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  • Spleak

    Spleak

    Spleak was an IM platform where users could publish and rate content. It existed in the form of six bots covering as many subject areas: CelebSpleak, SportSpleak, VoteSpleak, TVSpleak, GameSpleak, and StyleSpleak. == Overview == Users can add a "multi-Spleak" (which contains all of the different Spleak bots in one) or add the separate bots to their IM buddy lists on MSN and AIM. Users are also allowed access to Spleak online by using a CelebSpleak, SportSpleak, or VoteSpleak widget, or through the CelebSpleak and SportSpleak applications with Facebook. Spleak was an alternate reality game and is moving to its own company, Spleak Media Network. "Celebrate Spleak" was introduced throughout 2007, launched in 2008, and was forced to retire in 2009. == Key people == Spleak was co-founded by Morten Lund and Nicolaj Reffstrup. The company's chief executive officer is Morrie Eisenburg; Josh Scott is Vice President in Product and Tyler Wells is Vice President in Engineering.

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  • Competition in artificial intelligence

    Competition in artificial intelligence

    Competition in artificial intelligence refers to the rivalry among companies, research institutions, and governments to develop and deploy the most capable artificial intelligence (AI) systems. The competition spans multiple domains, including large language models (LLMs), autonomous vehicles, robotics, computer vision systems, natural language processing (NLP), and AI-optimized hardware. == Background == Competition in AI is driven by potential economic, strategic, and scientific advantages. Breakthroughs in AI can enhance productivity, enable new products and services, and provide geopolitical leverage. The field has experienced rapid progress since the mid-2010s, particularly in machine learning and artificial neural networks, leading to intense rivalry among leading actors. == Corporate competition == Major technology companies are among the most visible competitors in AI. In the United States, firms such as OpenAI, Google DeepMind, Meta Platforms, Microsoft, Anthropic, and Nvidia compete in building advanced LLMs, generative AI platforms, and AI-optimized graphics processing units (GPUs). In China, companies such as Baidu, Alibaba Group, Tencent, and startups such DeepSeek have become leaders in AI deployment, often with state backing. The "[war for talent]" in AI research has become a defining feature of corporate competition. Leading firms often recruit top AI researchers from rivals, sometimes offering multi-million-dollar compensation packages. == National competition == Governments see leadership in AI as a strategic priority. The United States has funded AI research for military, economic, and societal applications, while China has set a target to lead the world in AI by 2030 through its "New Generation Artificial Intelligence Development Plan". Other nations, including the UK, India, Israel, Russia, South Korea, and members of the European Union, have launched national AI strategies. In February 2026 Anthropic said Chinese companies - DeepSeek, Moonshot AI, and MiniMax - were conducting "distillation attacks" in an attempt to copy their model's capabilities, and warned that business wars were closely tied to geopolitical ones: "foreign labs that illicitly distill American models can remove safeguards, feeding model capabilities into their own military, intelligence, and surveillance systems." == Sectors of competition == === Large language models and chatbots competition === Competition to produce the most capable generative text models, with benchmarks such as MMLU and ARC used to evaluate performance has been on scale since the emergence of AI. These systems leverage deep learning, especially transformer architectures, to understand and generate human-like language. Companies and research groups globally compete to develop chatbots that are more capable, reliable, and context-aware. Among the most well-known chatbots is ChatGPT, developed by OpenAI. Since its public release in 2022, ChatGPT has rapidly gained widespread attention for its ability to engage in coherent and versatile conversations, assist with creative writing, and solve complex problems. In response, technology firms introduced competing chatbots aiming to challenge or surpass ChatGPT's capabilities. Notably, DeepSeek, a Chinese AI company, launched an advanced chatbot integrated with their R1 language model, emphasizing strong natural language understanding and multilingual support. Similarly, Grok, developed by xAI (company), integrates conversational AI into vehicles and digital assistants, combining natural language processing with real-time data for personalized user interaction. These chatbots not only compete in language tasks but also demonstrate strategic reasoning capabilities by playing complex games such as chess and Go. This form of competition is reminiscent of historic AI milestones set by programs such as Deep Blue and AlphaGo. The OpenAI’s ChatGPT has been tested in playing chess at various levels, while DeepSeek’s chatbot showcased its prowess in online chess tournaments in early 2024, winning several matches against human and AI opponents. Grok, leveraging Tesla's vast data infrastructure, has demonstrated real-time strategic decision-making in simulation environments that include chess-like games. The competition pushes rapid innovation, with firms racing to improve chatbot conversational depth, reduce biases, increase factual accuracy, and integrate multimodal inputs like images and videos. At the same time, the competition raises questions about AI safety, ethical use, and the societal impacts of increasingly human-like chatbots. === Autonomous vehicles === Companies such as Waymo, Tesla, and Baidu are racing to deploy safe and reliable self-driving car technology. === AI chips === Rivalry between Nvidia, AMD, Intel, and Huawei in designing processors optimized for AI workloads. === Military applications === Development of AI-enabled drones, surveillance systems, and decision-support tools, with associated ethical debates. == Events == In 2023, OpenAI released GPT-4, prompting competitors such as Google DeepMind to accelerate the release of their own models, including Gemini. In 2024, Chinese AI company DeepSeek launched the R1 model, leading OpenAI to release an open-source system, GPT-OSS, as a strategic countermeasure. In 2022, Tesla and Waymo both expanded autonomous taxi services in U.S. cities, competing for regulatory approval and public trust. The U.S. Department of Defense's Project Maven and China's AI-enabled surveillance programs have been cited as examples of military AI rivalry. In 2025, Microsoft hired several senior engineers from Google DeepMind, highlighting the ongoing "talent poaching" competition in the AI sector. == Risks and concerns == Critics warn that unrestrained competition in AI can undermine safety, ethics, and governance. Concerns include the proliferation of biased or unsafe models, escalation in autonomous weapons, and reduced cooperation on safety standards.

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  • Learning to rank

    Learning to rank

    Learning to rank (LTR) or machine-learned ranking (MLR) is the application of machine learning, often supervised, semi-supervised or reinforcement learning, in the construction of ranking models for information retrieval and recommender systems. Training data may, for example, consist of lists of items with some partial order specified between items in each list. This order is typically induced by giving a numerical or ordinal score or a binary judgment (e.g. "relevant" or "not relevant") for each item. The goal of constructing the ranking model is to rank new, unseen lists in a similar way to rankings in the training data. == Applications == === In information retrieval === Ranking is a central part of many information retrieval problems, such as document retrieval, collaborative filtering, sentiment analysis, and online advertising. A possible architecture of a machine-learned search engine is shown in the accompanying figure. Training data consists of queries and documents matching them together with the relevance degree of each match. It may be prepared manually by human assessors (or raters, as Google calls them), who check results for some queries and determine relevance of each result. It is not feasible to check the relevance of all documents, and so typically a technique called pooling is used — only the top few documents, retrieved by some existing ranking models are checked. This technique may introduce selection bias. Alternatively, training data may be derived automatically by analyzing clickthrough logs (i.e. search results which got clicks from users), query chains, or such search engines' features as Google's (since-replaced) SearchWiki. Clickthrough logs can be biased by the tendency of users to click on the top search results on the assumption that they are already well-ranked. Training data is used by a learning algorithm to produce a ranking model which computes the relevance of documents for actual queries. Typically, users expect a search query to complete in a short time (such as a few hundred milliseconds for web search), which makes it impossible to evaluate a complex ranking model on each document in the corpus, and so a two-phase scheme is used. First, a small number of potentially relevant documents are identified using simpler retrieval models which permit fast query evaluation, such as the vector space model, Boolean model, weighted AND, or BM25. This phase is called top- k {\displaystyle k} document retrieval and many heuristics were proposed in the literature to accelerate it, such as using a document's static quality score and tiered indexes. In the second phase, a more accurate but computationally expensive machine-learned model is used to re-rank these documents. === In other areas === Learning to rank algorithms have been applied in areas other than information retrieval: In machine translation for ranking a set of hypothesized translations; In computational biology for ranking candidate 3-D structures in protein structure prediction problems; In recommender systems for identifying a ranked list of related news articles to recommend to a user after he or she has read a current news article. == Feature vectors == For the convenience of MLR algorithms, query-document pairs are usually represented by numerical vectors, which are called feature vectors. Such an approach is sometimes called bag of features and is analogous to the bag of words model and vector space model used in information retrieval for representation of documents. Components of such vectors are called features, factors or ranking signals. They may be divided into three groups (features from document retrieval are shown as examples): Query-independent or static features — those features, which depend only on the document, but not on the query. For example, PageRank or document's length. Such features can be precomputed in off-line mode during indexing. They may be used to compute document's static quality score (or static rank), which is often used to speed up search query evaluation. Query-dependent or dynamic features — those features, which depend both on the contents of the document and the query, such as TF-IDF score or other non-machine-learned ranking functions. Query-level features or query features, which depend only on the query. For example, the number of words in a query. Some examples of features, which were used in the well-known LETOR dataset: TF, TF-IDF, BM25, and language modeling scores of document's zones (title, body, anchors text, URL) for a given query; Lengths and IDF sums of document's zones; Document's PageRank, HITS ranks and their variants. Selecting and designing good features is an important area in machine learning, which is called feature engineering. == Evaluation measures == There are several measures (metrics) which are commonly used to judge how well an algorithm is doing on training data and to compare the performance of different MLR algorithms. Often a learning-to-rank problem is reformulated as an optimization problem with respect to one of these metrics. Examples of ranking quality measures: Mean average precision (MAP); DCG and NDCG; Precision@n, NDCG@n, where "@n" denotes that the metrics are evaluated only on top n documents; Mean reciprocal rank; Kendall's tau; Spearman's rho. DCG and its normalized variant NDCG are usually preferred in academic research when multiple levels of relevance are used. Other metrics such as MAP, MRR and precision, are defined only for binary judgments. Recently, there have been proposed several new evaluation metrics which claim to model user's satisfaction with search results better than the DCG metric: Expected reciprocal rank (ERR); Yandex's pfound. Both of these metrics are based on the assumption that the user is more likely to stop looking at search results after examining a more relevant document, than after a less relevant document. == Approaches == Learning to Rank approaches are often categorized using one of three approaches: pointwise (where individual documents are ranked), pairwise (where pairs of documents are ranked into a relative order), and listwise (where an entire list of documents are ordered). Tie-Yan Liu of Microsoft Research Asia has analyzed existing algorithms for learning to rank problems in his book Learning to Rank for Information Retrieval. He categorized them into three groups by their input spaces, output spaces, hypothesis spaces (the core function of the model) and loss functions: the pointwise, pairwise, and listwise approach. In practice, listwise approaches often outperform pairwise approaches and pointwise approaches. This statement was further supported by a large scale experiment on the performance of different learning-to-rank methods on a large collection of benchmark data sets. In this section, without further notice, x {\displaystyle x} denotes an object to be evaluated, for example, a document or an image, f ( x ) {\displaystyle f(x)} denotes a single-value hypothesis, h ( ⋅ ) {\displaystyle h(\cdot )} denotes a bi-variate or multi-variate function and L ( ⋅ ) {\displaystyle L(\cdot )} denotes the loss function. === Pointwise approach === In this case, it is assumed that each query-document pair in the training data has a numerical or ordinal score. Then the learning-to-rank problem can be approximated by a regression problem — given a single query-document pair, predict its score. Formally speaking, the pointwise approach aims at learning a function f ( x ) {\displaystyle f(x)} predicting the real-value or ordinal score of a document x {\displaystyle x} using the loss function L ( f ; x j , y j ) {\displaystyle L(f;x_{j},y_{j})} . A number of existing supervised machine learning algorithms can be readily used for this purpose. Ordinal regression and classification algorithms can also be used in pointwise approach when they are used to predict the score of a single query-document pair, and it takes a small, finite number of values. === Pairwise approach === In this case, the learning-to-rank problem is approximated by a classification problem — learning a binary classifier h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} that can tell which document is better in a given pair of documents. The classifier shall take two documents as its input and the goal is to minimize a loss function L ( h ; x u , x v , y u , v ) {\displaystyle L(h;x_{u},x_{v},y_{u,v})} . The loss function typically reflects the number and magnitude of inversions in the induced ranking. In many cases, the binary classifier h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} is implemented with a scoring function f ( x ) {\displaystyle f(x)} . As an example, RankNet adapts a probability model and defines h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} as the estimated probability of the document x u {\displaystyle x_{u}} has higher quality than x v {\displaystyle x_{v}} : P u , v ( f ) = CDF ( f ( x u ) − f ( x v ) ) , {\displaystyle P_{u,v}(f)={\text{CDF}

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  • Hierarchical navigable small world

    Hierarchical navigable small world

    Hierarchical navigable small world (HNSW) is an algorithm for approximate nearest neighbor search. It is used to find items that are similar to a query item in a large collection, without comparing the query with every item one by one. The algorithm is commonly used for searching vector data. In these systems, an item such as a document, image, song, or user profile is represented by a list of numbers called a vector. Items with similar vectors are treated as similar according to the model that produced the vectors. HNSW provides a way to search these vectors quickly, especially in large datasets. HNSW stores vectors in a graph. Each vector is a node, and links connect it to some nearby vectors. The graph has several layers: upper layers contain fewer nodes and act like a rough map, while the bottom layer contains all nodes and gives a more detailed view. A search starts in an upper layer, follows links toward nodes that are closer to the query, and then repeats the process in lower layers until it finds a set of likely nearest neighbors. == Background == The nearest neighbor search problem asks which items in a dataset are closest to a query item. A direct search can compare the query with every item in the dataset, but this becomes slow when the dataset is large. Exact search methods based on spatial trees, such as the k-d tree and R-tree, can also become less effective for high-dimensional data, a problem often associated with the curse of dimensionality. Approximate nearest neighbor methods trade some exactness for speed or lower resource use. Instead of always guaranteeing the exact closest item, they try to return close items quickly. Other approximate methods include locality-sensitive hashing and product quantization. HNSW builds on research into small-world networks and navigable graphs. In a small-world graph, most nodes can be reached from other nodes through a short chain of links. In a navigable graph, a search procedure can use local information to move toward a target. Jon Kleinberg's work on navigation in small-world networks is an important example of this research area. Later work studied ways to add links that make graphs easier to navigate greedily. The HNSW algorithm extends earlier navigable small world methods for similarity search by adding a hierarchy of graph layers. This hierarchy helps the algorithm find a good region of the graph before doing a more detailed search in the bottom layer. == Algorithm == HNSW is based on a proximity graph. In this graph, nearby vectors are connected by edges. The algorithm uses these edges to move through the dataset, rather than scanning every vector. The graph is hierarchical. Every vector appears in the bottom layer. Some vectors are also placed in higher layers, with fewer vectors appearing as the layers go upward. The upper layers allow long-range movement across the dataset, while the lower layers allow a more detailed search near promising candidates. A typical search proceeds as follows: The search begins from an entry point in the highest layer. At each step, the algorithm looks at neighboring nodes and moves to a neighbor that is closer to the query. When it cannot find a closer neighbor in that layer, it moves down to the next layer. In the bottom layer, it explores a wider set of candidate nodes and returns the nearest candidates found. This search strategy is often described as greedy navigation. The algorithm repeatedly chooses locally better nodes, using the graph structure to approach the query point. == Construction and parameters == The HNSW graph is built incrementally. When a new vector is inserted, the algorithm assigns it a maximum layer, searches for nearby existing nodes, and connects the new node to selected neighbors in each layer where it appears. Implementations usually expose parameters that control the trade-off between speed, accuracy, memory use, and construction time. A higher number of graph connections can improve recall but requires more memory. A larger search candidate list can improve accuracy but makes queries slower. A larger construction candidate list can improve the quality of the graph but makes index building slower. Because HNSW is approximate, its results are not always identical to a full exact search. Its practical performance depends on the dataset, distance measure, implementation, and parameter settings. Benchmarking studies have found HNSW-based libraries to be strong performers among approximate nearest neighbor methods, although worst-case performance can differ from performance on common benchmark datasets. == Use in vector search systems == HNSW is used as an index in systems that store and search high-dimensional vectors. These systems include vector databases, search engines, and database extensions. Typical uses include semantic search, recommender systems, image similarity search, and retrieval-augmented generation. Several software projects implement or support HNSW. Libraries include hnswlib, which is associated with the original HNSW authors, and FAISS. Database and search systems that document HNSW support include Apache Lucene, Chroma, ClickHouse, DuckDB, MariaDB, Milvus, pgvector, Qdrant, and Redis.

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  • Joseph Stanislaus Ostoja-Kotkowski

    Joseph Stanislaus Ostoja-Kotkowski

    Joseph Stanislaus Ostoja-Kotkowski AM, FRSA (also known as J. S. Ostoja-Kotkowski, Ostoja and Stan Ostoja-Kotkowski; 28 December 1922 – 2 April 1994) was best known for his ground-breaking work in chromasonics, laser kinetics and 'sound and image' productions. He earned recognition in Australia and overseas for his pioneering work in laser sound and image technology. His work included painting (instrumental in developing geometric art in Australia), photography, film-making, theatre design, fabric design, murals, kinetic and static sculpture, stained glass, vitreous enamel murals, op-collages, computer graphics, and laser art. Ostoja flourished between 1940 and 1994. Ostoja's films are still being exhibited. == Biography == Joseph Stanislaus Ostoja-Kotkowski was born in Golub, Poland, on 28 December 1922, descending from an old noble family that was part of the Clan of Ostoja. He studied drawing under Olgierd Vetesco in Przasnysz from 1940-1945. After winning a scholarship, he completed his studies at the Düsseldorf Academy of Fine Arts in Germany in 1949. In 1950 Ostoja migrated to Australia, arriving in Melbourne where he supported himself with work as a labourer. He enrolled at the Victorian School of Fine Arts National Gallery School under Alan Sumner and William Dargie 1950-1955 and there introduced the new abstract expression of Europe both to lecturers and students. He settled in the Adelaide Hills, South Australia, on the Booth estate at Stirling, living under the patronage of the Booth family for over 40 years (Freya Booth, the wife of Edward Stirling Booth, was a daughter of the artist Sir Hans Heysen). His first one-man exhibition was also in South Australia at the Royal Society of Arts, Adelaide. In 1956 Ostoja met and collaborated with Ian Davidson in the production of the short film Five South Australian Artists, and became involved in stage and theatre set design. He co-produced several experimental films again with Ian Davidson, including The Quest of Time in 1957 Ostoja's work in abstract expression began to receive accolades. He won the Cornell Prize for the canvas Form in Landscape. He started to design sets for theatre and dance including for Six Characters in Search of an Author by Luigi Pirandello (1957); the South Australian production of Samuel Beckett's Waiting for Godot (1958); Gaetano Donizetti's Elixir of Love, with novel light settings and modulations, for the Elder Conservatorium of the University of Adelaide which used his techniques for their Opera Workshops (1959); for The Egg; and for two performances of the South Australian Ballet Theatre with light/colour abstract presentations (1959). 1960 This year he designed sets for a new opera group which would eventually grow into the South Australian Opera Company. Among other theatrical events, he designed and executed the scenery for Moon on a Rainbow Shawl by Errol John, and The Teahouse of the August Moon by John Patrick, (a production by the University of Adelaide Theatre Guild). He received artistic satisfaction but little financial reward for these efforts. In this year also, he staged a visual production on the theme of Orpheus, using dance, music and voice with several projectors. This was the first attempt at quadraphonic sound in Australia, working in collaboration with Derek Jolly, who provided the sound and projection equipment. It was also the first demonstration of "Chromasonics" - the science of translating sound into visual images. Ostoja then designed innovative "abstracted" scenery for a production of The Marriage of Figaro and Benjamin Britten's The Turn of the Screw. 1961 Ostoja designed the sets for the controversial South Australian production of Patrick White's The Ham Funeral - also Alan Seymour's Swamp Creatures, both performed by the University of Adelaide Theatre Guild. He designed and constructed six stained glass windows for the Refectory at the University of Adelaide. In this period Ostoja designed special lights and gauzes for difficult effects required in an ambitious production of the opera Don Carlos by the Opera Workshop, for the Elder Conservatorium. 1962 Ostoja designed and built sets for the production of J.B, by Archibald MacLeish, for the second Adelaide Festival of Arts. He exhibited vitreous enamel works in Melbourne's Argus Gallery. Max Harris, in The Bulletin of 20 October 1962, praised Ostoja's sets for My Cousin from Fiji in Union Theatre, Adelaide, and his technique of rear screen projections as later adopted throughout Australia. 1963 Ostoja continued to develop Multi-Image projections, demonstrating for the first time in Australia the concept later to be known as 'audio-visuals!'. Ostoja gave Sir Herbert Read, the art critic, a personal viewing of one of his visual presentations. At Christmas, in the Elder Conservatorium, collaborating again with Derek Jolly, Ostoja gave what was probably the world's first "visual concert", using special projectors and incorporating music, colours and shapes. 1964 With fellow Adelaide artist John Dallwitz, Ostoja co-designed the first of several experimental dance and stage productions in the Adelaide Festival of Arts Sound and Image. The production featured Adelaide dancer Elizabeth_Cameron_Dalman. Also for the Adelaide Festival of Arts of that year, he designed the largest light mosaic ever staged up to that time, upon the facade of an 11-storey building. Ostoja was invited to New Zealand, and exhibited the first electronically generated images in Australia in Melbourne, at the Argus Gallery. His design for the 50-foot (15 m) bas-relief mural for the new B.P. building in Melbourne was the subject of a film which won the "Blue Ribbon" Award in the American Film Festival in New York. 1965 Ostoja designed and made the first light kinetic mural in Australia, and continued to evolve theatrical works using multi-screen and Multi-projector techniques. The Production of Jean Genet's The Balcony was very controversial. With Elizabeth Dalman, Ostoja produced new dance forms for Melbourne Television. He introduced Op Art to Australia, both at South Yarra Gallery in Melbourne, and Gallery A in Sydney. 1966 With John Dallwitz, Ostoja was invited by the Adelaide Festival of Arts to present more experimental theatre, Sound and image 1966. This highly acclaimed production incorporated Australian poetry into the sound, electronic music, and visual images and featured the dancer Antonio Rodrigues. The architect Robin Boyd commissioned Ostoja to design two large Op murals for the Australian Pavilion entrance at the Expo 67. Ostoja was awarded a Churchill Fellowship, which enabled him to have extensive world travel, comparing art and technology in many countries. He began to work with language, contemporary poetry and prose, and computers. 1967 John Dallwitz and Ostoja presented Sound and Image at the Festival of Perth. In Berne, Switzerland, Ostoja received the "Excellence F.I.A.P." Award for innovative photography. 1968 At the Adelaide Festival of Arts, Ostoja and John Dallwitz collaborated again to stage Sound and Image. This was the first theatre production in the world to use a laser beam. It also included the first science fiction play (The Veldt by Ray Bradbury) performed in Australia. Ostoja's theatre methods were increasingly attracting the attention of critics to how plays were staged. "Chromasonics", developed and introduced by Ostoja, was now being used extensively in the entertainment industry. 1969 Ostoja staged Krzysztof Penderecki's St. Luke Passion, a controversial, contemporary religious work. The South Australian The Advertiser wrote an extensive critique of Ostoja's work. Robin Boyd commissioned Ostoja to build a "Chromasonic" exhibit located in the Space Tube at the Australian Pavilion for Expo '70 in Osaka. 1970 Ostoja presented an Australian Aboriginal Dreamtime theme in his "Sound and Image" theatre, working with leading contemporary figures in poetry, music and dance. This was the first production of its kind in Australia, and appeared after the Festival in Melbourne, Sydney, Canberra and Perth. Ostoja's Space Scape mural, sixty feet long by ten feet high, won the Australia-wide competition for a mural for Adelaide Airport. His 120 feet (37 m) high 'light and sound' structure for the Adelaide Festival was the first of its kind in the world. 1971 Ostoja awarded a Creative Arts Fellowship at the Australian National University, Canberra. His 18-month stay resulted in the design and building of a "Chromasonics unit-laser", a 100 feet (30 m) Chromasonic tower, and a world premiere of a Synchronos concert. 1972 With Don Burrows and Don Banks, Ostoja presented Synchronos 72, where one could "hear the colours and see the sounds". Ostoja added Cymatics, developed during the Fellowship, to his workshop repertoire. He was invited to exhibit his photography in the National Gallery, Melbourne. 1973 Ostoja received a Fellowship from the Australian American Education Associatio

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  • Equalized odds

    Equalized odds

    Equalized odds, also referred to as conditional procedure accuracy equality and disparate mistreatment, is a measure of fairness in machine learning. A classifier satisfies this definition if the subjects in the protected and unprotected groups have equal true positive rate and equal false positive rate, satisfying the formula: P ( R = + | Y = y , A = a ) = P ( R = + | Y = y , A = b ) y ∈ { + , − } ∀ a , b ∈ A {\displaystyle P(R=+|Y=y,A=a)=P(R=+|Y=y,A=b)\quad y\in \{+,-\}\quad \forall a,b\in A} For example, A {\displaystyle A} could be gender, race, or any other characteristics that we want to be free of bias, while Y {\displaystyle Y} would be whether the person is qualified for the degree, and the output R {\displaystyle R} would be the school's decision whether to offer the person to study for the degree. In this context, higher university enrollment rates of African Americans compared to whites with similar test scores might be necessary to fulfill the condition of equalized odds, if the "base rate" of Y {\displaystyle Y} differs between the groups. The concept was originally defined for binary-valued Y {\displaystyle Y} . In 2017, Woodworth et al. generalized the concept further for multiple classes.

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  • Machine unlearning

    Machine unlearning

    Machine unlearning is a branch of machine learning focused on removing specific undesired element, such as private data, wrong or manipulated training data, outdated information, copyrighted material, harmful content, dangerous abilities, or misinformation, without needing to rebuild models from the ground up. Large language models, like the ones powering ChatGPT, may be asked not just to remove specific elements but also to unlearn a "concept," "fact," or "knowledge," which aren't easily linked to specific examples. New terms such as "model editing," "concept editing," and "knowledge unlearning" have emerged to describe this process. == History == Early research efforts were largely motivated by Article 17 of the GDPR, the European Union's privacy regulation commonly known as the "right to be forgotten" (RTBF), introduced in 2014. The GDPR did not anticipate that the development of large language models would make data erasure a complex task. This issue has since led to research on "machine unlearning," with a growing focus on removing copyrighted material, harmful content, dangerous capabilities, and misinformation. Just as early experiences in humans shape later ones, some concepts are more fundamental and harder to unlearn. A piece of knowledge may be so deeply embedded in the model's knowledge graph that unlearning it could cause internal contradictions, requiring adjustments to other parts of the graph to resolve them. Researchers have now also started studying unlearning in the context of removing incorrect or adversarially manipulated training data such as systematically biased labels or poisoning attacks. == Motivations == At present, machine unlearning is motivated by a growing range of concerns that extend well beyond the field's original focus on data privacy. A widely used taxonomy in the literature distinguishes two high-level categories of motivation. Access revocation covers cases where a data subject or rights holder requests the removal of data they own or control. This is most commonly associated with RTBF established by the European Union's General Data Protection Regulation (GDPR) and analogous legislation such as the California Consumer Privacy Act (CCPA). These regulations grant individuals the legal right to request erasure of their personal data from any system that has processed it, including models that were trained on it. Access revocation also encompasses the removal of copyrighted or pay-walled content that was incorporated into training corpora without the necessary licenses, a concern that has become prominent with the widespread use of largely web-scraped pre-training datasets. Model correction covers cases where the model exhibits undesirable behavior arising from the training data, regardless of any individual's request. This includes: Removal of toxic, biased, or unsafe outputs introduced by harmful content in the training set Correction of stale or factually incorrect associations, such as outdated knowledge encoded in a deployed model Removal of dangerous capabilities, such as detailed knowledge of the synthesis of chemical or biological agents Correction of the influence of data poisoning or adversarial attacks that have corrupted model behavior This second category has been formalized as corrective machine unlearning, which frames unlearning as a post-training mechanism for repairing the effects of bad or harmful training data. It is closely related to the AI safety literature, where data filtering alone has been found insufficient to prevent hazardous knowledge from being encoded in model weights, motivating unlearning as a complementary risk mitigation strategy. A further distinction has been drawn in the literature between removal {eliminating the influence of specific training data on model parameters) and suppression (preventing the model from generating specific outputs regardless of how that knowledge is encoded). These two goals are not equivalent: removing training data does not guarantee meaningful output suppression, and suppressing outputs does not constitute removal of the underlying training data's influence. == SISA Training == SISA is a training strategy consisting of four mechanisms designed to make machine unlearning more efficient by structuring how models are trained and updated. Its goal is to allow a system to remove the influence of specific data points without retraining an entire model from scratch. By reorganizing training data and workflows, SISA reduces the computational burden of unlearning requests. Sharding divides the training dataset into multiple disjoint subsets, or shards. Each shard is used to train a separate model instance. This ensures that a single data point affects only one shard, so unlearning it requires updating only the corresponding shard rather than the full model. Isolation refers to training each shard independently, with nothing shared across shards during the training process. This separation prevents cross-contamination between shards, ensuring that forgetting data in one shard does not require adjustments to any others. Slicing breaks the data within each shard into sequential slices and stores model states after each slice is trained on. When an unlearning request targets a piece of data, the system can roll back to the checkpoint before the point was seen and retrain only from that slice forward. This reduces retraining time even within a shard. Aggregation occurs at inference, when the model is queried. It combines the outputs of each shard to determine the output of the overall model. This is often through majority voting or averaging. This allows SISA-trained systems to behave like a single model despite being composed of multiple shard-level models. Together, these mechanisms enable machine learning systems to forget specific data points with far lower computational cost than full retraining. The trade-off is that sharding and slicing can lead to reduced model accuracy, worse generalization, and increased storage requirements for the intermediate checkpoints. This can be tolerable based on the needs of the individual or organization to comply with "right to be forgotten" or efficiently recover from backdoor attacks. == Algorithms == Machine unlearning algorithms are broadly categorized into exact and approximate methods, reflecting a fundamental trade-off between formal guarantees and computational tractability. === Exact Unlearning === Exact unlearning methods produce a model that is statistically indistinguishable from one retrained from scratch on the dataset with the forget data removed. The canonical framework for exact unlearning is SISA Training (Sharded, Isolated, Sliced, and Aggregated), introduced by Bourtoule et al. (2021). SISA partitions the training dataset into disjoint shards and trains a separate sub-model on each. At inference time, predictions are aggregated across sub-models. When an unlearning request is received, only the sub-model corresponding to the shard containing the target data requires retraining, reducing computational overhead proportionally to the number of shards. Exact methods provide the strongest guarantees but become prohibitively expensive for large pre-trained neural networks and are generally limited to settings where training can be structured in advance. === Approximate Unlearning === Approximate unlearning methods seek to produce a model whose behavior is sufficiently close to an exactly unlearned model without the cost of full retraining. These methods dominate practical applications. Common approaches include: Gradient Ascent: The model is fine-tuned by maximizing the loss on the forget set, directly degrading its performance on targeted data. This is the most direct approach but risks destabilizing performance on retained data. Random Labelling: The model is fine-tuned on the forget set using randomly shuffled labels, confusing its associations with the targeted data while producing a less aggressive weight shift than pure gradient ascent. Gradient Difference: Combines gradient ascent on the forget set with simultaneous gradient descent on the retain set, using the retain objective as a regularizer to preserve general model utility. KL Divergence Regularization: Minimizes the KL divergence between the outputs of the unlearned model and the original model on the retain set, anchoring behavior on data the model should remember. Weight Pruning and Fine-tuning: Parameters with the smallest L1-norm are pruned — targeting weights most weakly associated with general knowledge and potentially most associated with the forget set — followed by fine-tuning on the retain set to restore utility. Layer Reset and Fine-tuning: The first or last k layers are re-initialized to random weights and the model is subsequently fine-tuned on the retain set. This is a coarse but computationally simple approach. Selective Synaptic Dampening: Uses influence functions to estimate the effect of individual trainin

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  • CHAOS (chess)

    CHAOS (chess)

    CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

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  • Intelligent decision support system

    Intelligent decision support system

    An intelligent decision support system (IDSS) is a decision support system that makes extensive use of artificial intelligence (AI) techniques. Use of AI techniques in management information systems has a long history – indeed terms such as "Knowledge-based systems" (KBS) and "intelligent systems" have been used since the early 1980s to describe components of management systems, but the term "Intelligent decision support system" is thought to originate with Clyde Holsapple and Andrew Whinston in the late 1970s. Examples of specialized intelligent decision support systems include Flexible manufacturing systems (FMS), intelligent marketing decision support systems and medical diagnosis systems. Ideally, an intelligent decision support system should behave like a human consultant: supporting decision makers by gathering and analysing evidence, identifying and diagnosing problems, proposing possible courses of action and evaluating such proposed actions. The aim of the AI techniques embedded in an intelligent decision support system is to enable these tasks to be performed by a computer, while emulating human capabilities as closely as possible. Many IDSS implementations are based on expert systems, a well established type of KBS that encode knowledge and emulate the cognitive behaviours of human experts using predicate logic rules, and have been shown to perform better than the original human experts in some circumstances. Expert systems emerged as practical applications in the 1980s based on research in artificial intelligence performed during the late 1960s and early 1970s. They typically combine knowledge of a particular application domain with an inference capability to enable the system to propose decisions or diagnoses. Accuracy and consistency can be comparable to (or even exceed) that of human experts when the decision parameters are well known (e.g. if a common disease is being diagnosed), but performance can be poor when novel or uncertain circumstances arise. Research in AI focused on enabling systems to respond to novelty and uncertainty in more flexible ways is starting to be used in IDSS. For example, intelligent agents that perform complex cognitive tasks without any need for human intervention have been used in a range of decision support applications. Capabilities of these intelligent agents include knowledge sharing, machine learning, data mining, and automated inference. A range of AI techniques such as case based reasoning, rough sets and fuzzy logic have also been used to enable decision support systems to perform better in uncertain conditions. A 2009 research about a multi-artificial system intelligence system named IILS is proposed to automate problem-solving processes within the logistics industry. The system involves integrating intelligence modules based on case-based reasoning, multi-agent systems, fuzzy logic, and artificial neural networks aiming to offer advanced logistics solutions and support in making well-informed, high-quality decisions to address a wide range of customer needs and challenges.

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  • Developmental robotics

    Developmental robotics

    Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development. Developmental robotics is related to but differs from evolutionary robotics (ER). ER uses populations of robots that evolve over time, whereas DevRob is interested in how the organization of a single robot's control system develops through experience, over time. DevRob is also related to work done in the domains of robotics and artificial life. == Background == Can a robot learn like a child? Can it learn a variety of new skills and new knowledge unspecified at design time and in a partially unknown and changing environment? How can it discover its body and its relationships with the physical and social environment? How can its cognitive capacities continuously develop without the intervention of an engineer once it is "out of the factory"? What can it learn through natural social interactions with humans? These are the questions at the center of developmental robotics. Alan Turing, as well as a number of other pioneers of cybernetics, already formulated those questions and the general approach in 1950, but it is only since the end of the 20th century that they began to be investigated systematically. Because the concept of adaptive intelligent machines is central to developmental robotics, it has relationships with fields such as artificial intelligence, machine learning, cognitive robotics or computational neuroscience. Yet, while it may reuse some of the techniques elaborated in these fields, it differs from them from many perspectives. It differs from classical artificial intelligence because it does not assume the capability of advanced symbolic reasoning and focuses on embodied and situated sensorimotor and social skills rather than on abstract symbolic problems. It differs from cognitive robotics because it focuses on the processes that allow the formation of cognitive capabilities rather than these capabilities themselves. It differs from computational neuroscience because it focuses on functional modeling of integrated architectures of development and learning. More generally, developmental robotics is uniquely characterized by the following three features: It targets task-independent architectures and learning mechanisms, i.e. the machine/robot has to be able to learn new tasks that are unknown by the engineer; It emphasizes open-ended development and lifelong learning, i.e. the capacity of an organism to acquire continuously novel skills. This should not be understood as a capacity for learning "anything" or even “everything”, but just that the set of skills that is acquired can be infinitely extended at least in some (not all) directions; The complexity of acquired knowledge and skills shall increase (and the increase be controlled) progressively. Developmental robotics emerged at the crossroads of several research communities including embodied artificial intelligence, enactive and dynamical systems cognitive science, connectionism. Starting from the essential idea that learning and development happen as the self-organized result of the dynamical interactions among brains, bodies and their physical and social environment, and trying to understand how this self-organization can be harnessed to provide task-independent lifelong learning of skills of increasing complexity, developmental robotics strongly interacts with fields such as developmental psychology, developmental and cognitive neuroscience, developmental biology (embryology), evolutionary biology, and cognitive linguistics. As many of the theories coming from these sciences are verbal and/or descriptive, this implies a crucial formalization and computational modeling activity in developmental robotics. These computational models are then not only used as ways to explore how to build more versatile and adaptive machines but also as a way to evaluate their coherence and possibly explore alternative explanations for understanding biological development. == Research directions == === Skill domains === Due to the general approach and methodology, developmental robotics projects typically focus on having robots develop the same types of skills as human infants. A first category that is important being investigated is the acquisition of sensorimotor skills. These include the discovery of one's own body, including its structure and dynamics such as hand-eye coordination, locomotion, and interaction with objects as well as tool use, with a particular focus on the discovery and learning of affordances. A second category of skills targeted by developmental robots are social and linguistic skills: the acquisition of simple social behavioural games such as turn-taking, coordinated interaction, lexicons, syntax and grammar, and the grounding of these linguistic skills into sensorimotor skills (sometimes referred as symbol grounding). In parallel, the acquisition of associated cognitive skills are being investigated such as the emergence of the self/non-self distinction, the development of attentional capabilities, of categorization systems and higher-level representations of affordances or social constructs, of the emergence of values, empathy, or theories of mind. === Mechanisms and constraints === The sensorimotor and social spaces in which humans and robot live are so large and complex that only a small part of potentially learnable skills can actually be explored and learnt within a life-time. Thus, mechanisms and constraints are necessary to guide developmental organisms in their development and control of the growth of complexity. There are several important families of these guiding mechanisms and constraints which are studied in developmental robotics, all inspired by human development: Motivational systems, generating internal reward signals that drive exploration and learning, which can be of two main types: extrinsic motivations push robots/organisms to maintain basic specific internal properties such as food and water level, physical integrity, or light (e.g. in phototropic systems); intrinsic motivations push robot to search for novelty, challenge, compression or learning progress per se, thus generating what is sometimes called curiosity-driven learning and exploration, or alternatively active learning and exploration; Social guidance: as humans learn a lot by interacting with their peers, developmental robotics investigates mechanisms that can allow robots to participate to human-like social interaction. By perceiving and interpreting social cues, this may allow robots both to learn from humans (through diverse means such as imitation, emulation, stimulus enhancement, demonstration, etc. ...) and to trigger natural human pedagogy. Thus, social acceptance of developmental robots is also investigated; Statistical inference biases and cumulative knowledge/skill reuse: biases characterizing both representations/encodings and inference mechanisms can typically allow considerable improvement of the efficiency of learning and are thus studied. Related to this, mechanisms allowing to infer new knowledge and acquire new skills by reusing previously learnt structures is also an essential field of study; The properties of embodiment, including geometry, materials, or innate motor primitives/synergies often encoded as dynamical systems, can considerably simplify the acquisition of sensorimotor or social skills, and is sometimes referred as morphological computation. The interaction of these constraints with other constraints is an important axis of investigation; Maturational constraints: In human infants, both the body and the neural system grow progressively, rather than being full-fledged already at birth. This implies, for example, that new degrees of freedom, as well as increases of the volume and resolution of available sensorimotor signals, may appear as learning and development unfold. Transposing these mechanisms in developmental robots, and understanding how it may hinder or on the contrary ease the acquisition of novel complex skills is a central questi

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  • Socially assistive robot

    Socially assistive robot

    A socially assistive robot (SAR) aids users through social engagement and support rather than through physical tasks and interactions. == Background == The field of socially assistive robotics emerged in the early 2000s, following the emergence of the field of social robots. In contrast to social robots, SARs aid users with specific goals related to behavior change rather than serving as purely social entities. The term "Socially assistive robot" was initially defined by Maja Matarić and David Feil-Seifer in 2005. Since its inception, the field has gained substantial recognition, featuring numerous research projects, a wealth of global research publications, startup companies, and a growing array of products on the consumer market. The COVID-19 pandemic has underscored the immense potential of socially assistive robots, particularly in addressing the needs of large user populations, including children engaged in remote learning, elderly individuals grappling with loneliness, and those affected by social isolation and its associated negative consequences. == Characteristics of interaction == SARs rely on artificial intelligence (AI) to generate real-time, responsive, natural, and meaningful robot behaviors during interactions with humans. The robots employ various forms of communication, such as facial expressions, gestures, body movements, and speech. In contrast to robots intended for physical tasks, SARs are designed to support and motivate users to perform their own tasks. The tasks a user engages in can be physical (e.g., rehabilitation exercises for post-stroke users), cognitive (e.g., dementia screening for elderly users), or social (e.g., turn-taking for users with autism spectrum disorders). This complex interaction involves detecting and interpreting the user's movement, behavior, intent, goals, speech, and preferences. Machine learning and robot learning techniques are frequently employed to enhance the robot's understanding of the user, predict user preferences, and provide effective assistance. The effectiveness of socially assistive robots is assessed based on objective measurements of user performance and improvement resulting from the robot’s assistance and support. Unlike other branches of robotics, where effectiveness depends on the robot's physical task completion, SAR measures the success of the robot based on the user's progress and achievements. This evaluation is carried out using quantitative objective metrics, such as time spent on tasks, accuracy, retention, and verbalization, as well as quantitative subjective metrics, such as user survey tools. SAR is based on the large body of evidence showing that users tend to respond more positively to interactions with physical robots compared to interactions with screens. Interaction with physical robots also encourages users to learn and retain more information than screen-based interactions. This fundamental insight underlines why physical robots in SAR applications are more effective, as opposed to interactions solely involving screens, tablets, or computers. == Uses and applications == SARs have been developed and validated in a wide array of applications, including healthcare, elder care, education, and training. For example, SARs have been developed to support children on the autism spectrum in acquiring and practicing social and cognitive skills, to motivate and coach stroke patients throughout their rehabilitation exercises, monitoring individuals health (ex. fall detection), and to encourage elderly users to be more physically and socially active. There is a concern that technophobia and lack of trust in robots will pose a barrier to the effectiveness of SARs in older adults.

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  • Inferential theory of learning

    Inferential theory of learning

    Inferential Theory of Learning (ITL) is an area of machine learning which describes inferential processes performed by learning agents. ITL has been continuously developed by Ryszard S. Michalski, starting in the 1980s. The first known publication of ITL was in 1983. In the ITL learning process is viewed as a search (inference) through hypotheses space guided by a specific goal. The results of learning need to be stored. Stored information will later be used by the learner for future inferences. Inferences are split into multiple categories including conclusive, deduction, and induction. In order for an inference to be considered complete it was required that all categories must be taken into account. This is how the ITL varies from other machine learning theories like Computational Learning Theory and Statistical Learning Theory; which both use singular forms of inference. == Usage == The most relevant published usage of ITL was in scientific journal published in 2012 and used ITL as a way to describe how agent-based learning works. According to the journal "The Inferential Theory of Learning (ITL) provides an elegant way of describing learning processes by agents".

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  • 2024–present global memory supply shortage

    2024–present global memory supply shortage

    A global computer memory supply shortage started in 2024 due to supply constraints and rapid price escalation in the semiconductor memory market, particularly affecting DRAM and NAND flash memory. This shortage is sometimes labelled by tech media outlets as "RAMmageddon" or the "RAMpocalypse". Unlike the 2020–2023 global chip shortage, which stemmed primarily from pandemic-related supply chain disruptions from COVID-19, this shortage is driven by a structural reallocation of manufacturing capacity toward high-margin products for artificial intelligence infrastructure, creating scarcity of computer memory in consumer and enterprise PC markets. According to a 2026 Kearney's PERLab analysis, the shortage is expected to last at least until 2030, with CEOs agreeing with the timelines. == Background == Following a severe market downturn in 2022–2023, major memory manufacturers—Samsung Electronics, SK Hynix, and Micron Technology—implemented strategic production cuts to stabilize pricing. By mid-2024, the rapid expansion of generative AI services triggered unprecedented demand for specialized memory products, particularly High Bandwidth Memory (HBM) used in AI accelerators and data center GPUs. Specialized components of semiconductor technology are also experiencing supply constraints due to high demand in AI application. For example, glass cloth, a high-performance glass fiber substrate used for power efficient high speed data transfer and a crucial component of semiconductor manufacturing, is experiencing a supply crisis. Nitto Boseki, a Japanese firm having overwhelming monopoly in its production, is not able to meet increased demands, making chip-makers such as Qualcomm, Apple, Nvidia and AMD compete for securing supply. There are also reports of smaller electronics companies struggling to find suppliers for components such as NAND flash. Memory suppliers are adapting to increased demands and market unpredictability by requiring prepayment or shorter time-frame of payment, which makes it more difficult for smaller firms to acquire capital to survive. By 2026, due to steadily increased demand on resources, CPUs are also experiencing shortage issues due to low fabrication capacity, prioritisation of server CPUs, and increased demand, with CPU prices also being forecast to increase by as much as 15%. The demand on memory has also increased strain on other electronic components such as hard disk devices, with reports such as Western Digital's hard disk supply for 2026 being booked for enterprise applications before February 2026. A 2024 McKinsey analysis projected that global demand for AI-ready data center capacity would grow at approximately 33% annually through 2030, with AI workloads consuming roughly 70% of total data center capacity by the decade's end. In addition, according to Kearney's State of Semiconductor 2025 Report, executives were already expecting a shortage in the <8nm wafer size with memory chips being mentioned as an acute source of concern. Multiple companies mentioned being prepared for it through long-term agreements with RAM suppliers or amassing additional inventory. On 24 March 2026, Google announced TurboQuant, a memory compression technology focused on large language models (LLM) and vector search engines, which it claimed achieves 6x lower memory consumption in tested local LLMs and 8x performance enhancement in tests running on H100 accelerators. The technology is also a drop in enhancement for existing inference pipeline. Amid speculation about memory demand trends, memory manufacturers, SanDisk, Micron, Western Digital and Seagate, among other companies involved in memory manufacture experienced stock price declines. Prices of memory kits also reduced in the following months, although still at inflated prices. == Causes == === HBM production displacement === HBM manufacturing requires significantly more wafer capacity per bit than standard DRAM modules. Industry sources reported that as manufacturers allocated increasing wafer capacity to HBM production to meet contracts with AI infrastructure providers, the supply of conventional DDR4 and DDR5 modules for consumer PCs and smartphones contracted sharply. By September 2025, Samsung Electronics had reportedly expanded its 1c DRAM capacity to target 60,000 wafers per month specifically for HBM4 production, further diverting resources from consumer memory lines. === Geopolitical and trade barriers === The supply chain was further constrained by escalating trade tensions between the United States and China. Throughout 2025, fears of U.S. regulatory backlash and new tariff structures led major manufacturers like Samsung and SK Hynix to halt sales of older semiconductor manufacturing equipment to Chinese entities, effectively capping production capacity in the region. Additionally, proposed tariff policies by the U.S. administration in late 2025 prompted supply chain realignments, with Apple reportedly accelerating plans to source all U.S.-bound iPhones from India to avoid potential levies. === NAND flash capacity constraints === In the NAND flash segment, manufacturers prioritized higher-margin enterprise SSDs for data center applications while phasing out older process nodes more rapidly than anticipated. In November 2025, contract prices for NAND wafers increased by more than 60% month-over-month for certain product categories, with 512GB TLC experiencing the steepest rise as legacy manufacturing capacity was retired. == Impact on industry and consumers == === Manufacturer responses === Major PC manufacturers responded to component cost increases with significant price adjustments and supply chain strategies. Dell Technologies Chief Operating Officer Jeff Clarke stated during a November 2025 analyst call that the company had "never witnessed costs escalating at the current pace," describing tighter availability across DRAM, hard drives, and NAND flash memory. Analysts at Morgan Stanley downgraded Dell Technologies stock from "Overweight" to "Underweight" in late 2025, citing the company's heavy exposure to rising server memory costs. The firm warned that skyrocketing memory prices could significantly erode margins for server and PC OEMs. Conversely, Apple Inc. was reportedly less affected than its competitors, having secured long-term supply agreements for DRAM through the first quarter of 2026. Lenovo Chief Financial Officer Winston Cheng described the cost surge as "unprecedented" and disclosed that the company's memory inventories were approximately 50% above normal levels in anticipation of further price increases. === Consumer electronics sector === The shortage particularly affected smartphone manufacturers and other consumer electronics producers. DRAM prices reportedly rose by 172% throughout 2025, leading manufacturers like Samsung to halt new orders for DDR5 modules to reassess pricing structures and Micron to exit its 'Crucial' brand of consumer products. In Tokyo's Akihabara electronics district, retailers began limiting purchases of memory products to prevent hoarding, with prices for popular DDR5 memory modules more than doubling in some cases. Despite the broad trend of rising hardware costs, some companies engaged in aggressive pricing strategies to maintain market share; for example, Sony reduced the price of the PlayStation 5 by $100 for Black Friday 2025, potentially absorbing increased component costs to stimulate software ecosystem growth. Due to memory prices more than doubling in a single quarter, HP revealed in its Q1 2026 earnings call that memory costs account for 35% of PC build materials up from 15-18% previous quarter. Despite showing strong Q1 2026 earning driven by Windows 11 upgrade cycle and AI PC adoption, HP warned investors of low operating margins and up to double digit percentage decline for coming quarter. Trendforce, an IT analytics company, updated its forecast from 1.7% year-over-year growth in PC market to 2.6% year-over-year decline for 2026, amid backdrop of steadily increasing prices and supply crisis. Research and analytics firms, Gartner and IDC expect worldwide PC market to decline 10-11% and smartphone market to decline 8-9% in 2026. Gartner also projects that rising memory prices will make low-margin entry level laptops under 500 USD financially unviable in two years. The RAM shortage has delayed the release of Valve's second Steam Machine due to increased memory prices. The device was originally set to launch in early 2026. === AI infrastructure competition === Technology companies including Google, Amazon, Microsoft, and Meta Platforms placed open-ended orders with memory suppliers, indicating they would accept as much supply as available regardless of cost, according to Reuters sources. The limited supply of AI chips has been cited as a reason for the slow down in compute growth. In October 2025, OpenAI formally announced a strategic partnership using letters of intent with Samsung Electronics and SK Hynix

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  • Kolmogorov–Arnold Networks

    Kolmogorov–Arnold Networks

    Kolmogorov–Arnold Networks (KANs) are a type of artificial neural network architecture inspired by the Kolmogorov–Arnold representation theorem, also known as the superposition theorem. Unlike traditional multilayer perceptrons (MLPs), which rely on fixed activation functions and linear weights, KANs replace each weight with a learnable univariate function, often represented using splines. == History == KANs (Kolmogorov–Arnold Networks) were proposed by Liu et al. (2024) as a generalization of the Kolmogorov–Arnold representation theorem (KART), aiming to outperform MLPs in small-scale AI and scientific tasks. Before KANs, numerous studies explored KART's connections to neural networks or used it as a basis for designing new network architectures. In the 1980s and 1990s, early research applied KART to neural network design. Kůrková et al. (1992), Hecht-Nielsen (1987), and Nees (1994) established theoretical foundations for multilayer networks based on KART. Igelnik et al. (2003) introduced the Kolmogorov Spline Network using cubic splines to model complex functions. Sprecher (1996, 1997) introduced numerical methods for building network layers, while Nakamura et al. (1993) created activation functions with guaranteed approximation accuracy. These works linked KART's theoretical potential with practical neural network implementation. KART has also been used in other computational and theoretical fields. Coppejans (2004) developed nonparametric regression estimators using B-splines, Bryant (2008) applied it to high-dimensional image tasks, Liu (2015) investigated theoretical applications in optimal transport and image encryption, and more recently, Polar and Poluektov (2021) used Urysohn operators for efficient KART construction, while Fakhoury et al. (2022) introduced ExSpliNet, integrating KART with probabilistic trees and multivariate B-splines for improved function approximation. == Architecture == KANs are based on the Kolmogorov–Arnold representation theorem, which was linked to the 13th Hilbert problem. Given x = ( x 1 , x 2 , … , x n ) {\displaystyle x=(x_{1},x_{2},\dots ,x_{n})} consisting of n variables, a multivariate continuous function f ( x ) {\displaystyle f(x)} can be represented as: f ( x ) = f ( x 1 , … , x n ) = ∑ q = 1 2 n + 1 Φ q ( ∑ p = 1 n φ q , p ( x p ) ) {\displaystyle f(x)=f(x_{1},\dots ,x_{n})=\sum _{q=1}^{2n+1}\Phi _{q}\left(\sum _{p=1}^{n}\varphi _{q,p}(x_{p})\right)} (1) This formulation contains two nested summations: an outer and an inner sum. The outer sum ∑ q = 1 2 n + 1 {\displaystyle \sum _{q=1}^{2n+1}} aggregates 2 n + 1 {\displaystyle 2n+1} terms, each involving a function Φ q : R → R {\displaystyle \Phi _{q}:\mathbb {R} \to \mathbb {R} } . The inner sum ∑ p = 1 n {\displaystyle \sum _{p=1}^{n}} computes n terms for each q, where each term φ q , p : [ 0 , 1 ] → R {\displaystyle \varphi _{q,p}:[0,1]\to \mathbb {R} } is a continuous function of the single variable x p {\displaystyle x_{p}} . The inner continuous functions φ q , p {\displaystyle \varphi _{q,p}} are universal, independent of f {\displaystyle f} , while the outer functions Φ q {\displaystyle \Phi _{q}} depend on the specific function f {\displaystyle f} being represented. The representation (1) holds for all multivariate functions f {\displaystyle f} as proved in . If f {\displaystyle f} is continuous, then the outer functions Φ q {\displaystyle \Phi _{q}} are continuous; if f {\displaystyle f} is discontinuous, then the corresponding Φ q {\displaystyle \Phi _{q}} are generally discontinuous, while the inner functions φ q , p {\displaystyle \varphi _{q,p}} remain the same universal functions. Liu et al. proposed the name KAN. A general KAN network consisting of L layers takes x to generate the output as: K A N ( x ) = ( Φ L − 1 ∘ Φ L − 2 ∘ ⋯ ∘ Φ 1 ∘ Φ 0 ) x {\displaystyle \mathrm {KAN} (x)=(\Phi ^{L-1}\circ \Phi ^{L-2}\circ \cdots \circ \Phi ^{1}\circ \Phi ^{0})x} (3) Here, Φ l {\displaystyle \Phi ^{l}} is the function matrix of the l-th KAN layer or a set of pre-activations. Let i denote the neuron of the l-th layer and j the neuron of the (l+1)-th layer. The activation function φ j , i l {\displaystyle \varphi _{j,i}^{l}} connects (l, i) to (l+1, j): φ j , i l , l = 0 , … , L − 1 , i = 1 , … , n l , j = 1 , … , n l + 1 {\displaystyle \varphi _{j,i}^{l},\quad l=0,\dots ,L-1,\;i=1,\dots ,n_{l},\;j=1,\dots ,n_{l+1}} (4) where nl is the number of nodes of the l-th layer. Thus, the function matrix Φ l {\displaystyle \Phi ^{l}} can be represented as an n l + 1 × n l {\displaystyle n_{l+1}\times n_{l}} matrix of activations: x l + 1 = ( φ 1 , 1 l ( ⋅ ) φ 1 , 2 l ( ⋅ ) ⋯ φ 1 , n l l ( ⋅ ) φ 2 , 1 l ( ⋅ ) φ 2 , 2 l ( ⋅ ) ⋯ φ 2 , n l l ( ⋅ ) ⋮ ⋮ ⋱ ⋮ φ n l + 1 , 1 l ( ⋅ ) φ n l + 1 , 2 l ( ⋅ ) ⋯ φ n l + 1 , n l l ( ⋅ ) ) x l {\displaystyle x^{l+1}={\begin{pmatrix}\varphi _{1,1}^{l}(\cdot )&\varphi _{1,2}^{l}(\cdot )&\cdots &\varphi _{1,n_{l}}^{l}(\cdot )\\\varphi _{2,1}^{l}(\cdot )&\varphi _{2,2}^{l}(\cdot )&\cdots &\varphi _{2,n_{l}}^{l}(\cdot )\\\vdots &\vdots &\ddots &\vdots \\\varphi _{n_{l+1},1}^{l}(\cdot )&\varphi _{n_{l+1},2}^{l}(\cdot )&\cdots &\varphi _{n_{l+1},n_{l}}^{l}(\cdot )\end{pmatrix}}x^{l}} == Implementations == To make the KAN layers optimizable, the inner function is formed by the combination of spline and basic functions as the formula: φ ( x ) = w b b ( x ) + w s spline ( x ) {\displaystyle \varphi (x)=w_{b}\,b(x)+w_{s}\,{\text{spline}}(x)} where b ( x ) {\displaystyle b(x)} is the basic function, usually defined as s i l u ( x ) = x / ( 1 + e x ) {\displaystyle silu(x)=x/(1+e^{x})} and w b {\displaystyle w_{b}} is the base weight matrix. Also, w s {\displaystyle w_{s}} is the spline weight matrix and spline ( x ) {\displaystyle {\text{spline}}(x)} is the spline function. The spline function can be a sum of B-splines. spline ( x ) = ∑ i c i B i ( x ) {\displaystyle {\text{spline}}(x)=\sum _{i}c_{i}B_{i}(x)} Many studies suggested to use other polynomial and curve functions instead of B-spline to create new KAN variants. == Functions used == The choice of functional basis strongly influences the performance of KANs. Common function families include: B-splines: Provide locality, smoothness, and interpretability; they are the most widely used in current implementations. RBFs (include Gaussian RBFs): Capture localized features in data and are effective in approximating functions with non-linear or clustered structures. Chebyshev polynomials: Offer efficient approximation with minimized error in the maximum norm, making them useful for stable function representation. Rational function: Useful for approximating functions with singularities or sharp variations, as they can model asymptotic behavior better than polynomials. Fourier series: Capture periodic patterns effectively and are particularly useful in domains such as physics-informed machine learning. Wavelet functions (DoG, Mexican hat, Morlet, and Shannon): Used for feature extraction as they can capture both high-frequency and low-frequency data components. Piecewise linear functions: Provide efficient approximation for multivariate functions in KANs. == Usage == In some modern neural architectures like convolutional neural networks (CNNs), recurrent neural networks (RNNs), and Transformers, KANs are typically used as drop-in substitutes for MLP layers. Despite KANs' general-purpose design, researchers have created and used them for a number of tasks: Scientific machine learning (SciML): Function fitting, partial differential equations (PDEs) and physical/mathematical laws. Continual learning: KANs better preserve previously learned information during incremental updates, avoiding catastrophic forgetting due to the locality of spline adjustments. Graph neural networks: Extensions such as Kolmogorov–Arnold Graph Neural Networks (KA-GNNs) integrate KAN modules into message-passing architectures, showing improvements in molecular property prediction tasks. Sensor data processing: Kolmogorov–Arnold Networks (KANs) have recently been applied to sensor data processing due to their ability to model complex nonlinear relationships with relatively few parameters and improved interpretability compared to conventional multilayer perceptrons. Applications include industrial soft sensors, biomedical signal analysis, remote sensing, and environmental monitoring systems. == Drawbacks == KANs can be computationally intensive and require a large number of parameters due to their use of polynomial functions to capture data.

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  • Artificial Inventor Project

    Artificial Inventor Project

    The Artificial Inventor Project (AIP) is a global legal initiative headed by Professor Ryan Abbott dedicated to pursuing intellectual property (IP) rights for inventions and creative works generated autonomously by artificial intelligence (AI) systems without traditional human inventorship or authorship. The project coordinates a series of pro bono test cases worldwide, aiming to prompt law reform and public debate on how IP law should accommodate non-human creators. == History == In 2019, AIP filed patent applications in multiple jurisdictions, including the United States, United Kingdom, European Patent Office, Australia, Switzerland, and South Africa, naming the AI system DABUS (Device for the Autonomous Bootstrapping of Unified Sentience), created by Stephen Thaler, as the inventor. The aim was to challenge legal norms that require inventors to be natural persons and highlight pressing policy questions about AI-generated innovation and IP regimes. == Legal proceedings by jurisdiction == === Australia === In July 2021, a Federal Court of Australia judge (Beach J) ruled that AI can be considered an inventor under the Patents Act 1990, ordering IP Australia to reinstate the relevant patent. However, the full court then overturned this ruling on appeal and denied further review. === European Patent Office === The EPO Board of Appeal determined in 2022 that only a human inventor may be named, rendering DABUS‑based applications unacceptable. === South Africa === In 2021, a patent was granted listing DABUS as the inventor. As South Africa’s procedural system does not involve substantive inventorship review, the grant proceeded on formal grounds alone. === Switzerland === On 26 June 2025, the Swiss Federal Administrative Court ruled that artificial intelligence systems such as DABUS cannot be listed as inventors on patent applications. The court upheld the existing practice of the Swiss Federal Institute of Intellectual Property (IPI), affirming that only natural persons may be recognized as inventors under Swiss patent law. === United Kingdom === In December 2023, the UK Supreme Court unanimously held that AI systems cannot be legally recognized as inventors, affirming that "an inventor must be a person" under current British law. === United States === In Thaler v. Hirshfeld (2021), a U.S. federal court agreed with the USPTO that inventors must be natural persons, rejecting the DABUS application and setting a precedent consistent with existing statute and administrative policy. == Criticism and impact == The project has fueled substantial discourse. Critics caution that allowing AI inventorship may complicate notions of accountability and ownership. Proponents argue that legal recognition must evolve to avoid disincentivizing innovation produced by AI and to maintain honesty about the true source of invention.

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