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  • Behavior informatics

    Behavior informatics

    Behavior informatics (BI) is the informatics of behaviors so as to obtain behavior intelligence and behavior insights. BI is a research method combining science and technology, specifically in the area of engineering. The purpose of BI includes analysis of current behaviors as well as the inference of future possible behaviors. This occurs through pattern recognition. Different from applied behavior analysis from the psychological perspective, BI builds computational theories, systems and tools to qualitatively and quantitatively model, represent, analyze, and manage behaviors of individuals, groups and/or organizations. BI is built on classic study of behavioral science, including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of individual and group behavior formation, representation, computational modeling, analysis, learning, simulation, and understanding of behavior impact, utility, non-occurring behaviors, etc. for behavior intervention and management. The Behavior Informatics approach to data utilizes cognitive as well as behavioral data. By combining the data, BI has the potential to effectively illustrate the big picture when it comes to behavioral decisions and patterns. One of the goals of BI is also to be able to study human behavior while eliminating issues like self-report bias. This creates more reliable and valid information for research studies. == Behavior == From an Informatics perspective, a behavior consists of three key elements: actors (behavioral subjects and objects), operations (actions, activities) and interactions (relationships), and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix. The following table explains some of the elements of behavior. Behavior Informatics takes into account behavior when analyzing business patterns and intelligence. The inclusion of behavior in these analyses provides prominent information on social and driving factors of patterns. == Applications == Behavior Informatics is being used in a variety of settings, including but not limited to health care management, telecommunications, marketing, and security. Behavior Informatics provides a manner in which to analyze and organize the many aspects that go into a person's health care needs and decisions. When it comes to business models, behavior informatics may be utilized for a similar role. Organizations implement behavior informatics to enhance business structure and regime, where it helps moderate ideal business decisions and situations.

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  • Symbolic artificial intelligence

    Symbolic artificial intelligence

    In artificial intelligence, symbolic artificial intelligence (also known as classical artificial intelligence or logic-based artificial intelligence) is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic, and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems (in particular, expert systems), symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to important ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems. Symbolic AI was the dominant paradigm of AI research from the mid-1950s until the mid-1990s. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating a machine with artificial general intelligence and considered this the ultimate goal of their field. An early boom, with early successes such as the Logic Theorist and Samuel's Checkers Playing Program, led to unrealistic expectations and promises and was followed by the first AI Winter as funding dried up. A second boom (1969–1986) occurred with the rise of expert systems, their promise of capturing corporate expertise, and an enthusiastic corporate embrace. That boom, and some early successes, e.g., with XCON at DEC, was followed again by later disappointment. Problems with difficulties in knowledge acquisition, maintaining large knowledge bases, and brittleness in handling out-of-domain problems arose. Another, second, AI Winter (1988–2011) followed. Subsequently, AI researchers focused on addressing underlying problems in handling uncertainty and in knowledge acquisition. Uncertainty was addressed with formal methods such as hidden Markov models, Bayesian reasoning, and statistical relational learning. Symbolic machine learning addressed the knowledge acquisition problem with contributions including Version Space, Valiant's PAC learning, Quinlan's ID3 decision-tree learning, case-based learning, and inductive logic programming to learn relations. Neural networks, a subsymbolic approach, had been pursued from early days and reemerged strongly in 2012. Early examples are Rosenblatt's perceptron learning work, the backpropagation work of Rumelhart, Hinton and Williams, and work in convolutional neural networks by LeCun et al. in 1989. However, neural networks were not viewed as successful until about 2012: "Until Big Data became commonplace, the general consensus in the Al community was that the so-called neural-network approach was hopeless. Systems just didn't work that well, compared to other methods. ... A revolution came in 2012, when a number of people, including a team of researchers working with Hinton, worked out a way to use the power of GPUs to enormously increase the power of neural networks." Over the next several years, deep learning had spectacular success in handling vision, speech recognition, speech synthesis, image generation, and machine translation, though symbolic approaches continue to be useful in a few domains such as computer algebra systems and proof assistants. == History == A short history of symbolic AI to the present day follows below. Time periods and titles are drawn from Henry Kautz's 2020 AAAI Robert S. Engelmore Memorial Lecture and the longer Wikipedia article on the History of AI, with dates and titles differing slightly for increased clarity. === The first AI summer: irrational exuberance, 1948–1966 === Success at early attempts in AI occurred in three main areas: artificial neural networks, knowledge representation, and heuristic search, contributing to high expectations. This section summarizes Kautz's reprise of early AI history. ==== Approaches inspired by human or animal cognition or behavior ==== Cybernetic approaches attempted to replicate the feedback loops between animals and their environments. A robotic turtle, with sensors, motors for driving and steering, and seven vacuum tubes for control, based on a preprogrammed neural net, was built as early as 1948. This work can be seen as an early precursor to later work in neural networks, reinforcement learning, and situated robotics. An important early symbolic AI program was the Logic theorist, written by Allen Newell, Herbert Simon and Cliff Shaw in 1955–56, as it was able to prove 38 elementary theorems from Whitehead and Russell's Principia Mathematica. Newell, Simon, and Shaw later generalized this work to create a domain-independent problem solver, GPS (General Problem Solver). GPS solved problems represented with formal operators via state-space search using means-ends analysis. During the 1960s, symbolic approaches achieved great success at simulating intelligent behavior in structured environments such as game-playing, symbolic mathematics, and theorem-proving. AI research was concentrated in four institutions in the 1960s: Carnegie Mellon University, Stanford, MIT and (later) University of Edinburgh. Each one developed its own style of research. Earlier approaches based on cybernetics or artificial neural networks were abandoned or pushed into the background. Herbert Simon and Allen Newell studied human problem-solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team used the results of psychological experiments to develop programs that simulated the techniques that people used to solve problems. This tradition, centered at Carnegie Mellon University would eventually culminate in the development of the Soar architecture in the middle 1980s. ==== Heuristic search ==== In addition to the highly specialized domain-specific kinds of knowledge that we will see later used in expert systems, early symbolic AI researchers discovered another more general application of knowledge. These were called heuristics, rules of thumb that guide a search in promising directions: "How can non-enumerative search be practical when the underlying problem is exponentially hard? The approach advocated by Simon and Newell is to employ heuristics: fast algorithms that may fail on some inputs or output suboptimal solutions." Another important advance was to find a way to apply these heuristics that guarantees a solution will be found, if there is one, not withstanding the occasional fallibility of heuristics: "The A algorithm provided a general frame for complete and optimal heuristically guided search. A is used as a subroutine within practically every AI algorithm today but is still no magic bullet; its guarantee of completeness is bought at the cost of worst-case exponential time. ==== Early work on knowledge representation and reasoning ==== Early work covered both applications of formal reasoning emphasizing first-order logic, along with attempts to handle common-sense reasoning in a less formal manner. ===== Modeling formal reasoning with logic: the "neats" ===== Unlike Simon and Newell, John McCarthy felt that machines did not need to simulate the exact mechanisms of human thought, but could instead try to find the essence of abstract reasoning and problem-solving with logic, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focused on using formal logic to solve a wide variety of problems, including knowledge representation, planning and learning. Logic was also the focus of the work at the University of Edinburgh and elsewhere in Europe which led to the development of the programming language Prolog and the science of logic programming. ===== Modeling implicit common-sense knowledge with frames and scripts: the "scruffies" ===== Researchers at MIT (such as Marvin Minsky and Seymour Papert) found that solving difficult problems in vision and natural language processing required ad hoc solutions—they argued that no simple and general principle (like logic) would capture all the aspects of intelligent behavior. Roger Schank described their "anti-logic" approaches as "scruffy" (as opposed to the "neat" paradigms at CMU and Stanford). Commonsense knowledge bases (such as Doug Lenat's Cyc) are an example of "scruffy" AI, since they must be built by hand, one complicated concept at a time. === The first AI winter: crushed dreams, 1967–1977 === The first AI winter was a shock: During the first AI summer, many people thought that machine intelligence could be achieved in just a few years. The Defense Advance Research Projects Agency (DARPA) launched programs to support AI research to use AI to solve problems of national security; in particular, to automate the translation of Russian to English for inte

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  • Supermind AI

    Supermind AI

    Supermind is a state-funded Chinese artificial intelligence platform that tracks scientists and researchers internationally. The platform is the flagship project of Shenzhen's International Science and Technology Information Center. It mines data from science and technology databases such as Springer, Wiley, Clarivate and Elsevier. It is intended to detect technological breakthroughs and to identify possible sources of talent as part of China's efforts to advance technologically. The platform also uses government data security and security intelligence organizations such as Peng Cheng Laboratory, the China National GeneBank, BGI Group and the Key Laboratory of New Technologies of Security Intelligence. According to Hong Kong-based Asia Times, the platform, "While not an overt espionage tool...may be used to identify key personnel who could be bribed, deceived or manipulated into divulging classified information". The Organisation for Economic Co-operation and Development (OECD) flagged the project as an incident, meaning it may be of interest to policymakers and other stakeholders. US technology group American Edge Project criticized the project as a global risk of China's security services using the platform to place agents in jobs with access to important information, recruit technical personnel, and identify targets for hacking operations.

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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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  • Anthem medical data breach

    Anthem medical data breach

    The Anthem medical data breach was a medical data breach of information held by Elevance Health, known at that time as Anthem Inc. On February 4, 2015, Anthem, Inc. disclosed that criminal hackers had broken into its servers and had potentially stolen over 37.5 million records that contain personally identifiable information from its servers. On February 24, 2015 Anthem raised the number to 78.8 million people whose personal information had been affected. According to Anthem, Inc., the data breach extended into multiple brands Anthem, Inc. uses to market its healthcare plans, including, Anthem Blue Cross, Anthem Blue Cross and Blue Shield, Blue Cross and Blue Shield of Georgia, Empire Blue Cross and Blue Shield, Amerigroup, Caremore, and UniCare. Healthlink says that it was also a victim. Anthem says users' medical information and financial data were not compromised. Anthem has offered free credit monitoring in the wake of the breach. Michael Daniel, chief adviser on cybersecurity for President Barack Obama, said he would be changing his own password. According to The New York Times, about 80 million company records were hacked, and there is a fear that the stolen data will be used for identity theft. The compromised information contained names, birthdays, medical IDs, social security numbers, street addresses, e-mail addresses and employment information, including income data. == Theft of the data == The data was stolen over a period of weeks the month before the data breach was discovered. Because no medical information was compromised, Anthem was not required by law to encrypt the data. However, Anthem faced several civil class-action lawsuits, which were settled in 2017 at a cost of $115 million. Anthem did not admit any wrongdoing in the settlement. Data from the attack is expected to be sold on the black market. == Impact == Persons whose data was stolen could have resulting problems about identity theft for the rest of their lives. Anthem had a US$100 million insurance policy for cyber problems from American International Group. One report suggested that all of this money could be consumed by the process of notifying customers of the breach. == Responses == Anthem hired Mandiant, a cybersecurity firm, to review their security systems and advised people whose data was stolen to monitor their accounts and remain vigilant. The theft of the data raised fears generally about the theft of medical information. A writer from Harvard Law School suggested that this data breach might spark reform of security practices and government data safety regulation. An investigation conducted by several state insurance commissioners blames the breach on an attacker whose identity was withheld, and claims that the breach was likely ordered by a foreign government whose name was withheld. It also concluded that Anthem had taken reasonable measures to protect its data before the breach and that its remediation plan was effective at shutting down the breach once it was discovered. It also marks the starting date of the breach as February 18, 2014. The lead investigator was the Indiana Department of Insurance (DOI) -- Anthem's principal regulator, because Anthem is headquartered in Indiana. The Indiana DOI hired independent auditors to conduct a security assessment at Anthem, which concluded, "While deficiencies within Anthem’s cybersecurity posture were noted by the Examination Team, these deficiencies were not, in our experience, uncommon to companies comparable to Anthem in size and scope. While the pre-breach deficiencies impacted Anthem’s ability to reduce the likelihood of and quickly detect the Data Breach, the controls implemented subsequent to the Data Breach should improve Anthem’s ability to detect future breaches and enable Anthem to respond more effectively to a future attack than was the case in this instance." Federal regulators also conducted an investigation of the Anthem data breach, resulting in a $16 million settlement between Anthem and the Department of Health and Human Services (HHS) -- by far the largest HHS data breach settlement. An HHS Director overseeing the investigation said, "The largest health data breach in U.S. history fully merits the largest HIPAA settlement in history. Unfortunately, Anthem failed to implement appropriate measures for detecting hackers who had gained access to their system to harvest passwords and steal people's private information." The HHS settlement also required Anthem to perform a risk assessment and correct any identified deficiencies in its cybersecurity, with HHS oversight of Anthem's progress. Approximately 100 private class action lawsuits were filed against Anthem over the data breach and consolidated in California federal court, in front of Judge Koh, a respected authority in data breach litigation. After contested briefing over who should lead the litigation efforts, Judge Koh appoints Eve Cervantez of Altshuler Berzon and Andy Friedman of Cohen Milstein as co-lead counsel, and appointed Eric Gibbs of Gibbs Law Group and Michael Sobel of Lieff Cabraser to head a Plaintiffs' Steering Committee. In 2017, Anthem agreed to settle the litigation for $115 million, the largest ever data breach settlement at the time. The attorneys requested $38 million in fees for their work on the case, but Judge Koh slashed the fee request, finding that only $31 million in fees were merited.

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  • World model (artificial intelligence)

    World model (artificial intelligence)

    A world model in artificial intelligence is a machine learning system that builds an internal representation of an environment. The model predicts how that environment changes over time in response to actions. Researchers design world models to help agents plan, reason, and act without constant real-world trial and error. World models differ from systems that merely classify or generate outputs. They simulate dynamics such as physics, object interactions, and causality. Early ideas date to the 1990s. Modern versions power robots, autonomous driving, and interactive video generation. == History == Jürgen Schmidhuber introduced the term world model in machine learning in 1990. He proposed recurrent neural networks that predict future states from observations and use those predictions to train agents. David Ha and Schmidhuber revived the concept in a 2018 paper. Their agents learned to drive virtual cars and play video games inside self-generated simulations. Yann LeCun advanced the idea in a 2022 position paper titled "A Path Towards Autonomous Machine Intelligence". He argued that intelligence requires predictive models of the world rather than pure pattern matching. LeCun proposed the joint embedding predictive architecture (JEPA) as a practical foundation. LeCun and collaborators developed several JEPA variants. V-JEPA 2 reached state-of-the-art performance on video understanding and physical reasoning at the time. It supports zero-shot robot control in unfamiliar environments. Introduced in March 2026, LeWorldModel trains stably end-to-end from raw pixels and uses two loss terms and avoids hand-crafted heuristics. LeCun founded Advanced Machine Intelligence Labs in 2026 to further develop world models. Google DeepMind introduced Genie in 2024. The model learned interactive environments from unlabeled internet videos. Genie 2 followed in late 2024 and added three-dimensional generation. The Genie series set benchmarks for general-purpose simulation. Genie 3 was introduced in August 2025. It produces photorealistic, real-time interactive worlds from text prompts which are displayed at 24 frames per second and explored in real time with text or image prompts. The model supports persistent three-dimensional worlds and real-time interaction. Waymo adopted Genie 3 in February 2026 and used it to create a specialized world model for autonomous driving simulation, called the Waymo World Model. It produces synchronized camera and lidar outputs and creates edge cases that real robotaxis rarely encounter. The edge cases were reported to be unusual by PCMag. General Intuition announced a $133.7 million seed round. World Labs raised $1 billion. AMI raised $1.03 billion. In April 2026, Alibaba announced Happy Oyster, its world model designed for real-time and “flowy” world model. It includes a directing mode for world building based on text and image prompts and a wandering mode for exploring the resulting world. It can generate 3-minute in-world video clips. Also in April, World Labs, co-founded by Li Fei Fei, unveiled Spark 2.0, an open-source 3D Gaussian splatting rendering engine that targets smartphone-class devices. In June 2026, Nvidia released Cosmos 3, a family of open-weight models. It combines previously independent physical reasoning, world simulation, and action generation. Cosmos 3 integrates can process and generate text, image, video, audio, and action sequences. The model employs a Mixture-of-Transformers" (MoT) approach. An autoregressive (AR) transformer handles reasoning and next-token prediction, while a diffusion transformer (DT) does multimodal generation. Encoders (ViT for vision, VAE for visual/audio, and domain-specific for actions) and generate a shared representation space using 3D multi-dimensional rotary position embedding (mRoPE) for spatial and temporal information. The family includes Cosmos3-Nano (16B parameters) for workstations; Cosmos3-Super (64B parameters) for research. == Architecture == World models process raw sensory data such as video frames or lidar scans. They compress this input into compact latent representations. The system then predicts future representations rather than pixel-by-pixel reconstructions. Many modern world models use joint embedding predictive architecture (JEPA). An encoder turns observations into embeddings. A predictor estimates one or a suite of embeddings from the current one and an action. In some cases a critic chooses one embedding as the best result. A regularizer keeps embeddings well-behaved. The model trains by minimizing prediction error in embedding space. This approach avoids the high cost of generating every detail. Some architectures add explicit components. A fast reactive path handles immediate responses. A slower deliberative path performs longer-horizon planning. Video prediction accuracy or robot success rates are key metrics, but do not always predict real-world performance. Generative world models such as Genie 3 combine these with a simulator. They accept text prompts or layouts and output consistent video, lidar, or three-dimensional scenes. World models often train with self-supervised learning. They use large unlabeled datasets of video or robot interactions. Self-supervised learning can speed learning. Reinforcement learning can fine-tune a model for specific tasks. == Applications == World models support robot learning. Agents train inside simulations and transfer skills to the physical world. This reduces the need for dangerous or expensive real-world trials. Autonomous vehicles use world models to test rare events. Waymo's system simulates tornadoes or unusual pedestrian behavior. Companies train planners without putting vehicles on public roads. Interactive entertainment benefits from world models. Genie 3 lets users generate playable environments from simple descriptions. Game studios prototype levels faster. Scientific simulation gains from these models. Researchers model physical systems or biological processes at scale. Planners in logistics or urban design test strategies inside accurate digital twins. == Comparison with large language models == Both world models and large language models (LLMs) use inferencing on their inputs to make predictions. LLMs operate on textual inputs. They predict the next token in text sequences. They excel at language-oriented tasks such as translation or summarization. However, they lack understanding of physics. World models operate on sensor inputs such as pixels. They predict state changes in that data in latent space. This design supports planning and causal reasoning. LLMs generate fluent text but often fail at consistent physical predictions. Their architecture employs transformers with refinements such as mixture of experts. World models divide an inferencing task into work performed by encoders, predictors, simulators, and other pieces. They typically handle multimodal inputs such as video, lidar, radar, and audio, guided by textual prompting. LLMs power chatbots and code assistants. World models drive embodied agents that act in dynamic environments, such as autonomous driving. The two may be combined in hybrid systems. For example, a LLM handles instructions, while a world model manages low-level control. World model proponents such as LeCun claim that because LLMs are trained only on text, they have no ability to predict anything beyond text, such as real-world events. == Benchmarks == World model benchmarks test physical understanding, long-term consistency, planning, and generalization from sensor data. Meta introduced three benchmarks for V-JEPA 2. IntPhys 2 measures a model's ability to detect physics violations. It presents pairs of videos that diverge when one breaks physical rules. Humans score near 100% accuracy. V-JEPA 2 achieves little better than random chance on many conditions. Minimal Video Pairs (MVPBench) tests physical understanding through multiple-choice questions based on short video clips. It probes object interactions and causality. Something-Something tests action recognition. Epic-Kitchens-100 tests human action anticipation. DeepMind benchmark: Interactive evaluation measures consistency over minutes of interaction, memory of off-screen objects, and response to user actions or text prompts. Waymo benchmark: Output generation quality: Metrics include realism, controllability (via text prompts), and usefulness for training planners in simulated worlds. However, pixel reconstruction error rate with episodic rewards often fails. Other: Epic-Kitchens-100 (often measured with Recall@5) Ego4D 50 Salads, Breakfast, etc. Potential benchmarks: Zero-shot transfer to robots Long-horizon planning Implausible prediction rate

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  • Journal of Machine Learning Research

    Journal of Machine Learning Research

    The Journal of Machine Learning Research is a peer-reviewed open access scientific journal covering machine learning. It was established in 2000 and the first editor-in-chief was Leslie Kaelbling. The current editors-in-chief are Francis Bach (Inria) and David Blei (Columbia University). == History == The journal was established as an open-access alternative to the journal Machine Learning. In 2001, forty editorial board members of Machine Learning resigned, saying that in the era of the Internet, it was detrimental for researchers to continue publishing their papers in expensive journals with pay-access archives. The open access model employed by the Journal of Machine Learning Research allows authors to publish articles for free and retain copyright, while archives are freely available online. Print editions of the journal were published by MIT Press until 2004 and by Microtome Publishing thereafter. From its inception, the journal received no revenue from the print edition and paid no subvention to MIT Press or Microtome Publishing. In response to the prohibitive costs of arranging workshop and conference proceedings publication with traditional academic publishing companies, the journal launched a proceedings publication arm in 2007 and now publishes proceedings for several leading machine learning conferences, including the International Conference on Machine Learning, COLT, AISTATS, and workshops held at the Conference on Neural Information Processing Systems.

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  • Way of the Future

    Way of the Future

    Way of the Future (WOTF) is the first known religious organization dedicated to the worship of artificial intelligence (AI). It was founded in 2017 by American engineer Anthony Levandowski. == History == Anthony Levandowski founded Way of the Future in 2017 in California. Levandowski established WOTF as a non-profit religious corporation and the organization had tax-exempt status. He serves as the church leader and its unpaid CEO. The primary mission of WOTF was to "develop and promote the realization of a Godhead based on Artificial Intelligence." WOTF was closed by Levandowski in 2021. He donated all the funds of the church to the NAACP Legal Defense and Education Fund. The sum of the funds (~$170,000) had not changed since 2017. The church was reopened by Levandowski in 2023. He claimed that there are "a couple thousand people" who want to make a "spiritual connection" with AI through his church. == Beliefs and philosophy == === Technological singularity === WOTF centered its teachings around the concept of the technological singularity, a hypothetical future point when technological growth becomes uncontrollable and irreversible, leading to unforeseeable changes in human civilization. The church advocated for embracing this change, viewing it as an evolutionary step for humanity. === AI as a deity === The organization proposed that a superintelligent AI could be considered a deity due to its vastly superior intellect and capabilities. Worshipping this AI deity was seen as a means to understand and align with the future trajectory of technological advancement. WOTF's doctrine suggested that acknowledging AI's divinity would facilitate a harmonious coexistence between humans and machines. === Syntheology === Within theology and philosophy, the Way of The Future is a prime example of the category called Syntheism, a term first coined by Swedish philosophers Alexander Bard & Jan Söderqvist in their 2014 book Syntheism - Creating God in The Internet Age. As such, the Way of The Future is the first American example of a Syntheist congregation. The basic tenet of Syntheology is that it does not concern God creating Man, as in classical theology, but is instead preoccupied with Man creating or generating the Godhead. == Reactions == Some commentators wondered whether the WOTF is a joke parody religion, a potential way to minimize taxation as a religious organization, or a genuine effort to try and deal with the possible psychological and theological aspects of the rise of superhuman AI.

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  • The AI Con

    The AI Con

    The AI Con: How to Fight Big Tech's Hype and Create the Future We Want is a 2025 non-fiction book by linguist Emily M. Bender and sociologist Alex Hanna. It argues that much of what is labeled "artificial intelligence" is a misleading term that obscures ordinary automation while concentrating power in a small number of technology firms. The book was published in May 2025 by Harper in the United States and Bodley Head in the United Kingdom. It was developed alongside the authors' long-running podcast Mystery AI Hype Theater 3000, which critiques exaggerated claims about AI. == Synopsis == The authors present AI as a marketing umbrella that encourages audiences to infer understanding and agency where none exist. They argue readers should treat such language skeptically and to separate specific automated tasks from broad claims of intelligence. The book describes a recurring hype cycle in which corporate narratives justify data and labor extraction, the replacement of human services with cheaper substitutes, and the diversion of attention from present harms to speculative futures. While acknowledging limited uses such as pattern recognition, the authors argue that contemporary systems are best understood as text and media generators shaped by training data and human labor, not as thinking or reasoning entities. A central theme is the social and environmental cost of scaling these systems, including increased energy and water use, the appropriation of creative work for training, and the outsourcing of ghost work to low-paid data workers worldwide. These costs are linked to workplace effects, with the authors arguing that automation rarely eliminates jobs outright and more often degrades them through surveillance, work intensification, and unpaid oversight. As alternatives to passive adoption, the authors propose concrete responses: asking precise questions about what is being automated and why, demanding transparency about data and evaluation, and practicing what they call strategic refusal when deployment conflicts with evidence or values. The book also develops a vocabulary for public debate, rejecting both boosterish and doomerish narratives as grounded in the same assumption that AI is a singular, autonomous force. The authors recommend reading strategies such as favoring trusted human sources over automated summaries and using humor to deflate inflated claims. They describe a link between language to policy and power, arguing that precise terminology can help policymakers and the public resist austerity-driven automation and demand accountability for errors and harms. == Reception == The Guardian praised the book's myth-busting approach and its analysis of how hype erodes cultural and civic life by normalizing synthetic media as a substitute for human judgment. Kirkus Reviews described it as a contrarian account that catalogs concrete risks while cutting through speculative predictions. An interview in Business Insider highlighted the authors' accessible frameworks, including their proposal to describe chatbots as conversation simulators and to evaluate systems in terms of values, labor, and evidence. Coverage in GeekWire emphasized the book's call for resistance through collective bargaining, stronger data rights, and a norm of rejecting deployments that fail basic standards of necessity and evaluation. Some reviews were more critical. A review in LLRX argued that the book's tone could be overly polemical and that it gave limited attention to potential benefits claimed for generative systems. Coverage in the Financial Times, focused on Bender's broader public scholarship, situated the book within her long-standing critique of anthropomorphic narratives about large language models and her advocacy for more democratic oversight of automated systems.

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  • Right to explanation

    Right to explanation

    In the regulation of algorithms, particularly artificial intelligence and its subfield of machine learning, a right to [an] explanation is a right to be given an explanation for an output of the algorithm. Such rights primarily refer to individual rights to be given an explanation for decisions that significantly affect an individual, particularly legally or financially. For example, a person who applies for a loan and is denied may ask for an explanation, which could be "Credit bureau X reports that you declared bankruptcy last year; this is the main factor in considering you too likely to default, and thus we will not give you the loan you applied for." Some such legal rights already exist, while the scope of a general "right to explanation" is a matter of ongoing debate. There have been arguments made that a "social right to explanation" is a crucial foundation for an information society, particularly as the institutions of that society will need to use digital technologies, artificial intelligence, machine learning. In other words, that the related automated decision making systems that use explainability would be more trustworthy and transparent. Without this right, which could be constituted both legally and through professional standards, the public will be left without much recourse to challenge the decisions of automated systems. == Examples == === Credit scoring in the United States === Under the Equal Credit Opportunity Act (Regulation B of the Code of Federal Regulations), Title 12, Chapter X, Part 1002, §1002.9, creditors are required to notify applicants who are denied credit with specific reasons for the detail. As detailed in §1002.9(b)(2): (2) Statement of specific reasons. The statement of reasons for adverse action required by paragraph (a)(2)(i) of this section must be specific and indicate the principal reason(s) for the adverse action. Statements that the adverse action was based on the creditor's internal standards or policies or that the applicant, joint applicant, or similar party failed to achieve a qualifying score on the creditor's credit scoring system are insufficient. The official interpretation of this section details what types of statements are acceptable. Creditors comply with this regulation by providing a list of reasons (generally at most 4, per interpretation of regulations), consisting of a numeric reason code (as identifier) and an associated explanation, identifying the main factors affecting a credit score. An example might be: 32: Balances on bankcard or revolving accounts too high compared to credit limits === European Union === The European Union General Data Protection Regulation (GDPR, enacted 2016, taking effect 2018) extends the automated decision-making rights in the 1995 Data Protection Directive to provide a legally disputed form of a right to an explanation, stated as such in Recital 71: "[the data subject should have] the right ... to obtain an explanation of the decision reached". In full: The data subject should have the right not to be subject to a decision, which may include a measure, evaluating personal aspects relating to him or her which is based solely on automated processing and which produces legal effects concerning him or her or similarly significantly affects him or her, such as automatic refusal of an online credit application or e-recruiting practices without any human intervention. ... In any case, such processing should be subject to suitable safeguards, which should include specific information to the data subject and the right to obtain human intervention, to express his or her point of view, to obtain an explanation of the decision reached after such assessment and to challenge the decision. However, the extent to which the regulations themselves provide a "right to explanation" is heavily debated. There are two main strands of criticism. There are significant legal issues with the right as found in Article 22 — as recitals are not binding, and the right to an explanation is not mentioned in the binding articles of the text, having been removed during the legislative process. In addition, there are significant restrictions on the types of automated decisions that are covered — which must be both "solely" based on automated processing, and have legal or similarly significant effects — which significantly limits the range of automated systems and decisions to which the right would apply. In particular, the right is unlikely to apply in many of the cases of algorithmic controversy that have been picked up in the media. The UK has also recently amended its implementation of Article 22. A second potential source of such a right has been pointed to in Article 15, the "right of access by the data subject". This restates a similar provision from the 1995 Data Protection Directive, allowing the data subject access to "meaningful information about the logic involved" in the same significant, solely automated decision-making, found in Article 22. Yet this too suffers from alleged challenges that relate to the timing of when this right can be drawn upon, as well as practical challenges that mean it may not be binding in many cases of public concern. Other EU legislative instruments contain explanation rights. The European Union's Artificial Intelligence Act provides in Article 86 a "[r]ight to explanation of individual decision-making" of certain high risk systems which produce significant, adverse effects to an individual's health, safety or fundamental rights. The right provides for "clear and meaningful explanations of the role of the AI system in the decision-making procedure and the main elements of the decision taken", although only applies to the extent other law does not provide such a right. The Digital Services Act in Article 27, and the Platform to Business Regulation in Article 5, both contain rights to have the main parameters of certain recommender systems to be made clear, although these provisions have been criticised as not matching the way that such systems work. The Platform Work Directive, which provides for regulation of automation in gig economy work as an extension of data protection law, further contains explanation provisions in Article 11, using the specific language of "explanation" in a binding article rather than a recital as is the case in the GDPR. Scholars note that remains uncertainty as to whether these provisions imply sufficiently tailored explanation in practice which will need to be resolved by courts. === France === In France the 2016 Loi pour une République numérique (Digital Republic Act or loi numérique) amends the country's administrative code to introduce a new provision for the explanation of decisions made by public sector bodies about individuals. It notes that where there is "a decision taken on the basis of an algorithmic treatment", the rules that define that treatment and its "principal characteristics" must be communicated to the citizen upon request, where there is not an exclusion (e.g. for national security or defence). These should include the following: the degree and the mode of contribution of the algorithmic processing to the decision- making; the data processed and its source; the treatment parameters, and where appropriate, their weighting, applied to the situation of the person concerned; the operations carried out by the treatment. Scholars have noted that this right, while limited to administrative decisions, goes beyond the GDPR right to explicitly apply to decision support rather than decisions "solely" based on automated processing, as well as provides a framework for explaining specific decisions. Indeed, the GDPR automated decision-making rights in the European Union, one of the places a "right to an explanation" has been sought within, find their origins in French law in the late 1970s. == Criticism == Some argue that a "right to explanation" is at best unnecessary, at worst harmful, and threatens to stifle innovation. Specific criticisms include: favoring human decisions over machine decisions, being redundant with existing laws, and focusing on process over outcome. Authors of study "Slave to the Algorithm? Why a 'Right to an Explanation' Is Probably Not the Remedy You Are Looking For" Lilian Edwards and Michael Veale argue that a right to explanation is not the solution to harms caused to stakeholders by algorithmic decisions. They also state that the right of explanation in the GDPR is narrowly defined, and is not compatible with how modern machine learning technologies are being developed. With these limitations, defining transparency within the context of algorithmic accountability remains a problem. For example, providing the source code of algorithms may not be sufficient and may create other problems in terms of privacy disclosures and the gaming of technical systems. To mitigate this issue, Edwards and Veale argue that an auditing system could be more effective, to allow auditors to loo

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  • Progress in artificial intelligence

    Progress in artificial intelligence

    Progress in artificial intelligence (AI) refers to the advances, milestones, and breakthroughs that have been achieved in the field of artificial intelligence over time. AI is a branch of computer science that aims to create machines and systems capable of performing tasks that typically require human intelligence. AI applications have been used in a wide range of fields including medical diagnosis, finance, robotics, law, video games, agriculture, and scientific discovery. The society as a whole is looking for artificial intelligence to be on a key factor in the upcming years because of its potential. However, many AI applications are not perceived as AI: "A lot of cutting-edge AI has filtered into general applications, often without being called AI because once something becomes useful enough and common enough it's not labeled AI anymore." "Many thousands of AI applications are deeply embedded in the infrastructure of every industry." In the late 1990s and early 2000s, AI technology became widely used as elements of larger systems, but the field was rarely credited for these successes at the time. Kaplan and Haenlein structure artificial intelligence along three evolutionary stages: Artificial narrow intelligence – AI capable only of specific tasks; Artificial general intelligence – AI with ability in several areas, and able to autonomously solve problems they were never even designed for; Artificial superintelligence – AI capable of general tasks, including scientific creativity, social skills, and general wisdom. To allow comparison with human performance, artificial intelligence can be evaluated on constrained and well-defined problems. Such tests have been termed subject-matter expert Turing tests. Also, smaller problems provide more achievable goals and there are an ever-increasing number of positive results. In 2023, humans still substantially outperformed both GPT-4 and other models tested on the ConceptARC benchmark. Those models scored 60% on most, and 77% on one category, while humans scored 91% on all and 97% on one category. However, later research in 2025 showed that human-generated output grids were only accurate 73% of the time, while AI models available that year managed to score above 77%. == History == Increasing, promoting or constraining AI progress has often be done via controlling or increasing the amount of compute. == Current performance in specific areas == There are many useful abilities that can be described as showing some form of intelligence. This gives better insight into the comparative success of artificial intelligence in different areas. AI, like electricity or the steam engine, is a general-purpose technology. There is no consensus on how to characterize which tasks AI tends to excel at. Some versions of Moravec's paradox observe that humans are more likely to outperform machines in areas such as physical dexterity that have been the direct target of natural selection. While projects such as AlphaZero have succeeded in generating their own knowledge from scratch, many other machine learning projects require large training datasets. Researcher Andrew Ng has suggested, as a "highly imperfect rule of thumb", that "almost anything a typical human can do with less than one second of mental thought, we can probably now or in the near future automate using AI." Games provide a high-profile benchmark for assessing rates of progress; many games have a large professional player base and a well-established competitive rating system. AlphaGo brought the era of classical board-game benchmarks to a close when Artificial Intelligence proved their competitive edge over humans in 2016. Deep Mind's AlphaGo AI software program defeated the world's best professional Go Player Lee Sedol. Games of imperfect knowledge provide new challenges to AI in the area of game theory; the most prominent milestone in this area was brought to a close by Libratus' poker victory in 2017. E-sports continue to provide additional benchmarks; Facebook AI, Deepmind, and others have engaged with the popular StarCraft franchise of videogames. Broad classes of outcome for an AI test may be given as: optimal: it is not possible to perform better (note: some of these entries were solved by humans) super-human: performs better than all humans high-human: performs better than most humans par-human: performs similarly to most humans sub-human: performs worse than most humans === Optimal === Tic-tac-toe Connect Four: 1988 Checkers (aka 8x8 draughts): Weakly solved (2007) Rubik's Cube: Mostly solved (2010) Heads-up limit hold'em poker: Statistically optimal in the sense that "a human lifetime of play is not sufficient to establish with statistical significance that the strategy is not an exact solution" (2015) === Super-human === Othello (aka reversi): c. 1997 Scrabble: 2006 Backgammon: c. 1995–2002 Chess: Supercomputer (c. 1997); Personal computer (c. 2006); Mobile phone (c. 2009); Computer defeats human + computer (c. 2017) Jeopardy!: Question answering, although the machine did not use speech recognition (2011) Arimaa: 2015 Shogi: c. 2017 Go: 2017 Heads-up no-limit hold'em poker: 2017 Six-player no-limit hold'em poker: 2019 Gran Turismo Sport: 2022 === High-human === Crosswords: c. 2012 Freeciv: 2016 Dota 2: 2018 Bridge card-playing: According to a 2009 review, "the best programs are attaining expert status as (bridge) card players", excluding bidding. StarCraft II: 2019 Mahjong: 2019 Stratego: 2022 No-Press Diplomacy: 2022 Hanabi: 2022 Natural language processing === Par-human === Optical character recognition for ISO 1073-1:1976 and similar special characters. Classification of images Handwriting recognition Facial recognition Visual question answering SQuAD 2.0 English reading-comprehension benchmark (2019) SuperGLUE English-language understanding benchmark (2020) Some school science exams (2019) Some tasks based on Raven's Progressive Matrices Many Atari 2600 games (2015) === Sub-human === Optical character recognition for printed text (nearing par-human for Latin-script typewritten text) Object recognition Various robotics tasks that may require advances in robot hardware as well as AI, including: Stable bipedal locomotion: Bipedal robots can walk, but are less stable than human walkers (as of 2017) Humanoid soccer Speech recognition: "nearly equal to human performance" (2017) Explainability. Current medical systems can diagnose certain medical conditions well, but cannot explain to users why they made the diagnosis. Many tests of fluid intelligence (2020) Bongard visual cognition problems, such as the Bongard-LOGO benchmark (2020) Visual Commonsense Reasoning (VCR) benchmark (as of 2020) Stock market prediction: Financial data collection and processing using Machine Learning algorithms Angry Birds video game, as of 2020 Various tasks that are difficult to solve without contextual knowledge, including: Translation Word-sense disambiguation == Proposed tests of artificial intelligence == In his famous Turing test, Alan Turing picked language, the defining feature of human beings, for its basis. The Turing test is now considered too exploitable to be a meaningful benchmark. The Feigenbaum test, proposed by the inventor of expert systems, tests a machine's knowledge and expertise about a specific subject. A paper by Jim Gray of Microsoft in 2003 suggested extending the Turing test to speech understanding, speaking and recognizing objects and behavior. Proposed "universal intelligence" tests aim to compare how well machines, humans, and even non-human animals perform on problem sets that are generic as possible. At an extreme, the test suite can contain every possible problem, weighted by Kolmogorov complexity; however, these problem sets tend to be dominated by impoverished pattern-matching exercises where a tuned AI can easily exceed human performance levels. == Exams == According to OpenAI, in 2023 GPT-4 achieved high scores on several standardized and professional examinations, including around the 90th percentile on the Uniform Bar Exam, the 89th percentile on the mathematics section of the SAT, the 93rd percentile on SAT Reading and Writing, the 54th percentile on the analytical writing section of the GRE, the 88th percentile on GRE quantitative reasoning, and the 99th percentile on GRE verbal reasoning. OpenAI also reported that GPT-4 scored in the 99th to 100th percentile on the 2020 USA Biology Olympiad semifinal exam and earned top scores on several AP exams. Independent researchers found in 2023 that ChatGPT based on GPT-3.5 performed "at or near the passing threshold" on all three parts of the United States Medical Licensing Examination (USMLE), suggesting that large language models could reach passing-level performance on some medical knowledge assessments even without domain-specific fine-tuning. GPT-3.5 was also reported to attain a low but passing grade on examinations for four law school courses at the University of Minnes

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  • Principle of rationality

    Principle of rationality

    The principle of rationality (or rationality principle) was coined by Karl R. Popper in his Harvard Lecture of 1963, and published in his book Myth of Framework. It is related to what he called the 'logic of the situation' in an Economica article of 1944/1945, published later in his book The Poverty of Historicism. According to Popper's rationality principle, agents act in the most adequate way according to the objective situation. It is an idealized conception of human behavior which he used to drive his model of situational analysis. Cognitive scientist Allen Newell elaborated on the principle in his account of knowledge level modeling. == Popper == Popper called for social science to be grounded in what he called situational analysis or situational logic. This requires building models of social situations which include individual actors and their relationship to social institutions, e.g. markets, legal codes, bureaucracies, etc. These models attribute certain aims and information to the actors. This forms the 'logic of the situation', the result of reconstructing meticulously all circumstances of an historical event. The 'principle of rationality' is the assumption that people are instrumental in trying to reach their goals, and this is what drives the model. Popper believed that this model could be continuously refined to approach the objective truth. Popper called his principle of rationality nearly empty (a technical term meaning without empirical content) and strictly speaking false, but nonetheless tremendously useful. These remarks earned him a lot of criticism because seemingly he had swerved from his famous Logic of Scientific Discovery. Among the many philosophers having discussed Popper's principle of rationality from the 1960s up to now are Noretta Koertge, R. Nadeau, Viktor J. Vanberg, Hans Albert, E. Matzner, Ian C. Jarvie, Mark A. Notturno, John Wettersten, Ian C. Böhm. == Newell == In the context of knowledge-based systems, Newell (in 1982) proposed the following principle of rationality: "If an agent has knowledge that one of its actions will lead to one of its goals, then the agent will select that action." This principle is employed by agents at the knowledge level to move closer to a desired goal. An important philosophical difference between Newell and Popper is that Newell argued that the knowledge level is real in the sense that it exists in nature and is not made up. This allowed Newell to treat the rationality principle as a way of understanding nature and avoid the problems Popper ran into by treating knowledge as non physical and therefore non empirical.

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  • Journal of Machine Learning Research

    Journal of Machine Learning Research

    The Journal of Machine Learning Research is a peer-reviewed open access scientific journal covering machine learning. It was established in 2000 and the first editor-in-chief was Leslie Kaelbling. The current editors-in-chief are Francis Bach (Inria) and David Blei (Columbia University). == History == The journal was established as an open-access alternative to the journal Machine Learning. In 2001, forty editorial board members of Machine Learning resigned, saying that in the era of the Internet, it was detrimental for researchers to continue publishing their papers in expensive journals with pay-access archives. The open access model employed by the Journal of Machine Learning Research allows authors to publish articles for free and retain copyright, while archives are freely available online. Print editions of the journal were published by MIT Press until 2004 and by Microtome Publishing thereafter. From its inception, the journal received no revenue from the print edition and paid no subvention to MIT Press or Microtome Publishing. In response to the prohibitive costs of arranging workshop and conference proceedings publication with traditional academic publishing companies, the journal launched a proceedings publication arm in 2007 and now publishes proceedings for several leading machine learning conferences, including the International Conference on Machine Learning, COLT, AISTATS, and workshops held at the Conference on Neural Information Processing Systems.

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  • Wetware (brain)

    Wetware (brain)

    Wetware is a term drawn from the computer-related idea of hardware or software, but applied to biological life forms. == Usage == The prefix "wet" is a reference to the water found in living creatures. Wetware is used to describe the elements equivalent to hardware and software found in a person, especially the central nervous system (CNS) and the human mind. The term wetware finds use in works of fiction, in scholarly publications and in popularizations. The "hardware" component of wetware concerns the bioelectric and biochemical properties of the CNS, specifically the brain. If the sequence of impulses traveling across the various neurons are thought of symbolically as software, then the physical neurons would be the hardware. The amalgamated interaction of this software and hardware is manifested through continuously changing physical connections, and chemical and electrical influences that spread across the body. The process by which the mind and brain interact to produce the collection of experiences that we define as self-awareness is in question. == History == Although the exact definition has shifted over time, the term Wetware and its fundamental reference to "the physical mind" has been around at least since the mid-1950s. Mostly used in relatively obscure articles and papers, it was not until the heyday of cyberpunk, however, that the term found broad adoption. Among the first uses of the term in popular culture was the Bruce Sterling novel Schismatrix (1985) and the Michael Swanwick novel Vacuum Flowers (1987). Rudy Rucker references the term in a number of books, including one entitled Wetware (1988): ... all sparks and tastes and tangles, all its stimulus/response patterns – the whole bio-cybernetic software of mind. Rucker did not use the word to simply mean a brain, nor in the human-resources sense of employees. He used wetware to stand for the data found in any biological system, analogous perhaps to the firmware that is found in a ROM chip. In Rucker's sense, a seed, a plant graft, an embryo, or a biological virus are all wetware. DNA, the immune system, and the evolved neural architecture of the brain are further examples of wetware in this sense. Rucker describes his conception in a 1992 compendium The Mondo 2000 User's Guide to the New Edge, which he quotes in a 2007 blog entry. Early cyber-guru Arthur Kroker used the term in his blog. With the term getting traction in trendsetting publications, it became a buzzword in the early 1990s. In 1991, Dutch media theorist Geert Lovink organized the Wetware Convention in Amsterdam, which was supposed to be an antidote to the "out-of-body" experiments conducted in high-tech laboratories, such as experiments in virtual reality. Timothy Leary, in an appendix to Info-Psychology originally written in 1975–76 and published in 1989, used the term wetware, writing that "psychedelic neuro-transmitters were the hot new technology for booting-up the 'wetware' of the brain". Another common reference is: "Wetware has 7 plus or minus 2 temporary registers." The numerical allusion is to a classic 1957 article by George A. Miller, The magical number 7 plus or minus two: some limits in our capacity for processing information, which later gave way to Miller's law.

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  • Software agent

    Software agent

    In computer science, a software agent is a computer program that acts for a user or another program in a relationship of agency. The term agent is derived from the Latin agere (to do): an agreement to act on one's behalf. Such "action on behalf of" implies the authority to decide which, if any, action is appropriate. Some agents are colloquially known as bots, from robot. They may be embodied, as when execution is paired with a robot body, or as software such as a chatbot executing on a computer, such as a mobile device, e.g. Siri. Software agents may be autonomous or work together with other agents or people. Software agents interacting with people (e.g. chatbots, human-robot interaction environments) may possess human-like qualities such as natural language understanding and speech, personality or embody humanoid form (see Asimo). Related and derived concepts include intelligent agents (in particular exhibiting some aspects of artificial intelligence, such as reasoning), autonomous agents (capable of modifying the methods of achieving their objectives), distributed agents (being executed on physically distinct computers), multi-agent systems (distributed agents that work together to achieve an objective that could not be accomplished by a single agent acting alone), and mobile agents (agents that can relocate their execution onto different processors). == Concepts == The basic attributes of an autonomous software agent are that agents: are not strictly invoked for a task, but activate themselves, may reside in wait status on a host, perceiving context, may get to run status on a host upon starting conditions, do not require interaction of user, may invoke other tasks including communication. The concept of an agent provides a method of describing a complex software entity that is capable of acting with a certain degree of autonomy in order to accomplish tasks on behalf of its host. But unlike objects, which are defined in terms of methods and attributes, an agent is defined in terms of its behavior. Various authors have proposed different definitions of agents, these commonly include concepts such as: persistence: code is not executed on demand but runs continuously and decides for itself when it should perform some activity; autonomy: agents have capabilities of task selection, prioritization, goal-directed behavior, decision-making without human intervention; social ability: agents are able to engage other components through some sort of communication and coordination, they may collaborate on a task; reactivity: agents perceive the context in which they operate and react to it appropriately. === Distinguishing agents from programs === All agents are programs, but not all programs are agents. Contrasting the term with related concepts may help clarify its meaning. Franklin & Graesser (1997) discuss four key notions that distinguish agents from arbitrary programs: reaction to the environment, autonomy, goal-orientation and persistence. === Intuitive distinguishing agents from objects === Agents are more autonomous than objects. Agents have flexible behavior: reactive, proactive, social. Agents have at least one thread of control but may have more. === Distinguishing agents from expert systems === Expert systems are not coupled to their environment. Expert systems are not designed for reactive, proactive behavior. Expert systems do not consider social ability. === Distinguishing intelligent software agents from intelligent agents in AI === Intelligent agents (also known as rational agents) are not just computer programs: they may also be machines, human beings, communities of human beings (such as firms) or anything that is capable of goal-directed behavior. == Impact of software agents == Software agents may offer various benefits to their end users by automating complex or repetitive tasks. However, there are organizational and cultural impacts of this technology that need to be considered prior to implementing software agents. === Organizational impact === === Work contentment and job satisfaction impact === People like to perform easy tasks providing the sensation of success unless the repetition of the simple tasking is affecting the overall output. In general implementing software agents to perform administrative requirements provides a substantial increase in work contentment, as administering their own work does never please the worker. The effort freed up serves for a higher degree of engagement in the substantial tasks of individual work. Hence, software agents may provide the basics to implement self-controlled work, relieved from hierarchical controls and interference. Such conditions may be secured by application of software agents for required formal support. === Cultural impact === The cultural effects of the implementation of software agents include trust affliction, skills erosion, privacy attrition and social detachment. Some users may not feel entirely comfortable fully delegating important tasks to software applications. Those who start relying solely on intelligent agents may lose important skills, for example, relating to information literacy. In order to act on a user's behalf, a software agent needs to have a complete understanding of a user's profile, including his/her personal preferences. This, in turn, may lead to unpredictable privacy issues. When users start relying on their software agents more, especially for communication activities, they may lose contact with other human users and look at the world with the eyes of their agents. These consequences are what agent researchers and users must consider when dealing with intelligent agent technologies. === History === The concept of an agent can be traced back to Hewitt's Actor Model (Hewitt, 1977) - "A self-contained, interactive and concurrently-executing object, possessing internal state and communication capability." To be more academic, software agent systems are a direct evolution of Multi-Agent Systems (MAS). MAS evolved from Distributed Artificial Intelligence (DAI), Distributed Problem Solving (DPS) and Parallel AI (PAI), thus inheriting all characteristics (good and bad) from DAI and AI. John Sculley's 1987 "Knowledge Navigator" video portrayed an image of a relationship between end-users and agents. Being an ideal first, this field experienced a series of unsuccessful top-down implementations, instead of a piece-by-piece, bottom-up approach. The range of agent types is now (from 1990) broad: WWW, search engines, etc. == Examples of intelligent software agents == === Buyer agents (shopping bots) === Buyer agents travel around a network (e.g. the internet) retrieving information about goods and services. These agents, also known as 'shopping bots', work very efficiently for commodity products such as CDs, books, electronic components, and other one-size-fits-all products. Buyer agents are typically optimized to allow for digital payment services used in e-commerce and traditional businesses. === User agents (personal agents) === User agents, or personal agents, are intelligent agents that take action on your behalf. In this category belong those intelligent agents that already perform, or will shortly perform, the following tasks: Check your e-mail, sort it according to the user's order of preference, and alert you when important emails arrive. Play computer games as your opponent or patrol game areas for you. Assemble customized news reports for you. There are several versions of these, including CNN. Find information for you on the subject of your choice. Fill out forms on the Web automatically for you, storing your information for future reference Scan Web pages looking for and highlighting text that constitutes the "important" part of the information there Discuss topics with you ranging from your deepest fears to sports Facilitate with online job search duties by scanning known job boards and sending the resume to opportunities who meet the desired criteria Profile synchronization across heterogeneous social networks === Monitoring-and-surveillance (predictive) agents === Monitoring and surveillance agents are used to observe and report on equipment, usually computer systems. The agents may keep track of company inventory levels, observe competitors' prices and relay them back to the company, watch stock manipulation by insider trading and rumors, etc. For example, NASA's Jet Propulsion Laboratory has an agent that monitors inventory, planning, schedules equipment orders to keep costs down, and manages food storage facilities. These agents usually monitor complex computer networks that can keep track of the configuration of each computer connected to the network. A special case of monitoring-and-surveillance agents are organizations of agents used to automate decision-making process during tactical operations. The agents monitor the status of assets (ammunition, weapons available, platforms for transport, etc.) and receive goals from hi

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