single scenario in which a self-driving car is about to hit pedestrians. The user can decide to have the car either swerve to avoid hitting the pedestrians or keep going straight to preserve the lives it is transporting. Participants can complete as many scenarios as they want to, however the scenarios themselves are generated in groups of thirteen. Within this thirteen, a single scenario is entirely random while the other twelve are generated from a space in a database of 26 million different possibilities. They are chosen with two dilemmas focused on each of six dimensions of moral preferences: character gender, character age, character physical fitness, character social status, character species, and character number. The experiment setup remains the same throughout multiple scenarios but each scenario tests a different set of factors. Most notably, the characters involved in the scenario are different in each one. Characters may include ones such as: Stroller, girl, boy, pregnant, Male Doctor, Female Doctor, Female Athlete, Executive Female, Male Athlete, Executive Male, Large Woman, Large Man, homeless, old man, old woman, dog, criminal, and a cat. Through these different characters researchers were able to understand how a wide variety of people will judge scenarios based on those involved. == Analysis == The Moral Machine collected 40 million moral decisions from 4 million participants in 233 countries, analysis of which revealed trends within individual countries and humanity as a whole. It tested for nine factors: preference for sparing humans versus pets, passengers versus pedestrians, men versus women, young versus elderly, fit versus overweight, higher versus lower social status, jaywalkers versus law abiders, larger versus smaller groups, and inaction (i.e. staying on course) versus swerving. Globally, participants favored human lives over lives of animals like dogs and cats. They preferred to spare more lives if possible, and younger lives as opposed to older. Babies were most often spared with cats being the least spared. In terms of gender variations, people tended to spare men over women for doctors and the elderly. All countries generally shared the preference to spare pedestrians over passengers and law-abiders over criminals. Participants from less wealthy countries showed a higher tendency of sparing pedestrians who crossed illegally compared to those from more wealthy and developed countries. This is most likely due to their experience living in a society where individuals are more likely to deviate from rules due to less stringent enforcement of laws. Countries of higher economic inequality overwhelmingly prefer to save wealthier individuals over poorer ones. === Cultural differences === Researchers subdivided 130 countries with similar results into three ‘cultural clusters’. North America and European countries with significant Christian populations had a higher preference for inaction on the part of the driver and thus had less of a preference for sparing pedestrians as compared to other clusters. East Asian and Islamic countries, together constituting the second cluster, did not have as much preference to spare younger humans compared to the other two clusters and had a higher preference for sparing law-abiding humans. Latin America and Francophone countries had a higher preference for sparing women, the young, the fit, and those of higher status, but a lower preference for sparing humans over pets or other animals. Individualistic cultures tended to spare larger groups, and collectivist cultures had a stronger preference for sparing the lives of older people. For instance, China ranked far below the world average for preference to spare the younger over elderly, while the average respondent from the US exhibited a much higher tendency to save younger lives and larger groups. == Applications of the data == The findings from the moral machine can help decision makers when designing self-driving automotive systems. Designers must make sure that these vehicles are able to solve problems on the road that aligns with the moral values of humans around it. This is a challenge because of the complex nature of humans who may all make different decisions based on their personal values. However, by collecting a large amount of decisions from humans all over the world, researchers can begin to understand patterns in the context of a particular culture, community, and people. == Other features == The Moral Machine was deployed in June 2016. In October 2016, a feature was added that offered users the option to fill a survey about their demographics, political views, and religious beliefs. Between November 2016 and March 2017, the website was progressively translated into nine languages in addition to English (Arabic, Chinese, French, German, Japanese, Korean, Portuguese, Russian, and Spanish). Overall, the Moral Machine offers four different modes, with the focus being on the data-gathering feature of the website, called the Judge mode. This means that the Moral Machine, in addition to providing their own scenarios for users to judge, also invites users to create their own scenarios to be submitted and approved so that other people may also judge those scenarios. Data is also open sourced for anyone to explore via an interactive map that is featured on the Moral Machine website. == In the literature == Studies and research on the Moral Machine have taken a wide variety of approaches. However, theological examinations of the topic are still scarce where two bodies of work that examine such perspective currently exist in this regard: One is Buddhist while the other is Christian.

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  • BevQ

    BevQ

    BevQ is a queue management mobile application developed by Faircode Technologies of Kochi, Kerala. It is provided by the Kerala State Beverages Corporation under Government of Kerala. == History == This app was released together by the Government of Kerala and the Kerala State Beverages Corporation in order to implement social distancing in the liquor stores Kerala in the case of the COVID-19 pandemic in Kerala and to reduce the congestion of people. The BevQ App was released by Faircode Technologies on 27 May 2020 on the Google Play Store. In January 2021, the app was withdrawn as bars had opened. In June 2021, there was a commitment from the Kerala CM that the App will be relaunched again. It has been reported that over 132,000 new users downloaded the app in the 48 hours after the announcement. == Achievements == The BEVQ app, which works only in the state of Kerala, beat all other Indian food and drink apps in 2020 to see the highest growth in year-on-year sessions, according to the State of Mobile 2021 report by App Annie. The app even beat the likes of Domino’s, which is used all across India. Around 300 government Liquor shops and 900 private liquor shops were enlisted in the platform. More than 200 million unique users registered in the platform. About 250,000 tokens were given out a day.

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  • DARPA AlphaDogfight

    DARPA AlphaDogfight

    The DARPA AlphaDogfight was a 2019–2020 DARPA program that pitted computers using F-16 flight simulators against one another. The computers were managed by eight teams of humans, who competed in a single-round elimination for the right to battle a skilled human dogfighter. Heron Systems corporation wrote a deep reinforcement learning software tool that bested the human pilot by a score of 5–0. The tournament program was managed by the Applied Physics Laboratory. The trials took place in October 2019 and January 2020 while the finals were held in August 2020. In 2024 a successor version of the program was tested with in the physical world with the X-62A.

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  • Lisp machine

    Lisp machine

    Lisp machines are general-purpose computers designed to efficiently run Lisp as their main software and programming language, usually via hardware support. They are an example of a high-level language computer architecture. In a sense, they were the first commercial single-user workstations. Despite being modest in number (perhaps 7,000 units total as of 1988) Lisp machines commercially pioneered some now-commonplace technologies, including networking innovations such as Chaosnet, and effective garbage collection. Several firms built and sold Lisp machines in the 1980s: Symbolics (3600, 3640, XL1200, MacIvory, and other models), Lisp Machines Incorporated (LMI Lambda), Texas Instruments (Explorer, MicroExplorer), and Xerox (Interlisp-D workstations). The operating systems were written in Lisp Machine Lisp, Interlisp (Xerox), and later partly in Common Lisp. == History == === Historical context === Artificial intelligence (AI) computer programs of the 1960s and 1970s intrinsically required what was then considered a huge amount of computer power, as measured in processor time and memory space. The power requirements of AI research were exacerbated by the Lisp symbolic programming language, when commercial hardware was designed and optimized for assembly- and Fortran-like programming languages. At first, the cost of such computer hardware meant that it had to be shared among many users. As integrated circuit technology shrank the size and cost of computers in the 1960s and early 1970s, and the memory needs of AI programs began to exceed the address space of the most common research computer, the Digital Equipment Corporation (DEC) PDP-10, researchers considered a new approach: a computer designed specifically to develop and run large artificial intelligence programs, and tailored to the semantics of the Lisp language. To provide consistent performance for interactive programs, these machines would often not be shared, but would be dedicated to a single user at a time. === Initial development === In 1973, Richard Greenblatt and Thomas Knight, programmers at Massachusetts Institute of Technology (MIT) Artificial Intelligence Laboratory (AI Lab), began what would become the MIT Lisp Machine Project when they first began building a computer hardwired to run certain basic Lisp operations, rather than run them in software, in a 24-bit tagged architecture. The machine also did incremental (or Arena) garbage collection. More specifically, since Lisp variables are typed at runtime rather than compile time, a simple addition of two variables could take five times as long on conventional hardware, due to test and branch instructions. Lisp Machines ran the tests in parallel with the more conventional single instruction additions. If the simultaneous tests failed, then the result was discarded and recomputed; this meant in many cases a speed increase by several factors. This simultaneous checking approach was used as well in testing the bounds of arrays when referenced, and other memory management necessities (not merely garbage collection or arrays). Type checking was further improved and automated when the conventional byte word of 32 bits was lengthened to 36 bits for Symbolics 3600-model Lisp machines and eventually to 40 bits or more (usually, the excess bits not accounted for by the following were used for error-correcting codes). The first group of extra bits were used to hold type data, making the machine a tagged architecture, and the remaining bits were used to implement compressed data representation (CDR) coding (wherein the usual linked list elements are compressed to occupy roughly half the space), aiding garbage collection by reportedly an order of magnitude. A further improvement was two microcode instructions which specifically supported Lisp functions, reducing the cost of calling a function to as little as 20 clock cycles, in some Symbolics implementations. The first machine was called the CONS machine (named after the list construction operator cons in Lisp). Often it was affectionately referred to as the Knight machine, perhaps since Knight wrote his master's thesis on the subject; it was extremely well received. It was subsequently improved into a version called CADR (a pun; in Lisp, the cadr function, which returns the second item of a list, is pronounced /ˈkeɪ.dəɹ/ or /ˈkɑ.dəɹ/, as some pronounce the word "cadre") which was based on essentially the same architecture. About 25 of what were essentially prototype CADRs were sold within and without MIT for ~$50,000; it quickly became the favorite machine for hacking – many of the most favored software tools were quickly ported to it (e.g. Emacs was ported from ITS in 1975). It was so well received at an AI conference held at MIT in 1978 that Defense Advanced Research Projects Agency (DARPA) began funding its development. === Commercializing MIT Lisp machine technology === In 1979, Russell Noftsker, being convinced that Lisp machines had a bright commercial future due to the strength of the Lisp language and the enabling factor of hardware acceleration, proposed to Greenblatt that they commercialize the technology. In a counter-intuitive move for an AI Lab hacker, Greenblatt acquiesced, hoping perhaps that he could recreate the informal and productive atmosphere of the Lab in a real business. These ideas and goals were considerably different from those of Noftsker. The two negotiated at length, but neither would compromise. As the proposed firm could succeed only with the full and undivided assistance of the AI Lab hackers as a group, Noftsker and Greenblatt decided that the fate of the enterprise was up to them, and so the choice should be left to the hackers. The ensuing discussions of the choice divided the lab into two factions. In February 1979, matters came to a head. The hackers sided with Noftsker, believing that a commercial venture-fund-backed firm had a better chance of surviving and commercializing Lisp machines than Greenblatt's proposed self-sustaining start-up. Greenblatt lost the battle. It was at this juncture that Symbolics, Noftsker's enterprise, slowly came together. While Noftsker was paying his staff a salary, he had no building or any equipment for the hackers to work on. He bargained with Patrick Winston that, in exchange for allowing Symbolics' staff to keep working out of MIT, Symbolics would let MIT use internally and freely all the software Symbolics developed. A consultant from CDC, who was trying to put together a natural language computer application with a group of West-coast programmers, came to Greenblatt, seeking a Lisp machine for his group to work with, about eight months after the disastrous conference with Noftsker. Greenblatt had decided to start his own rival Lisp machine firm, but he had done nothing. The consultant, Alexander Jacobson, decided that the only way Greenblatt was going to start the firm and build the Lisp machines that Jacobson desperately needed was if Jacobson pushed and otherwise helped Greenblatt launch the firm. Jacobson pulled together business plans, a board, a partner for Greenblatt (one F. Stephen Wyle). The newfound firm was named LISP Machine, Inc. (LMI), and was funded by CDC orders, via Jacobson. Around this time Symbolics (Noftsker's firm) began operating. It had been hindered by Noftsker's promise to give Greenblatt a year's head start, and by severe delays in procuring venture capital. Symbolics still had the major advantage that while 3 or 4 of the AI Lab hackers had gone to work for Greenblatt, 14 other hackers had signed onto Symbolics. Two AI Lab people were not hired by either: Richard Stallman and Marvin Minsky. Stallman, however, blamed Symbolics for the decline of the hacker community that had centered around the AI lab. For two years, from 1982 to the end of 1983, Stallman worked by himself to clone the output of the Symbolics programmers, with the aim of preventing them from gaining a monopoly on the lab's computers. Regardless, after a series of internal battles, Symbolics did get off the ground in 1980/1981, selling the CADR as the LM-2, while Lisp Machines, Inc. sold it as the LMI-CADR. Symbolics did not intend to produce many LM-2s, since the 3600 family of Lisp machines was supposed to ship quickly, but the 3600s were repeatedly delayed, and Symbolics ended up producing ~100 LM-2s, each of which sold for $70,000. Both firms developed second-generation products based on the CADR: the Symbolics 3600 and the LMI-LAMBDA (of which LMI managed to sell ~200). The 3600, which shipped a year late, expanded on the CADR by widening the machine word to 36-bits, expanding the address space to 28-bits, and adding hardware to accelerate certain common functions that were implemented in microcode on the CADR. The LMI-LAMBDA, which came out a year after the 3600, in 1983, was compatible with the CADR (it could run CADR microcode), but hardware differences existed. Texas Instruments (TI) joined the fray whe

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  • Framework Convention on Artificial Intelligence

    Framework Convention on Artificial Intelligence

    The Framework Convention on Artificial Intelligence and Human Rights, Democracy and the Rule of Law (also called Framework Convention on Artificial Intelligence or AI convention) is an international treaty on artificial intelligence. It was adopted under the auspices of the Council of Europe (CoE) and signed on 5 September 2024. The treaty aims to ensure that the development and use of AI technologies align with fundamental human rights, democratic values, and the rule of law, addressing risks such as misinformation, algorithmic discrimination, and threats to public institutions. More than 50 countries, including the EU member states, have endorsed the Framework Convention on Artificial Intelligence. == Background == The development of the Framework Convention on AI emerged in response to growing concerns over the ethical, legal, and societal impacts of artificial intelligence. The Council of Europe, which has historically played a key role in setting human rights standards across Europe, initiated discussions on AI governance in 2020, leading to the drafting of a binding legal framework. The process of creating the Framework Convention began in 2019 with the ad hoc Committee on Artificial Intelligence (CAHAI) assessing the feasibility of the instrument. In 2022, the Committee on Artificial Intelligence (CAI) took over the process, drafting and negotiating the text of the Convention. The treaty is designed to complement existing international human rights instruments, including the European Convention on Human Rights and the Convention for the Protection of Individuals with regard to Automatic Processing of Personal Data. == Structure and content == The Convention establishes fundamental principles for AI governance, including transparency, accountability, non-discrimination, and human rights protection through eight chapters and 26 articles. Adopted in 2024, this landmark treaty addresses AI governance through seven core principles and detailed implementation mechanisms. It mandates risk and impact assessments to mitigate potential harms and provides safeguards such as the right to challenge AI-driven decisions. It applies to public authorities and private entities acting on their behalf but excludes national security and defense activities. Implementation is overseen by a Conference of the Parties, ensuring compliance and international cooperation. Activities within the AI system lifecycle must adhere to seven fundamental principles, ensuring compliance with human rights, democracy, and the rule of law. The treaty also establishes remedies, procedural rights and safeguards, and risk and impact management requirements to promote accountability, transparency, and responsible AI development. The treaty consists of five chapters. Chapter I contains general provisions. Chapter II states the general obligation to protect human rights and the integrity of democratic processes and respect of the rule of law. The main principles and rights are contained in Chapter III, which consists of Articles 6 to 13. Chapter IV (Articles 14 to 15) sets up the legal remedies. Chapter V states the risk and impact management framework. Chapter VI facilitates the implementation criteria of the treaty. Chapter VII sets the co-operation and oversight mechanisms. Chapter VIII contains various concluding clauses. Article 1 declares the objectives of the treaty, to ensure that activities within the lifecycle of artificial intelligence systems are fully consistent with human rights, democracy and the rule of law. == Entry into force == The treaty will enter into force on the first day of the month following the expiration of a period of three months after the date on which five ratification made by five countries, including three member states of the Council of Europe. == Competing approaches == While the CoE's AI Convention represents a multilateral effort to regulate AI through a human rights-based approach, alternative frameworks have also been proposed. One notable example is the Munich Draft for a Convention on AI, Data and Human Rights, an initiative led by legal scholars and policymakers in Germany. The Munich Draft advocates for stronger safeguards against AI-related risks, emphasizing stricter data protection measures, accountability for AI developers, and explicit prohibitions on high-risk AI applications, such as mass surveillance and autonomous lethal weapons. Unlike the CoE convention, which focuses on balancing innovation with regulation, the Munich Draft takes a more precautionary stance, calling for tighter controls over AI deployment in sensitive domains. Other competing international efforts include the OECD’s AI Principles, the GPAI (Global Partnership on AI), and the European Union's AI Act, each of which offers different regulatory strategies to govern AI at regional and global levels. == Signatories == Signatories include Andorra, Canada, the European Union, Georgia, Iceland, Israel, Japan, Liechtenstein, the Republic of Moldova, Montenegro, Norway, San Marino, Switzerland, Ukraine, the United Kingdom, the United States, and Uruguay. == Endorsement == The treaty was widely endorsed by leading AI policy experts, including Stuart J. Russell, Virginia Dignum, Emma Ruttkamp-Bloem, Pascal Pichonnaz, Maria Helen Murphy, Angella Ndaka, Hannes Werthner, Katja Langenbucher, Gry Hasselbalch, Ricardo Baeza-Yates, Kutoma Wakunuma, Gianclaudio Malgieri, Oreste Pollicino, Nagla Rizk, Giovanni Sartor, Lee Tiedrich, Ingrid Schneider, Eduardo Bertoni, Garry Kasparov, Merve Hikcok, and Marc Rotenberg. The treaty was also endorsed by notable political leaders, including Theodoros Roussopoulos, President of the Parliamentart Assembly in the Council of Europe, and Christopher Holmes, Member of the House of Lords of the United Kingdom, and by the International Bar Association (IBA), and personally by Almudena Arpón de Mendívil, President of the IBA. The Center for AI and Digital Policy (CAIDP) has been carrying out a campaign to promote endorsement of the treaty by urging various countries to sign and ratify the treaty. The CAIDP further urged the countries to make a clear and firm commitment to ensure the full inclusion of the private sector under the treaty’s provisions.

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  • Figure AI

    Figure AI

    Figure AI, Inc. is an American robotics company developing humanoid robots that operate via artificial intelligence. The company was founded in 2022 by Brett Adcock. As of late 2025, the company has a $39 billion valuation. Three generations of humanoid robots (Figure 01–03) have been developed, as well as two iterations of a vision-language-action model (Helix 01–02), which can control up to two robots at once. By 2026, the robots demonstrated the potential ability to perform household work and the company gained publicity when a Figure 03 appeared at a White House event. == History == Figure AI was founded in 2022 by Brett Adcock, also known for founding Archer Aviation and Vettery. That year, the company introduced its prototype, Figure 01, a bipedal robot designed for manual labor, initially targeting the logistics and warehousing sectors. The initial model utilized external cabling for easier maintenance. In May 2023, Figure AI raised $70 million from investors including Adcock, who invested $20 million, and Parkway Venture Capital. In January 2024, Figure AI announced a partnership with BMW to deploy humanoid robots in automotive manufacturing facilities. In February 2024, Figure AI secured $675 million in venture capital funding from a consortium that includes Jeff Bezos, Microsoft, Nvidia, Intel, and the startup-funding divisions of Amazon and OpenAI; the company was then valued at $2.6 billion. Figure AI also announced a partnership with OpenAI, which would build specialized artificial intelligence (AI) models for Figure AI's humanoid robots, enabling its robots to process language; the collaboration ended after a year, with Adcock stating that large language models had become a smaller problem compared to those allowing for "high rate robot control". In August 2024, the company introduced Figure 02, describing it as the next step toward deploying humanoids for industrial use. The machine has 35 degrees of freedom (DOF), while the five-fingered hands have 16 DOF and the ability to carry up to 25 kilograms (55 lb). The model is equipped with cabling integrated into the limbs, a torso-placed battery, six RGB cameras, and an onboard vision-language-action (VLA) model. It has three times the computing power (including inference AI) of the previous model, including two graphics processing units, supported by Nvidia. Microphones, speakers, and custom AI models (developed with OpenAI) enable communication with humans. In early 2025, Figure AI announced BotQ, a manufacturing facility aiming to produce 12,000 humanoids per year with the help of its own humanoid robots, and Helix, a VLA model that can control up to two robots at once. Helix enables a robot to interact with the world without extensive manual training, according to the company allowing it to pick up nearly any small household object. By April, the company issued cease-and-desist letters to at least two secondary brokers promoting its private stock without authorization. In September, a third round of financing exceeded $1 billion, raising the company's total valuation to $39 billion. Investors included Brookfield Asset Management, Intel, Macquarie Capital, Nvidia, Parkway Venture Capital, Qualcomm, Salesforce, and T-Mobile. In October 2025, Figure 03 was introduced. According to the company, its hardware and software redesign aims to create a general-purpose robot able to learn directly from humans. An upgraded camera system delivers twice the frame rate, a quarter the latency, and a 60% wider field of view, in addition to a camera in each hand. Tactile sensors in the fingertips can detect forces as little as 3 grams (0.1 oz). It incorporates soft materials and a protected battery for safety, and removable, washable textiles. It supports wireless inductive charging. In November 2025, the former head of product safety sued the company on the basis of being fired for raising the concern that the company's robots were strong enough to fracture a human skull. By early 2026, Figure 02 had been used in demonstrations showing that it could load a washing machine, sort packages, and fold laundry. That January, Helix 02 was released, expanding the AI model to the entire body to allow for functional autonomy. A Helix 02–powered Figure 02 was shown to be capable of loading and unloading a dishwasher, based on hours of motion-capture data and simulation-based machine learning. In March, U.S. First Lady Melania Trump appeared at the White House with a Figure 03, promoting the presumptive eventual ability of AI to teach children. In May 2026, Figure AI livestreamed a group of their robots processing packages nonstop for almost a week, inspiring a 10-hour competition between their robot and a human, in which the robot performed 98.5% as well as the human.

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  • MuZero

    MuZero

    MuZero is a computer program developed by artificial intelligence research company DeepMind, a subsidiary of Google, to master games without knowing their rules and underlying dynamics. Its release in 2019 included benchmarks of its performance in Go, chess, shogi, and a suite of 57 different Atari games. The algorithm uses an approach similar to AlphaZero, where a combination of a tree-based search and a learned model is deployed. It matched AlphaZero's performance in chess and shogi, improved on its performance in Go, and improved on the state of the art in mastering a suite of 57 Atari games (the Arcade Learning Environment), a visually-complex domain. MuZero was trained via self-play, with no access to rules, opening books, or endgame tablebases. The trained algorithm used the same convolutional and residual architecture as AlphaZero, but with 20 percent fewer computation steps per node in the search tree. == History == MuZero really is discovering for itself how to build a model and understand it just from first principles. On November 19, 2019, the DeepMind team released a preprint introducing MuZero. === Derivation from AlphaZero === MuZero (MZ) is a combination of the high-performance planning of the AlphaZero (AZ) algorithm with approaches to model-free reinforcement learning. The combination allows for more efficient training in classical planning regimes, such as Go, while also handling domains with much more complex inputs at each stage, such as visual video games. MuZero was derived directly from AZ code, sharing its rules for setting hyperparameters. Differences between the approaches include: AZ's planning process uses a simulator. The simulator knows the rules of the game. It has to be explicitly programmed. A neural network then predicts the policy and value of a future position. Perfect knowledge of game rules is used in modeling state transitions in the search tree, actions available at each node, and termination of a branch of the tree. MZ does not have access to the rules, and instead learns one with neural networks. AZ has a single model for the game (from board state to predictions); MZ has separate models for representation of the current state (from board state into its internal embedding), dynamics of states (how actions change representations of board states), and prediction of policy and value of a future position (given a state's representation). MZ's hidden model may be complex, and it may turn out it can host computation; exploring the details of the hidden model in a trained instance of MZ is a topic for future exploration. MZ does not expect a two-player game where winners take all. It works with standard reinforcement-learning scenarios, including single-agent environments with continuous intermediate rewards, possibly of arbitrary magnitude and with time discounting. AZ was designed for two-player games that could be won, drawn, or lost. === Comparison with R2D2 === The previous state of the art technique for learning to play the suite of Atari games was R2D2, the Recurrent Replay Distributed DQN. MuZero surpassed both R2D2's mean and median performance across the suite of games, though it did not do better in every game. == Training and results == MuZero used 16 third-generation tensor processing units (TPUs) for training, and 1000 TPUs for selfplay for board games, with 800 simulations per step and 8 TPUs for training and 32 TPUs for selfplay for Atari games, with 50 simulations per step. AlphaZero used 64 second-generation TPUs for training, and 5000 first-generation TPUs for selfplay. As TPU design has improved (third-generation chips are 2x as powerful individually as second-generation chips, with further advances in bandwidth and networking across chips in a pod), these are comparable training setups. R2D2 was trained for 5 days through 2M training steps. === Initial results === MuZero matched AlphaZero's performance in chess and shogi after roughly 1 million training steps. It matched AZ's performance in Go after 500,000 training steps and surpassed it by 1 million steps. It matched R2D2's mean and median performance across the Atari game suite after 500 thousand training steps and surpassed it by 1 million steps, though it never performed well on 6 games in the suite. == Reactions and related work == MuZero was viewed as a significant advancement over AlphaZero, and a generalizable step forward in unsupervised learning techniques. The work was seen as advancing understanding of how to compose systems from smaller components, a systems-level development more than a pure machine-learning development. While only pseudocode was released by the development team, Werner Duvaud produced an open source implementation based on that. MuZero has been used as a reference implementation in other work, for instance as a way to generate model-based behavior. In late 2021, a more efficient variant of MuZero was proposed, named EfficientZero. It "achieves 194.3 percent mean human performance and 109.0 percent median performance on the Atari 100k benchmark with only two hours of real-time game experience". In early 2022, a variant of MuZero was proposed to play stochastic games (for example 2048, backgammon), called Stochastic MuZero, which uses afterstate dynamics and chance codes to account for the stochastic nature of the environment when training the dynamics network.

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  • Mustafa Suleyman

    Mustafa Suleyman

    Mustafa Suleyman (born in August 1984) is a British artificial intelligence (AI) entrepreneur. He is the CEO of Microsoft AI, and the co-founder and former head of applied AI at DeepMind, an AI company which was acquired by Google. After leaving DeepMind, he co-founded Inflection AI, a machine learning and generative AI company, in 2022. == Early life and education == Suleyman's Syrian father worked as a taxi driver and his English mother was a nurse. He grew up off Caledonian Road, London, where he lived with his parents and his two younger brothers. Suleyman went to Thornhill Primary School, a state school in Islington, followed by Queen Elizabeth's School, Barnet, a boys' grammar school. Around that time, he met his DeepMind co-founder, Demis Hassabis, through his best friend, who was Demis's younger brother. Suleyman shared that he and Hassabis often discussed how they could make a positive impact on the world. Suleyman enrolled to study philosophy and theology at the University of Oxford where he was an undergraduate student at Mansfield College, Oxford, before dropping out at 19. == Career == In August 2001, while still a teenager and a "strong atheist", Suleyman helped Mohammed Mamdani establish a telephone counselling service called the Muslim Youth Helpline. The organization would later become one of the largest mental health support services. Suleyman subsequently worked as a policy officer on human rights for Ken Livingstone, the Mayor of London, before going on to start Reos Partners, a "systemic change" consultancy that uses methods from conflict resolution to navigate social problems. As a negotiator and facilitator, Mustafa worked for a wide range of clients such as the United Nations, the Dutch government, and the World Wide Fund for Nature. === DeepMind and Google === In 2010 Suleyman co-founded DeepMind Technologies, an artificial intelligence (AI) and machine learning company, and became its chief product officer. The company quickly established itself as one of the leaders in the AI sector. In 2014 DeepMind was acquired by Google for a reported £400 million, the company's largest acquisition in Europe at that time. Following the acquisition, Suleyman became head of applied AI at DeepMind, taking on responsibility for integrating the company's technology across a wide range of Google products. In February 2016 Suleyman launched DeepMind Health at the Royal Society of Medicine. DeepMind Health builds clinician-led technology for the National Health Service (NHS) and other partners to improve frontline healthcare services. Under Suleyman, DeepMind also developed research collaborations with healthcare organizations in the United Kingdom, including Moorfields Eye Hospital NHS foundation trust. In 2016, Suleyman led an effort to apply DeepMind's machine learning algorithms to help reduce the energy required to cool Google's data centres. The system evaluated the billions of possible combinations of actions that the data centre operators could take, and came up with recommendations based on the predicted power usage. The system discovered novel methods of cooling, leading to a reduction of up to 40% of the amount of energy used for cooling, and a 15% improvement in the buildings' overall energy efficiency. Since June 2019, Suleyman has served on the board of The Economist Group, which publishes The Economist newspaper. In August 2019, Suleyman was placed on administrative leave following allegations of bullying employees. The company hired an external lawyer to investigate, and shortly thereafter Suleyman left to take a VP role at parent company Google. An email circulated by DeepMind's leadership to staff after the story broke, as well as additional details published by Business Insider, said Suleyman's "management style fell short" of expected standards. In December 2019, Suleyman announced he would be leaving DeepMind to join Google, working in a policy role. === Inflection AI === Suleyman left Google in January 2022 and joined Greylock Partners as a venture partner and in March 2022, Suleyman co-founded Inflection AI, a new AI lab venture with Greylock's Reid Hoffman. The company was founded with the goal of leveraging "AI to help humans 'talk' to computers," recruited former staff from companies such as Google and Meta and raised $225 million in its first funding round. In 2023, Inflection AI launched a chatbot named “Pi” for Personal Intelligence. The bot “remembers” past conversations and seems to get to know its users over time. According to Suleyman, the long-term goal for Pi is to be a digital “Chief of Staff”, with the initial design focused on maintaining conversational dialogue with users, asking questions, and offering emotional support. === Microsoft AI === In March 2024, Microsoft appointed Suleyman as Executive Vice President (EVP) and CEO of its newly created consumer AI unit, Microsoft AI. Several members of Inflection AI's team were also appointed to the division, including co-founder Karen Simonyan. === Awards and honours === Suleyman was appointed a Commander of the British Empire (CBE) in the 2019 New Year Honours. Suleyman was named by Time as one of the 100 most influential people in artificial intelligence in 2023 and in 2024. === Views on AI ethics === Suleyman is prominent in the debate over the ethics of AI and has spoken widely about the need for companies, governments and civil society to join in holding technologists accountable for the impacts of their work. He has advocated redesigning incentives in the technology industry to steer business leaders toward prioritising social responsibility alongside their fiduciary duties. Within DeepMind he set up a research unit called DeepMind Ethics & Society to study the real-world impacts of AI and help technologists put ethics into practice. Suleyman is also a founding co-chair of the Partnership on AI – an organisation that includes representatives from companies such as Amazon, Apple, DeepMind, Meta, Google, IBM, and Microsoft. The organisation studies and formulates best practices for AI technologies, advances the public's understanding of AI, and serves as an open platform for discussion and engagement about AI and how it affects people and society. Its board of directors has equal representation from non-profit and for profit entities. In September 2023, Suleyman, in collaboration with researcher Michael Bhaskar, published The Coming Wave, Technology, Power and the 21st Century's Greatest Dilemma, a book that examines the transformative and potentially perilous impact of advanced technologies, particularly AI and synthetic biology. According to Suleyman, AI notably has the potential to bring "radical abundance", address climate change and empower people with its cheap problem-solving capabilities. But it may also improve its own design and manufacturing processes, leading to a period of dangerously rapid AI progress. And it could enable catastrophic misuse, from bioengineered pathogens to autonomous weapons, making global oversight and containment essential to avoid unintended consequences. It was shortlisted for the 2023 Financial Times Business Book of the Year Award. In June 2024, in an interview with Andrew Ross Sorkin at the Aspen Ideas Festival, Suleyman expressed the view that unless a website explicitly specifies otherwise, for "content that is already on the open web, the social contract of that content since the 90s has been that it is fair use. Anyone can copy it, recreate with it, reproduce with it. That has been freeware, if you like. That's been the understanding." The statement sparked controversy over the use of Internet data for training AI models. == Personal life == A Business Insider profile in 2017 described Suleyman as being liberal.

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  • AutoGPT

    AutoGPT

    AutoGPT is an open-source autonomous software agent that uses OpenAI's large language models, such as GPT-4, to attempt to achieve a goal specified by a user in natural language. Unlike chatbots that require continuous user commands, AutoGPT works autonomously by breaking the main goal into smaller sub-tasks and using tools like web browsing and file management to complete them. Released in March 2023, the project quickly gained popularity on GitHub and social media, with users creating agents for tasks like software development, market research, and content creation. One notable experiment, ChaosGPT, was tasked with destroying humanity, which brought mainstream attention to the technology's potential. However, AutoGPT is known for significant limitations, including a tendency to get stuck in loops, hallucinate information, and incur high operational costs due to its reliance on paid APIs. == Background == AutoGPT was released on March 30, 2023, by Toran Bruce Richards, the founder of video game company Significant Gravitas Ltd. It was one of the first widely accessible applications to showcase the autonomous capabilities of GPT-4, which had been released weeks earlier. Richards's goal was to create a model that could respond to real-time feedback and pursue objectives with a long-term outlook without needing constant human intervention. The application operates by prompting a user to define an agent's name, role, and main objective, including up to five sub-goals to achieve it. AutoGPT then works independently to reach its objective. The project is publicly available on GitHub but requires users to install it in a development environment like Docker and have a paid OpenAI account to obtain the necessary API key. In October 2023, the project's parent company, Significant Gravitas Ltd., raised $12 million in venture funding to support further development. == Capabilities == The overarching capability of AutoGPT is the breaking down of a large task into various sub-tasks without the need for user input. These sub-tasks are then chained together and performed sequentially to yield a larger result as originally laid out by the user input. One of the distinguishing features of AutoGPT is its ability to connect to the internet. This allows for up-to-date information retrieval to help complete tasks. In addition, AutoGPT maintains short-term memory for the current task, which allows it to provide context to subsequent sub-tasks needed to achieve the larger goal. Another feature is its ability to store and organize files so users can better structure their data for future analysis and extension. AutoGPT is also multimodal, which means that it can take in both text and images as input. With these features, AutoGPT is claimed to be capable of automating workflows, analyzing data, and coming up with new suggestions. == Applications == === Software === AutoGPT can be used to develop software applications from scratch. AutoGPT can also debug code and generate test cases. Observers suggest that AutoGPT's ability to write, debug, test, and edit code may extend to AutoGPT's own source code, enabling self-improvement. === Business === AutoGPT can be used to do market research, analyze investments, research products and write product reviews, create a business plan or improve operations, and create content such as a blog or podcast. One user has used AutoGPT to conduct product research and write a summary on the best headphones. Another user has used AutoGPT to summarize recent news events and prepare an outline for a podcast. === Other === AutoGPT was used to create ChefGPT, an AI agent able to independently explore the internet to generate and save unique recipes. AutoGPT was also used to create ChaosGPT, an AI agent tasked to “destroy humanity, establish global dominance, cause chaos and destruction, control humanity through manipulation, and attain immortality”. ChaosGPT reportedly researched nuclear weapons and tweeted disparagingly about humankind. == Limitations == AutoGPT is susceptible to frequent mistakes, primarily because it relies on its own feedback, which can compound errors. In contrast, non-autonomous models can be corrected by users overseeing their outputs. Furthermore, AutoGPT has a tendency to hallucinate or to present false or misleading information as fact when responding. AutoGPT can be constrained by the cost associated with running it as its recursive nature requires it to continually call the OpenAI API on which it is built. Every step required in one of AutoGPT's tasks requires a corresponding call to GPT-4 at a cost of at least about $0.03 for every 1000 tokens used for inputs and $0.06 for every 1000 tokens for output when choosing the cheapest option. For reference, 1000 tokens roughly result in 750 words. Another limitation is AutoGPT's tendency to get stuck in infinite loops. Developers believe that this is a result of AutoGPT's inability to remember, as it is unaware of what it has already done and repeatedly attempts the same subtask without end. Andrej Karpathy, co-founder of OpenAI which creates GPT-4, further explains that it is AutoGPT's “finite context window” that can limit its performance and cause it to “go off the rails”. Like other autonomous agents, AutoGPT is prone to distraction and unable to focus on its objective due to its lack of long-term memory, leading to unpredictable and unintended behavior. == Reception == AutoGPT became the top trending repository on GitHub after its release and has since repeatedly trended on Twitter. In April 2023, Avram Piltch wrote for Tom's Hardware that AutoGPT 'might be too autonomous to be useful,' as it did not ask questions to clarify requirements or allow corrective interventions by users. Piltch nonetheless noted that such tools have "a ton of potential" and should improve with better language models and further development. Malcolm McMillan from Tom's Guide mentioned that AutoGPT may not be better than ChatGPT for tasks involving conversation, as ChatGPT is well-suited for situations in which advice, rather than task completion, is sought. Will Knight from Wired wrote that AutoGPT is not a foolproof task-completion tool. When given a test task of finding a public figure's email address, he noted that it was not able to accurately find the email address. Clara Shih, Salesforce Service Cloud CEO commented that "AutoGPT illustrates the power and unknown risks of generative AI," and that due to usage risks, enterprises should include a human in the loop when using such technologies. Performance is reportedly enhanced when using AutoGPT with GPT-4 compared to GPT-3.5. For example, one reviewer who tested it on a task of finding the best laptops on the market with pros and cons found that AutoGPT with GPT-4 created a more comprehensive report than one by GPT 3.5.

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  • PatchMatch

    PatchMatch

    PatchMatch is an algorithm used to quickly find correspondences (or matches) between small square regions (or patches) of an image. It has various applications in image editing, such as reshuffling or removing objects from images or altering their aspect ratios without cropping or noticeably stretching them. PatchMatch was first presented in a 2011 paper by researchers at Princeton University. == Algorithm == The goal of the algorithm is to find the patch correspondence by defining a nearest-neighbor field (NNF) as a function f : R 2 → R 2 {\displaystyle f:\mathbb {R} ^{2}\to \mathbb {R} ^{2}} of offsets, which is over all possible matches of patch (location of patch centers) in image A, for some distance function of two patches D {\displaystyle D} . So, for a given patch coordinate a {\displaystyle a} in image A {\displaystyle A} and its corresponding nearest neighbor b {\displaystyle b} in image B {\displaystyle B} , f ( a ) {\displaystyle f(a)} is simply b − a {\displaystyle b-a} . However, if we search for every point in image B {\displaystyle B} , the work will be too hard to complete. So the following algorithm is done in a randomized approach in order to accelerate the calculation speed. The algorithm has three main components. Initially, the nearest-neighbor field is filled with either random offsets or some prior information. Next, an iterative update process is applied to the NNF, in which good patch offsets are propagated to adjacent pixels, followed by random search in the neighborhood of the best offset found so far. Independent of these three components, the algorithm also uses a coarse-to-fine approach by building an image pyramid to obtain the better result. === Initialization === When initializing with random offsets, we use independent uniform samples across the full range of image B {\displaystyle B} . This algorithm avoids using an initial guess from the previous level of the pyramid because in this way the algorithm can avoid being trapped in local minima. === Iteration === After initialization, the algorithm attempted to perform iterative process of improving the N N F {\displaystyle NNF} . The iterations examine the offsets in scan order (from left to right, top to bottom), and each undergoes propagation followed by random search. === Propagation === We attempt to improve f ( x , y ) {\displaystyle f(x,y)} using the known offsets of f ( x − 1 , y ) {\displaystyle f(x-1,y)} and f ( x , y − 1 ) {\displaystyle f(x,y-1)} , assuming that the patch offsets are likely to be the same. That is, the algorithm will take new value for f ( x , y ) {\displaystyle f(x,y)} to be arg ⁡ min ( x , y ) D ( f ( x , y ) ) , D ( f ( x − 1 , y ) ) , D ( f ( x , y − 1 ) ) {\displaystyle \arg \min \limits _{(x,y)}{D(f(x,y)),D(f(x-1,y)),D(f(x,y-1))}} . So if f ( x , y ) {\displaystyle f(x,y)} has a correct mapping and is in a coherent region R {\displaystyle R} , then all of R {\displaystyle R} below and to the right of f ( x , y ) {\displaystyle f(x,y)} will be filled with the correct mapping. Alternatively, on even iterations, the algorithm search for different direction, fill the new value to be arg ⁡ min ( x , y ) { D ( f ( x , y ) ) , D ( f ( x + 1 , y ) ) , D ( f ( x , y + 1 ) ) } {\displaystyle \arg \min \limits _{(x,y)}\{D(f(x,y)),D(f(x+1,y)),D(f(x,y+1))\}} . === Random search === Let v 0 = f ( x , y ) {\displaystyle v_{0}=f(x,y)} , we attempt to improve f ( x , y ) {\displaystyle f(x,y)} by testing a sequence of candidate offsets at an exponentially decreasing distance from v 0 {\displaystyle v_{0}} u i = v 0 + w α i R i {\displaystyle u_{i}=v_{0}+w\alpha ^{i}R_{i}} where R i {\displaystyle R_{i}} is a uniform random in [ − 1 , 1 ] × [ − 1 , 1 ] {\displaystyle [-1,1]\times [-1,1]} , w {\displaystyle w} is a large window search radius which will be set to maximum picture size, and α {\displaystyle \alpha } is a fixed ratio often assigned as 1/2. This part of the algorithm allows the f ( x , y ) {\displaystyle f(x,y)} to jump out of local minimum through random process. === Halting criterion === The often used halting criterion is set the iteration times to be about 4~5. Even with low iteration, the algorithm works well.

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  • Transaction logic

    Transaction logic

    Transaction Logic is an extension of predicate logic that accounts in a clean and declarative way for the phenomenon of state changes in logic programs and databases. This extension adds connectives specifically designed for combining simple actions into complex transactions and for providing control over their execution. The logic has a natural model theory and a sound and complete proof theory. Transaction Logic has a Horn clause subset, which has a procedural as well as a declarative semantics. The important features of the logic include hypothetical and committed updates, dynamic constraints on transaction execution, non-determinism, and bulk updates. In this way, Transaction Logic is able to declaratively capture a number of non-logical phenomena, including procedural knowledge in artificial intelligence, active databases, and methods with side effects in object databases. Transaction Logic was originally proposed in 1993 by Anthony Bonner and Michael Kifer and later described in more detail in An Overview of Transaction Logic and Logic Programming for Database Transactions. The most comprehensive description appears in Bonner & Kifer's technical report from 1995. In later years, Transaction Logic was extended in various ways, including concurrency, defeasible reasoning, partially defined actions, and other features. In 2013, the original paper on Transaction Logic has won the 20-year Test of Time Award of the Association for Logic Programming as the most influential paper from the proceedings of ICLP 1993 conference in the preceding 20 years. == Examples == === Graph coloring === Here tinsert denotes the elementary update operation of transactional insert. The connective ⊗ is called serial conjunction. === Pyramid stacking === The elementary update tdelete represents the transactional delete operation. === Hypothetical execution === Here <> is the modal operator of possibility: If both action1 and action2 are possible, execute action1. Otherwise, if only action2 is possible, then execute it. === Dining philosophers === Here | is the logical connective of parallel conjunction of Concurrent Transaction Logic. == Implementations == A number of implementations of Transaction Logic exist: The original implementation. An implementation of Concurrent Transaction Logic. Transaction Logic enhanced with tabling. An implementation of Transaction Logic has also been incorporated as part of the Flora-2 knowledge representation and reasoning system. All these implementations are open source.

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  • International Journal on Artificial Intelligence Tools

    International Journal on Artificial Intelligence Tools

    The International Journal on Artificial Intelligence Tools was founded in 1992 and is published by World Scientific. It covers research on artificial intelligence (AI) tools, including new architectures, languages and algorithms. Topics include AI in Bioinformatics, Cognitive Informatics, Knowledge-Based/Expert Systems and Object-Oriented Programming for AI. == Abstracting and indexing == The journal is abstracted and indexed in: Inspec Science Citation Index Expanded ISI Alerting Services CompuMath Citation Index Current Contents/Engineering, Computing, and Technology

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