AI Chatbot Addiction Reddit

AI Chatbot Addiction Reddit — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Dailyhunt

    Dailyhunt

    Dailyhunt (formerly Newshunt) is an Indian content and news aggregator application based in Bangalore, India that provides local language content in 14 Indian languages from multiple content providers. Viru serves as Founder of Dailyhunt with Co-founder Umang Bedi. == History == Dailyhunt, earlier called Newshunt, was created as a Symbian app in 2009 by two ex-Nokia employees Umesh Kulkarni and Chandrashekhar Sohoni. Later in 2011, Newshunt became available on the Android platform. It was by that time that Virendra Gupta, founder of Verse acquired the application. Virendra Gupta, better known as Viru, had started Verse in 2007 as a value-added service (VAS) company. In 2011, he acquired Newshunt from its owners Umesh and Chandrashekhar. Umesh became the CTO and stayed on to oversee its transition towards the smartphone era. In 2015, Viru renamed Newshunt as Dailyhunt. In early 2018, Viru roped in Umang Bedi, to be the President of Dailyhunt and lead the business with him while focusing on making the benefits of the platform available to a larger audience. Umang was elevated to co-founder in 2020. == Funding == In September 2014, Dailyhunt (then known as Newshunt) closed its Series B funding of INR 1 billion ( or approx $12 million in 2014) from Sequoia Capital India. The Series C funding round was led by Falcon Capital and was closed with $40 million in February 2015. In October 2016, the company received its Series D funding of $25 million from ByteDance and a Series E funding of $6.39 million from Falcon Edge Capital in September 2018. Additionally, Dailyhunt raised $3 Mn (INR 21.75 Cr) in a Series F funding round from Stonebridge Capital in August 2019. Other investors of Dailyhunt include Matrix Partners India, Omidyar Network, Goldman Sachs and Sofina. == Tie-ups and partnerships == In January 2021, Dailyhunt partnered with Twitter to bring ‘Twitter Moments’ to the Indian social app. Dailyhunt app now has a dedicated tab called “Twitter Moments India” to showcase curated tweets pertaining to news and other events. In January 2021, Dailyhunt announced the premiere of Season 2 of the popular show QuoteUnquote with KK (Kapil Khandelwal) on the app. It was the first podcast to have been launched on the Dailyhunt app. In September 2020, Dailyhunt signed up as an Associate Sponsor with Star Sports for Dream 11 IPL 2020. In May 2020, Snapdeal partnered with Dailyhunt to add new content on marketplace. In March 2019, Discovery Communications India, the factual entertainment network, entered into a multi-year partnership with Dailyhunt to showcase short-form content.

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  • AlphaZero

    AlphaZero

    AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team released a preprint paper introducing AlphaZero, which would soon play three games by defeating world-champion chess engines Stockfish, Elmo, and the three-day version of AlphaGo Zero. In each case it made use of custom tensor processing units (TPUs) that the Google programs were optimized to use. AlphaZero was trained solely via self-play using 5,000 first-generation TPUs to generate the games and 64 second-generation TPUs to train the neural networks, all in parallel, with no access to opening books or endgame tables. After four hours of training, DeepMind estimated AlphaZero was playing chess at a higher Elo rating than Stockfish 8; after nine hours of training, the algorithm defeated Stockfish 8 in a time-controlled 100-game tournament (28 wins, 0 losses, and 72 draws). The trained algorithm played on a single machine with four TPUs. DeepMind's paper on AlphaZero was published in the journal Science on 7 December 2018. While the actual AlphaZero program has not been released to the public, the algorithm described in the paper has been implemented in publicly available software. In 2019, DeepMind published a new paper detailing MuZero, a new algorithm able to generalize AlphaZero's work, playing both Atari and board games without knowledge of the rules or representations of the game. == Relation to AlphaGo Zero == AlphaZero (AZ) is a more generalized variant of the AlphaGo Zero (AGZ) algorithm, and is able to play shogi and chess as well as Go. Differences between AZ and AGZ include: AZ has hard-coded rules for setting search hyperparameters. The neural network is now updated continually. AZ doesn't use symmetries, unlike AGZ. Chess or Shogi can end in a draw unlike Go; therefore, AlphaZero takes into account the possibility of a drawn game. == Stockfish and Elmo == Comparing Monte Carlo tree search searches, AlphaZero searches just 80,000 positions per second in chess and 40,000 in shogi, compared to 70 million for Stockfish and 35 million for Elmo. AlphaZero compensates for the lower number of evaluations by using its deep neural network to focus much more selectively on the most promising variation. == Training == AlphaZero was trained by simply playing against itself multiple times, using 5,000 first-generation TPUs to generate the games and 64 second-generation TPUs to train the neural networks. In parallel, the in-training AlphaZero was periodically matched against its benchmark (Stockfish, Elmo, or AlphaGo Zero) in brief one-second-per-move games to determine how well the training was progressing. DeepMind judged that AlphaZero's performance exceeded the benchmark after around four hours of training for Stockfish, two hours for Elmo, and eight hours for AlphaGo Zero. == Preliminary results == === Outcome === ==== Chess ==== In AlphaZero's chess match against Stockfish 8 (2016 TCEC world champion), each program was given one minute per move. AlphaZero was flying the English flag, while Stockfish the Norwegian. Stockfish was allocated 64 threads and a hash size of 1 GB, a setting that Stockfish's Tord Romstad later criticized as suboptimal. AlphaZero was trained on chess for a total of nine hours before the match. During the match, AlphaZero ran on a single machine with four application-specific TPUs. In 100 games from the normal starting position, AlphaZero won 25 games as White, won 3 as Black, and drew the remaining 72. In a series of twelve, 100-game matches (of unspecified time or resource constraints) against Stockfish starting from the 12 most popular human openings, AlphaZero won 290, drew 886 and lost 24. ==== Shogi ==== AlphaZero was trained on shogi for a total of two hours before the tournament. In 100 shogi games against Elmo (World Computer Shogi Championship 27 summer 2017 tournament version with YaneuraOu 4.73 search), AlphaZero won 90 times, lost 8 times and drew twice. As in the chess games, each program got one minute per move, and Elmo was given 64 threads and a hash size of 1 GB. ==== Go ==== After 34 hours of self-learning of Go and against AlphaGo Zero, AlphaZero won 60 games and lost 40. === Analysis === DeepMind stated in its preprint, "The game of chess represented the pinnacle of AI research over several decades. State-of-the-art programs are based on powerful engines that search many millions of positions, leveraging handcrafted domain expertise and sophisticated domain adaptations. AlphaZero is a generic reinforcement learning algorithm – originally devised for the game of go – that achieved superior results within a few hours, searching a thousand times fewer positions, given no domain knowledge except the rules." DeepMind's Demis Hassabis, a chess player himself, called AlphaZero's play style "alien": It sometimes wins by offering counterintuitive sacrifices, like offering up a queen and bishop to exploit a positional advantage. "It's like chess from another dimension." Given the difficulty in chess of forcing a win against a strong opponent, the +28 –0 =72 result is a significant margin of victory. However, some grandmasters, such as Hikaru Nakamura and Komodo developer Larry Kaufman, downplayed AlphaZero's victory, arguing that the match would have been closer if the programs had access to an opening database (since Stockfish was optimized for that scenario). Romstad additionally pointed out that Stockfish is not optimized for rigidly fixed-time moves and the version used was a year old. Similarly, some shogi observers argued that the Elmo hash size was too low, that the resignation settings and the "EnteringKingRule" settings (cf. shogi § Entering King) may have been inappropriate, and that Elmo is already obsolete compared with newer programs. === Reaction and criticism === Papers headlined that the chess training took only four hours: "It was managed in little more than the time between breakfast and lunch." Wired described AlphaZero as "the first multi-skilled AI board-game champ". AI expert Joanna Bryson noted that Google's "knack for good publicity" was putting it in a strong position against challengers. "It's not only about hiring the best programmers. It's also very political, as it helps make Google as strong as possible when negotiating with governments and regulators looking at the AI sector." Human chess grandmasters generally expressed excitement about AlphaZero. Danish grandmaster Peter Heine Nielsen likened AlphaZero's play to that of a superior alien species. Norwegian grandmaster Jon Ludvig Hammer characterized AlphaZero's play as "insane attacking chess" with profound positional understanding. Former champion Garry Kasparov said, "It's a remarkable achievement, even if we should have expected it after AlphaGo." Grandmaster Hikaru Nakamura was less impressed, stating: "I don't necessarily put a lot of credibility in the results simply because my understanding is that AlphaZero is basically using the Google supercomputer and Stockfish doesn't run on that hardware; Stockfish was basically running on what would be my laptop. If you wanna have a match that's comparable you have to have Stockfish running on a supercomputer as well." Top US correspondence chess player Wolff Morrow was also unimpressed, claiming that AlphaZero would probably not make the semifinals of a fair competition such as TCEC where all engines play on equal hardware. Morrow further stated that although he might not be able to beat AlphaZero if AlphaZero played drawish openings such as the Petroff Defence, AlphaZero would not be able to beat him in a correspondence chess game either. Motohiro Isozaki, the author of YaneuraOu, noted that although AlphaZero did comprehensively beat Elmo, the rating of AlphaZero in shogi stopped growing at a point which is at most 100–200 higher than Elmo. This gap is not that high, and Elmo and other shogi software should be able to catch up in 1–2 years. == Final results == DeepMind addressed many of the criticisms in their final version of the paper, published in December 2018 in Science. They further clarified that AlphaZero was not running on a supercomputer; it was trained using 5,000 tensor processing units (TPUs), but only ran on four TPUs and a 44-core CPU in its matches. === Chess === In the final results, Stockfish 9 dev ran under the same conditions as in the TCEC superfinal: 44 CPU cores, Syzygy endgame tablebases, and a 32 GB hash size. Instead of a fixed time control of one move per minute, both engines were given 3 hours plus 15 seconds per move to finish the game. AlphaZero ran on a much more powerful machine with four TPUs in addition to 44 CPU cores. In a 1000-game match, AlphaZero won with a score of 155 wins, 6 losses, and 839 draws. DeepMind also played a series of games using the TCEC opening positions; AlphaZero also won

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  • Microelectronics and Computer Technology Corporation

    Microelectronics and Computer Technology Corporation

    Microelectronics and Computer Technology Corporation, originally the Microelectronics and Computer Consortium and widely seen by the acronym MCC, was the first, and at one time one of the largest, computer industry research and development consortia in the United States. MCC ceased operations in 2000 and was formally dissolved in 2004. == Divisions == MCC did research and development in the following areas: [1] System Architecture and Design (optimise hardware and software design, provide for scalability and interoperability, allow rapid prototyping for improved time-to-market, and support the re-engineering of existing systems for open systems). Advanced Microelectronics Packaging and Interconnection (smaller, faster, more powerful, and cost-competitive). Hardware Systems Engineering (tools and methodologies for cost-efficient, up-front design of advanced electronic systems, including modelling and design-for-test techniques to improve cost, yield, quality, and time-to-market). Environmentally Conscious Technologies (process control and optimisation tools, information management and analysis capabilities, and non-hazardous material alternatives supporting cost-efficient production, waste minimisation, and reduced environmental impact). Distributed Information Technology (managing and maintaining physically distributed corporate information resources on different platforms, building blocks for the national information infrastructure, networking tools and services for integration within and between companies, and electronic commerce). Intelligent Systems (systems that "intelligently" support business processes and enhance performance, including decision support, data management, forecasting and prediction). == History == The MCC was a response to the announcement of Japan's Fifth Generation Project, a large Japanese research project launched in 1982 aimed at producing a new kind of computer by 1991. The Japanese had formed similar industrial research consortia as early as 1956.[2] Many European and American computer companies saw this new Japanese initiative as an attempt to take full control of the world's high-end computer market, and MCC was created, in part, as a defensive move against that threat. In late 1982, several major computer and semiconductor manufacturers in the United States banded together and founded MCC under the leadership of Admiral Bobby Ray Inman, whose previous positions had been Director of the National Security Agency and deputy director of the Central Intelligence Agency. Such formations were illegal in the United States until the 1984 Congressional passage of the "National Cooperative Research Act". Several sites with relevant universities were considered, including Atlanta, Georgia (Georgia Tech), the Research Triangle, N.C. (UNC), the Washington, D.C. area (George Mason), Stanford University and Austin, Texas (UT) which was the final selection. The University of Texas offered land upon which they would construct a new building specifically designed for the MCC within their Austin campus. Ross Perot also offered the use of his private plane for 2 years for staff recruitment. Austin was selected as the site for MCC in 1983. Despite this purpose and the background of Inman and his senior staff, MCC accepted no government funding for many years and was a refuge for some avoiding work on Strategic Defense Initiative projects. MCC was part of the Artificial Intelligence boom of the 1980s, reportedly the single largest customer of both Symbolics and Lisp Machines, Inc. (and like Symbolics, was one of the first companies to register a .com domain). In the 1980s its major programs were packaging, software engineering, CAD, and advanced computer architectures. The latter comprised artificial intelligence, human interface, database, and parallel processing, the latter two merging in the late 1980s. Many of the early shareholder companies were mainframe computer companies under stress in the 1980s. Over the years, MCC's membership diversified to include a broad range of high-profile corporations involved in information technology products, as well as government research and development agencies and leading universities. In June, 2000 the MCC Board of Directors voted to dissolve the consortium, and the few remaining employees held a wake at Scholz's Beer Garden in Austin on October 25. Formal dissolution papers were reportedly not filed until 2004. == Spinoffs == While multiple technologies were transferred to member companies and government agencies in the final years, fourteen companies were spun out of MCC. Those spinoffs include: TeraVicta Technologies, Austin's first MEMS company; its focus was to develop microscopic switch technology for fiber optic switching and radiofrequency switching in mobile phones specifically to dynamically switch between the future 3G-4GLTE-future5G wireless communication frequencies and ensure mobile phones were communicating over the strongest wireless signal to reduce dropped calls. Robert Miracky was the founding CEO who spun out the first commercial metal micromachining technology developed by MCC researchers Brent Lunceford, Jason Reed, Richard Nelson, K.Hu, and C. Hilbert in a collaborative development program with IBM in a novel implementation and operational paradigm for solid-state integrated circuit coolers integrated with conductive MEMS switches. TeraVicta was liquidated under Chapter 7 bankruptcy proceedings in 2015. The Austin region subsequently built up a MEMS & Sensors value chain in the billions of dollars comprising companies such as 3M, Cypress Semiconductor, NXP Semiconductor, Cirrus Logic, Silicon Labs, and the Austin division of the now-defunct Silicon Valley Technology Center. Portelligent, a company that provides reverse engineering teardown services. At the time, Portelligent was the first company to commercialize such services; they had been provided by MCC to its member companies. Today, there are at least twelve companies worldwide that sell reports known as "reverse engineering teardown reports." Modern day teardown reports provide detailed information about technology products such as the bill of materials, microchip, and printed circuit board design specifics, manufacturing details including manufacturing location details for the entire value chain responsible for making electronics, including the iPhone and Samsung Galaxy smartphones. Portelligent was acquired by CMP Technology in 2007. Evolutionary Technologies International, a company focused on developing database tools and data warehousing. It was spun off from MCC in 1990.

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  • Embodied cognition

    Embodied cognition

    Embodied cognition represents a diverse group of theories which investigate how cognition is shaped by the bodily state and capacities of the organism. These embodied factors include the motor system, the perceptual system, bodily interactions with the environment (situatedness), and the assumptions about the world that shape the functional structure of the brain and body of the organism. Embodied cognition suggests that these elements are essential to a wide spectrum of cognitive functions, such as perception biases, memory recall, comprehension and high-level mental constructs (such as meaning attribution and categories) and performance on various cognitive tasks (reasoning or judgment). The embodied mind thesis challenges other theories, such as cognitivism, computationalism, and Cartesian dualism. It is closely related to the extended mind thesis, situated cognition, and enactivism. The modern version depends on understandings drawn from up-to-date research in psychology, linguistics, cognitive science, dynamical systems, artificial intelligence, robotics, animal cognition, plant cognition, and neurobiology. == Theory == Proponents of the embodied cognition thesis emphasize the active and significant role the body plays in the shaping of cognition and in the understanding of an agent's mind and cognitive capacities. In philosophy, embodied cognition holds that an agent's cognition, rather than being the product of mere (innate) abstract representations of the world, is strongly influenced by aspects of an agent's body beyond the brain itself. An embodied model of cognition opposes the disembodied Cartesian model, according to which all mental phenomena are non-physical and, therefore, not influenced by the body. With this opposition the embodiment thesis intends to reintroduce an agent's bodily experiences into any account of cognition. It is a rather broad thesis and encompasses both weak and strong variants of embodiment. In an attempt to reconcile cognitive science with human experience, the enactive approach to cognition defines "embodiment" as follows: By using the term embodied we mean to highlight two points: first that cognition depends upon the kinds of experience that come from having a body with various sensorimotor capacities, and second, that these individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological and cultural context. This double sense attributed to the embodiment thesis emphasizes the many aspects of cognition that researchers in different fields—such as philosophy, cognitive science, artificial intelligence, psychology, and neuroscience—are involved with. This general characterization of embodiment faces some difficulties: a consequence of this emphasis on the body, experience, culture, context, and the cognitive mechanisms of an agent in the world is that often distinct views and approaches to embodied cognition overlap. The theses of extended cognition and situated cognition, for example, are usually intertwined and not always carefully separated. And since each of the aspects of the embodiment thesis is endorsed to different degrees, embodied cognition should be better seen "as a research program rather than a well-defined unified theory". Some authors explain the embodiment thesis by arguing that cognition depends on an agent's body and its interactions with a determined environment. From this perspective, cognition in real biological systems is not an end in itself; it is constrained by the system's goals and capacities. Such constraints do not mean cognition is set by adaptive behavior (or autopoiesis) alone, but instead that cognition requires "some kind of information processing... the transformation or communication of incoming information". The acquiring of such information involves the agent's "exploration and modification of the environment". It would be a mistake, however, to suppose that cognition consists simply of building maximally accurate representations of input information...the gaining of knowledge is a stepping stone to achieving the more immediate goal of guiding behavior in response to the system's changing surroundings. Another approach to understanding embodied cognition comes from a narrower characterization of the embodiment thesis. The following narrower view of embodiment avoids any compromises to external sources other than the body and allows differentiating between embodied cognition, extended cognition, and situated cognition. Thus, the embodiment thesis can be specified as follows: Many features of cognition are embodied in that they are deeply dependent upon characteristics of the physical body of an agent, such that the agent's beyond-the-brain body plays a significant causal role, or a physically constitutive role, in that agent's cognitive processing. This thesis points out the core idea that an agent's body plays a significant role in shaping different features of cognition, such as perception, attention, memory, reasoning—among others. Likewise, these features of cognition depend on the kind of body an agent has. The thesis omits direct mention of some aspects of the "more encompassing biological, psychological and cultural context" included in the enactive definition, making it possible to separate embodied cognition, extended cognition, and situated cognition. In contrast to the embodiment thesis, the extended mind thesis limits cognitive processing neither to the brain nor even to the body, it extends it outward into the agent's world. Situated cognition emphasizes that this extension is not just a matter of including resources outside the head but stressing the role of probing and changing interactions with the agent's world. Cognition is situated in that it is inherently dependent upon the cultural and social contexts within which it takes place. This conceptual reframing of cognition as an activity influenced by the body has had significant implications. For instance, the view of cognition inherited by most contemporary cognitive neuroscience is internalist in nature. An agent's behavior along with its capacity to maintain (accurate) representations of the surrounding environment were considered as the product of "powerful brains that can maintain the world models and devise plans". From this perspective, cognizing was conceived as something that an isolated brain did. In contrast, accepting the role the body plays during cognitive processes allows us to account for a more encompassing view of cognition. This shift in perspective within neuroscience suggests that successful behavior in real-world scenarios demands the integration of several sensorimotor and cognitive (as well as affective) capacities of an agent. Thus, cognition emerges in the relationship between an agent and the affordances provided by the environment rather than in the brain alone. In 2002, a collection of positive characterizations summarizing what the embodiment thesis entails for cognition were offered. Professor of Cognitive Psychology Margaret Wilson argues that the general outlook of embodied cognition "displays an interesting co-variation of multiple observations and houses a number of different claims: (1) cognition is situated; (2) cognition is time-pressured; (3) we off-load cognitive work onto the environment; (4) the environment is part of the cognitive system; (5) cognition is for action; (6) offline cognition is bodily-based". According to Wilson, the first three and the fifth claim appear to be at least partially true, while the fourth claim is deeply problematic in that all things that have an impact on the elements of a system are not necessarily considered part of the system. The sixth claim has received the least attention in the literature on embodied cognition, yet it might be the most significant of the six claims as it shows how certain human cognitive capabilities, that previously were thought to be highly abstract, now appear to be leaning towards an embodied approach for their explanation. Wilson also describes at least five main (abstract) categories that combine both sensory and motor skills (or sensorimotor functions). The first three are working memory, episodic memory, and implicit memory; the fourth is mental imagery, and finally, the fifth concerns reasoning and problem solving. == History == The theory of embodied cognition, along with the multiple aspects it comprises, can be regarded as the imminent result of an intellectual skepticism towards the flourishment of the disembodied theory of mind put forth by René Descartes in the 17th century. According to Cartesian dualism, the mind is entirely distinct from the body and can be successfully explained and understood without reference to the body or to its processes. Research has been done to identify the set of ideas that would establish what could be considered as the early stages of embodied cognition around inquiries regarding the mind-body-soul rel

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  • Trello

    Trello

    Trello is a web-based, kanban-style list-making application developed by Atlassian. Created in 2011 by Fog Creek Software, it was spun out to form the basis of a separate company in New York City in 2014 and sold to Atlassian in January 2017. == History == The name Trello is derived from the word trellis, which had been a code name for the project at its early stages. Trello was released at a TechCrunch event by Fog Creek founder Joel Spolsky. In September 2011 Wired magazine named the application one of "The 7 Coolest Startups You Haven't Heard of Yet". Lifehacker said "it makes project collaboration simple and kind of enjoyable". In 2014, it raised US$10.3 million in funding from Index Ventures and Spark Capital. Prior to its acquisition, Trello had sold 22% of its shares to investors, with the remaining shares held by founders Michael Pryor and Joel Spolsky. In May 2016, Trello claimed it had more than 1.1 million daily active users and 14 million total signups. In May 2015, Trello expanded internationally with localized interfaces for Brazil, Germany, and Spain. In 2016 Trello launched the Power-Up platform, allowing 3rd party developers to build and distribute extensions known as Power-Ups to Trello. Initial integrations included Zendesk, SurveyMonkey and Giphy. By January 2022 there were a total of 247 power-ups listed in the Power-Up directory. On 9 January 2017, Atlassian announced its intent to acquire Trello for $425 million. The transaction was made with $360 million in cash and $65 million in shares and options. In December 2018, Trello announced its acquisition of Butler, a company that developed a leading power-up for automating tasks within a Trello board. Trello announced 35 million users in March 2019 and 50 million users in October 2019. In 2020 Craig Jones, then cybersecurity operations director at Sophos, found that the company exposed the personally identifiable information (PII) data of its users, exposed through public Trello boards; the researcher first tweeted about this issue in the year 2018. On 16 January 2024 Trello suffered a data breach containing over 15 million unique email addresses, names and usernames, when the data was posted on a popular hacking forum. The data was obtained by enumerating a publicly accessible resource using email addresses from previous breach corpuses; it was then added on 22 January 2024 to the famous website collecting data breaches "Have I Been Pwned?". == Uses == Users can create task boards with different columns and move the tasks between them. Typically columns include task statuses such as To Do, In Progress, Done. The tool can be used for personal and business purposes including real estate management, software project management, school bulletin boards, lesson planning, accounting, web design, gaming, and law office case management. == Architecture == According to a Fog Creek blog post in January 2012, the client was a thin web layer which downloads the main app, written in CoffeeScript and compiled to minified JavaScript, using Backbone.js, HTML5 .pushState(), and the Mustache templating language. The server was built on top of MongoDB, Node.js and a modified version of Socket.io. == Reception == On 26 January 2017, PC Magazine gave Trello a 3.5 / 5 rating, calling it "flexible" and saying that "you can get rather creative", while noting that "it may require some experimentation to figure out how to best use it for your team and the workload you manage."

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  • John Schulman

    John Schulman

    John Schulman (born 1987 or 1988) is an American artificial intelligence researcher and co-founder of OpenAI. In August 2024, he announced he would be joining Anthropic. In February 2025, he announced he was leaving to join Thinking Machines Lab, where he is chief scientist. == Early life and education == Schulman had an interest in science and math from a young age. He enjoyed science fiction, especially the work of Isaac Asimov. When he was in seventh grade, he became deeply interested in the television program BattleBots, which featured combat between remote-controlled robots. In what he said was his first self-directed study, he read extensively in subject areas that would help him design a superior robot, but the robot he and his friends worked on was never built. He attended Great Neck South High School. He was a member of the US Physics olympiad Team in 2005. In 2010, he graduated from Caltech with a degree in physics. He has a PhD in electrical engineering and computer sciences from the University of California, Berkeley, where he was advised by Pieter Abbeel. == Career == In December 2015, shortly before finishing his PhD, Schulman co-founded OpenAI with Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. There, he led the reinforcement learning team that created ChatGPT. He has been referred to as the "architect" of ChatGPT. In August 2024, Schulman announced he would be joining Anthropic. He stated his move was to allow him to deepen his focus on AI alignment and return to more hands-on technical work. In February 2025, he announced he was leaving to join Thinking Machines Lab, where he is chief scientist. == Awards and honors == In 2025, Schulman received the Mark Bingham Award for Excellence in Achievement by Young Alumni from his alma mater, UC Berkeley.

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  • Demis Hassabis

    Demis Hassabis

    Sir Demis Hassabis (/ˈdɛ.mɪs/ DE-mis /hɑːˈsɑː.bis/ hah-SAH-bees; born Dimitrios Hassapis, Greek: Δημήτριος Χασάπης, 27 July 1976) is a British artificial intelligence (AI) researcher and entrepreneur. He is the chief executive officer and co-founder of Google DeepMind and Isomorphic Labs, and a UK Government AI Adviser. In 2024, Hassabis and John M. Jumper were jointly awarded the Nobel Prize in Chemistry for their AI research contributions to protein structure prediction. Hassabis is a Fellow of the Royal Society and has won awards for his research efforts, including the Breakthrough Prize, the Canada Gairdner International Award and the Lasker Award. He was appointed a CBE in 2017, and knighted in 2024 for his work on AI. He was also listed among the Time 100 most influential people in the world in 2017 and 2025, and was one of the "Architects of AI" collectively chosen as Time's 2025 Person of the Year. == Early life and education == Hassabis was born to Costas and Angela Hassapis. His father is a Greek Cypriot and his mother is a Chinese Singaporean. Demis grew up in North London. His original surname was "Hassapis" (Greek: Χασάπης), meaning "butcher" in Greek, but he later, according to Ingo Althöfer, "executed a point mutation by changing ‘p’ to ‘b’". One of his younger brothers still carries the original surname. In his early career, he was a video game AI programmer and designer, and an expert board games player. A child prodigy in chess from the age of four, when he first learnt chess by watching his father playing against his uncle, Hassabis reached master standard at the age of 13 with an Elo rating of 2300 and captained many of the England junior chess teams. He represented the University of Cambridge in the Oxford–Cambridge varsity chess matches of 1995, 1996 and 1997, winning a half blue. He first got interested in technology after buying his first computer in 1984, a ZX Spectrum 48K, funded from chess winnings. He taught himself how to program from books. He subsequently wrote his first AI program on a Commodore Amiga to play the reversi board game. Between 1988 and 1990, Hassabis was educated at Queen Elizabeth's School, Barnet, a boys' grammar school in North London. He was subsequently home-schooled by his parents for a year, before studying at the comprehensive school of Christ's College in East Finchley. He completed his A-level exams two years early at 16. === Bullfrog Productions === Asked by Cambridge University to take a gap year owing to his young age, Hassabis began his computer games career at Bullfrog Productions after entering an Amiga Power "Win-a-job-at-Bullfrog" competition. He began by playtesting on Syndicate and then at 17 co-designing and lead-programming on the 1994 game Theme Park, with the game's designer Peter Molyneux. Theme Park, a simulation video game, sold several million copies and inspired a whole genre of simulation sandbox games. Despite being offered a seven-figure sum to remain in the games industry, he turned it down. He earned enough from his gap year to pay his own way through university. === University of Cambridge === Hassabis left Bullfrog to study at Queens' College of the University of Cambridge, where he completed the Computer Science Tripos and graduated in 1997 with a double first. == Career and research == === Lionhead === After graduating from Cambridge, Hassabis worked at Lionhead Studios. Games designer Peter Molyneux, with whom Hassabis had worked at Bullfrog Productions, had recently founded the company. At Lionhead, Hassabis worked as lead AI programmer on the 2001 god game Black & White. === Elixir Studios === Hassabis left Lionhead in 1998 to found Elixir Studios, a London-based independent games developer, signing publishing deals with Eidos Interactive, Vivendi Universal and Microsoft. In addition to managing the company, Hassabis served as executive designer of the games Republic: The Revolution and Evil Genius. Each received BAFTA nominations for their interactive music scores, created by James Hannigan. The release of Elixir's first game, Republic: The Revolution, a highly ambitious and unusual political simulation game, was delayed due to its huge scope, which involved an AI simulation of the workings of an entire fictional country. The final game was reduced from its original vision and greeted with lukewarm reviews, receiving a Metacritic score of 62/100. Evil Genius, a tongue-in-cheek Austin Powers parody, fared much better with a score of 75/100. In April 2005 the intellectual property and technology rights were sold to various publishers and the studio was closed. === Neuroscience research === Following Elixir Studios, Hassabis returned to academia to obtain his PhD in cognitive neuroscience from UCL Queen Square Institute of Neurology in 2009 supervised by Eleanor Maguire. He sought to find inspiration in the human brain for new AI algorithms. He continued his neuroscience and artificial intelligence research as a visiting scientist jointly at Massachusetts Institute of Technology (MIT), in the lab of Tomaso Poggio, and Harvard University, before earning a Henry Wellcome postdoctoral research fellowship to the Gatsby Computational Neuroscience Unit at UCL in 2009 working with Peter Dayan. Working in the field of imagination, memory, and amnesia, he co-authored several influential papers published in Nature, Science, Neuron, and PNAS. His very first academic work, published in PNAS, was a landmark paper that showed systematically for the first time that patients with damage to their hippocampus, known to cause amnesia, were also unable to imagine themselves in new experiences. The finding established a link between the constructive process of imagination and the reconstructive process of episodic memory recall. Based on this work and a follow-up functional magnetic resonance imaging (fMRI) study, Hassabis developed a new theoretical account of the episodic memory system identifying scene construction, the generation and online maintenance of a complex and coherent scene, as a key process underlying both memory recall and imagination. This work received widespread coverage in the mainstream media and was listed in the top 10 scientific breakthroughs of the year by the journal Science. He later generalised these ideas to advance the notion of a 'simulation engine of the mind' whose role it was to imagine events and scenarios to aid with better planning. === DeepMind === Hassabis is the CEO and co-founder of DeepMind, a machine learning AI startup, founded in London in 2010 with Shane Legg and Mustafa Suleyman. Hassabis met Legg when both were postdocs at the Gatsby Computational Neuroscience Unit, and he and Suleyman had been friends through family. Hassabis also recruited his university friend and Elixir partner David Silver. DeepMind's mission is to "solve intelligence" and then use intelligence "to solve everything else". More concretely, DeepMind aims to combine insights from systems neuroscience with new developments in machine learning and computing hardware to unlock increasingly powerful general-purpose learning algorithms that will work towards the creation of an artificial general intelligence (AGI). The company has focused on training learning algorithms to master games, and in December 2013 it announced that it had made a pioneering breakthrough by training an algorithm called a Deep Q-Network (DQN) to play Atari games at a superhuman level by using only the raw pixels on the screen as inputs. DeepMind's early investors included several high-profile tech entrepreneurs. In 2014, Google purchased DeepMind for £400 million. Although most of the company has remained an independent entity based in London, DeepMind Health has since been directly incorporated into Google Health. Since the Google acquisition, the company has notched up a number of significant achievements, perhaps the most notable being the creation of AlphaGo, a program that defeated world champion Lee Sedol at the complex game of Go. Go had been considered a holy grail of AI, for its high number of possible board positions and resistance to existing programming techniques. However, AlphaGo beat European champion Fan Hui 5–0 in October 2015 before winning 4–1 against former world champion Lee Sedol in March 2016 and winning 3–0 against the world's top-ranked player Ke Jie in 2017. Additional DeepMind accomplishments include creating a neural Turing machine, reducing the energy used by the cooling systems in Google's data centres by 40%, and advancing research on AI safety. DeepMind has also been responsible for technical advances in machine learning, having produced a number of award-winning papers. In particular, the company has made significant advances in deep learning and reinforcement learning, and pioneered the field of deep reinforcement learning which combines these two methods. Hassabis has predicted that artificial intelligence will be "one of the most beneficial techn

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  • AlphaFold

    AlphaFold

    AlphaFold is an artificial intelligence (AI) program developed by DeepMind, a subsidiary of Alphabet, which performs predictions of protein structure. It is designed using deep learning techniques. AlphaFold 1 (2018) placed first in the overall rankings of the 13th Critical Assessment of Structure Prediction (CASP) in December 2018. It was particularly successful at predicting the most accurate structures for targets rated as most difficult by the competition organizers, where no existing template structures were available from proteins with partially similar sequences. AlphaFold 2 (2020) repeated this placement in the CASP14 competition in November 2020. It achieved a level of accuracy much higher than any other entry. It scored above 90 on CASP's global distance test (GDT) for approximately two-thirds of the proteins, a test measuring the similarity between a computationally predicted structure and the experimentally determined structure, where 100 represents a complete match. The inclusion of metagenomic data has improved the quality of the prediction of multiple sequence alignments. One of the biggest sources of the training data was the custom-built Big Fantastic Database of 65,983,866 protein families, represented as multiple sequence alignments and Hidden Markov models, covering 2,204,359,010 protein sequences from reference databases, metagenomes, and metatranscriptomes. AlphaFold 2's results at CASP14 were described as "astounding" and "transformational". However, some researchers noted that the accuracy was insufficient for a third of its predictions, and that it did not reveal the underlying mechanism or rules of protein folding for the protein folding problem, which remains unsolved. Despite this, the technical achievement was widely recognized. On 15 July 2021, the AlphaFold 2 paper was published in Nature as an advance access publication alongside open source software and a searchable database of species proteomes. As of November 2025, the paper had been cited nearly 43,000 times. AlphaFold 3 was announced on 8 May 2024. It can predict the structure of complexes created by proteins with DNA, RNA, various ligands, and ions. The new prediction method shows a minimum 50% improvement in accuracy for protein interactions with other molecules compared to existing methods. Demis Hassabis and John Jumper shared one half of the 2024 Nobel Prize in Chemistry, awarded "for protein structure prediction," while the other half went to David Baker "for computational protein design." Hassabis and Jumper had previously won the Breakthrough Prize in Life Sciences and the Albert Lasker Award for Basic Medical Research in 2023 for their leadership of the AlphaFold project. == Background == Proteins consist of chains of amino acids which spontaneously fold to form the three dimensional (3-D) structures of the proteins. The 3-D structure is crucial to understanding the biological function of the protein. Protein structures can be determined experimentally through techniques such as X-ray crystallography, cryo-electron microscopy and nuclear magnetic resonance (NMR), which are all expensive and time-consuming. Such efforts, using the experimental methods, have identified the structures of about 170,000 proteins over the last 60 years, while there are over 200 million known proteins across all life forms. Over the years, researchers have applied numerous computational methods to predict the 3D structures of proteins from their amino acid sequences, accuracy of such methods in best possible scenario is close to experimental techniques (NMR) by the use of homology modeling based on molecular evolution. CASP, which was launched in 1994 to challenge the scientific community to produce their best protein structure predictions, found that GDT scores of only about 40 out of 100 can be achieved for the most difficult proteins by 2016. AlphaFold started competing in the 2018 CASP using an artificial intelligence (AI) deep learning technique. == Algorithm == DeepMind is known to have trained the program on over 170,000 protein structures from the Protein Data Bank, a public repository of protein sequences and structures. The program uses a form of attention network, a deep learning technique that focuses on having the AI identify parts of a larger problem, then piece it together to obtain the overall solution. The overall training was conducted on processing power between 100 and 200 GPUs. === AlphaFold 1 (2018) === AlphaFold 1 (2018) was built on work developed by various teams in the 2010s, work that looked at the large databases of related protein sequences now available from many different organisms (most without known 3D structures), to try to find changes at different residues (peptides) that appeared to be correlated, even though the residues were not consecutive in the main chain. Such correlations suggest that the residues may be close to each other physically, even though not close in the sequence, allowing a contact map to be estimated. Building on recent work prior to 2018, AlphaFold 1 extended this by estimating a probability distribution for the distances between residues, effectively transforming the contact map into a distance map. It also used more advanced learning methods than previously to develop the inference. The code was not made publicly available, except to run on sequences of proteins in the 2018 CASP competition. === AlphaFold 2 (2020) === The 2020 version of the program (AlphaFold 2, 2020) is significantly different from the original version that won CASP 13 in 2018, according to the team at DeepMind. AlphaFold 1 used a number of separately trained modules to produce a guide potential, which was then combined with a physics-based energy potential. AlphaFold 2 replaced this with a system of interconnected sub-networks, forming a single, differentiable, end-to-end model based on pattern recognition. This model was trained in an integrated manner. After the neural network's prediction converges, a final refinement step applies local physical constraints using energy minimization based on the AMBER force field. This step only slightly adjusts the predicted structure. A key part of the 2020 system are two modules, believed to be based on a transformer design, which are used to progressively refine a vector of information for each relationship (or "edge" in graph-theory terminology) between an amino acid residue of the protein and another amino acid residue (these relationships are represented by the array shown in green); and between each amino acid position and each different sequences in the input sequence alignment (these relationships are represented by the array shown in red). Internally these refinement transformations contain layers that have the effect of bringing relevant data together and filtering out irrelevant data (the "attention mechanism") for these relationships, in a context-dependent way, learned from training data. These transformations are iterated, the updated information output by one step becoming the input of the next, with the sharpened residue/residue information feeding into the update of the residue/sequence information, and then the improved residue/sequence information feeding into the update of the residue/residue information. As the iteration progresses, according to one report, the "attention algorithm ... mimics the way a person might assemble a jigsaw puzzle: first connecting pieces in small clumps—in this case clusters of amino acids—and then searching for ways to join the clumps in a larger whole." The output of these iterations then informs the final structure prediction module, which also uses transformers, and is itself then iterated. In an example presented by DeepMind, the structure prediction module achieved a correct topology for the target protein on its first iteration, scored as having a GDT_TS of 78, but with a large number (90%) of stereochemical violations – i.e. unphysical bond angles or lengths. With subsequent iterations the number of stereochemical violations fell. By the third iteration the GDT_TS of the prediction was approaching 90, and by the eighth iteration the number of stereochemical violations was approaching zero. The training data was originally restricted to single peptide chains. However, the October 2021 update, named AlphaFold-Multimer, included protein complexes in its training data. DeepMind stated this update succeeded about 70% of the time at accurately predicting protein-protein interactions. === AlphaFold 3 (2024) === Announced on 8 May 2024, AlphaFold 3 was co-developed by Google DeepMind and Isomorphic Labs, both subsidiaries of Alphabet. AlphaFold 3 is not limited to proteins, as it can also predict the structures of protein complexes with DNA, RNA, post-translational modifications and selected ligands and ions. AlphaFold 3 introduces the "Pairformer," a deep learning architecture inspired by the transformer, which is considered similar to, but si

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  • Microsoft Fresh Paint

    Microsoft Fresh Paint

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

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  • COTSBot

    COTSBot

    COTSBot is a small autonomous underwater vehicle (AUV) 4.5 feet (1.4 m) long, which is designed by Queensland University of Technology (QUT) to kill the very destructive crown-of-thorns starfish (Acanthaster planci) in the Great Barrier Reef off the north-east coast of Australia. It identifies its target using an image-analyzing neural net to analyze what an onboard camera sees, and then lethally injects the starfish with a bile salt solution using a needle on the end of a long underslung foldable arm. COTSBot uses GPS to navigate. The first version was created in the early 2000s with an accuracy rate of about 65%. After training COTSBot with machine learning, its accuracy rate rose to 99% by 2019. COTSBot is capable of killing 200 crown-of-thorns starfish with its two liters capacity of poison. COTSBot is capable of performing about 20 runs per day, but multiple COTSBots will be necessary to significantly impact the crown of thorns starfish populations. A smaller version of COTSBot called "RangerBot" is also being developed by QUT.

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  • Babelfy

    Babelfy

    Babelfy is a software algorithm for the disambiguation of text written in any language. It performs the tasks of multilingual Word Sense Disambiguation (i.e., the disambiguation of common nouns, verbs, adjectives and adverbs) and Entity Linking (i.e. the disambiguation of mentions to encyclopedic entities like people, companies, places, etc.). == Overview == Babelfy uses the BabelNet multilingual knowledge graph to perform disambiguation and entity linking in three steps: It associates with each vertex of the BabelNet semantic network, i.e., either concept or named entity, a semantic signature, that is, a set of related vertices. This is a preliminary step which needs to be performed only once, independently of the input text. Given an input text, it extracts all the linkable fragments from this text and, for each of them, lists the possible meanings according to the semantic network. It creates a graph-based semantic interpretation of the whole text by linking the candidate meanings of the extracted fragments using the previously computed semantic signatures. It then extracts a dense subgraph of this representation and selects the best candidate meaning for each fragment. As a result, the text, written in any of the 271 languages supported by BabelNet, is output with possibly overlapping semantic annotations.

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  • AGROVOC

    AGROVOC

    AGROVOC is a multilingual controlled vocabulary covering areas of interest of the Food and Agriculture Organization of the United Nations (FAO), aiming to promote the visibility of research produced among FAO members. By March 2024, AGROVOC consisted of over 42 000 concepts and up to 1 000 000 terms in more than 42 different languages. It is a collaborative effort, the outcome of consensus among a community of experts coordinated by FAO. == History == FAO first published AGROVOC at the beginning of the 1980s in English, Spanish and French to serve as a controlled vocabulary to index publications in agricultural science and technology, especially for the International System for Agricultural Science and Technology (AGRIS). In the 1990s, AGROVOC shifted from paper printing to a digital format opting for data storage handled by a relational database. In 2004, preliminary experiments with expressing AGROVOC into the Web Ontology Language (OWL) took place. At the same time a web based editing tool was developed, then called WorkBench, nowadays VocBench. In 2009 AGROVOC became an SKOS resource. == Usage == Today, AGROVOC is available in different languages. It is employed for tagging resources, allowing searches in a specific language while providing results in many others, enhancing their visibility worldwide. Additionally, it serves for organizing knowledge to facilitate subsequent data retrieval, tagging website content for search engine discovery, standardizing agricultural information data and acting as a reference for translations. Moreover, it finds applications in fields such as data mining, big data, or artificial intelligence. Updated AGROVOC content is released once a month and is available for public use. == Maintenance == FAO coordinates the editorial activities related to the maintenance of AGROVOC. Content curation is carried out by a community of editors and institutions responsible for each of the language versions. VocBench, is the tool used to edit and maintain AGROVOC in a distributed way. FAO also facilitates the technical maintenance of AGROVOC. == Copyright and license == Copyright for AGROVOC content in FAO languages (English, French, Spanish, Arabic, Russian and Chinese) is held by FAO, while content in other languages stays with the institutions that authored it. AGROVOC thesaurus content in English, Russian, French, Spanish, Arabic and Chinese is licensed under the international Creative Commons Attribution License (CC-BY-4.0).

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  • Software diagnosis

    Software diagnosis

    Software diagnosis (also: software diagnostics) refers to concepts, techniques, and tools that allow for obtaining findings, conclusions, and evaluations about software systems and their implementation, composition, behaviour, and evolution. It serves as means to monitor, steer, observe and optimize software development, software maintenance, and software re-engineering in the sense of a business intelligence approach specific to software systems. It is generally based on the automatic extraction, analysis, and visualization of corresponding information sources of the software system. It can also be manually done and not automatic. == Applications == Software diagnosis supports all branches of software engineering, in particular project management, quality management, risk management as well as implementation and test. Its main strength is to support all stakeholders of software projects (in particular during software maintenance and for software re-engineering tasks) and to provide effective communication means for software development projects. For example, software diagnosis facilitates "bridging an essential information gap between management and development, improve awareness, and serve as early risk detection instrument". Software diagnosis includes assessment methods for "perfective maintenance" that, for example, apply "visual analysis techniques to combine multiple indicators for low maintainability, including code complexity and entanglement with other parts of the system, and recent changes applied to the code". == Characteristics == In contrast to manifold approaches and techniques in software engineering, software diagnosis does not depend on programming languages, modeling techniques, software development processes or the specific techniques used in the various stages of the software development process. Instead, software diagnosis aims at analyzing and evaluating the software system in its as-is state and based on system-generated information to bypass any subjective or potentially outdated information sources (e.g., initial software models). For it, software diagnosis combines and relates sources of information that are typically not directly linked. Examples: Source-code metrics are related with software developer activity to gain insight into developer-specific effects on software code quality. System structure and run-time execution traces are correlated to facilitate program comprehension through dynamic analysis in software maintenance tasks. == Principles == The core principle of software diagnosis is to automatically extract information from all available information sources of a given software projects such as source code base, project repository, code metrics, execution traces, test results, etc. To combine information, software-specific data mining, analysis, and visualization techniques are applied. Its strength results, among various reasons, from integrating decoupled information spaces in the scope of a typical software project, for example development and developer activities (recorded by the repository) and code and quality metrics (derived by analyzing source code) or key performance indicators (KPIs). == Examples == Examples of software diagnosis tools include software maps and software metrics. == Critics == Software diagnosis—in contrast to many approaches in software engineering—does not assume that developer capabilities, development methods, programming or modeling languages are right or wrong (or better or worse compared to each other): Software diagnosis aims at giving insight into a given software system and its status regardless of the methods, languages, or models used to create and maintain the system. === Related subjects === Cost estimation in software engineering Programming productivity Rapid application development Software design Software development Software documentation Software map Software release life cycle Systems design Systems Development Life Cycle

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  • Rnn (software)

    Rnn (software)

    rnn is an open-source machine learning framework that implements recurrent neural network architectures, such as LSTM and GRU, natively in the R programming language, that has been downloaded over 100,000 times (from the RStudio servers alone). The rnn package is distributed through the Comprehensive R Archive Network under the open-source GPL v3 license. == Workflow == The below example from the rnn documentation show how to train a recurrent neural network to solve the problem of bit-by-bit binary addition. == sigmoid == The sigmoid functions and derivatives used in the package were originally included in the package, from version 0.8.0 onwards, these were released in a separate R package sigmoid, with the intention to enable more general use. The sigmoid package is a dependency of the rnn package and therefore automatically installed with it. == Reception == With the release of version 0.3.0 in April 2016 the use in production and research environments became more widespread. The package was reviewed several months later on the R blog The Beginner Programmer as "R provides a simple and very user friendly package named rnn for working with recurrent neural networks.", which further increased usage. The book Neural Networks in R by Balaji Venkateswaran and Giuseppe Ciaburro uses rnn to demonstrate recurrent neural networks to R users. It is also used in the r-exercises.com course "Neural network exercises". The RStudio CRAN mirror download logs show that the package is downloaded on average about 2,000 per month from those servers , with a total of over 100,000 downloads since the first release, according to RDocumentation.org, this puts the package in the 15th percentile of most popular R packages .

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  • David Krueger (professor)

    David Krueger (professor)

    David Krueger is an American machine learning professor and advocate for the reduction of risks related to artificial intelligence. Krueger is an assistant professor in Robust, Reasoning, and Responsible AI at the University of Montreal and a Core Academic Member at Mila. == Early life and education == Krueger obtained a B.A. in mathematics from Reed College, and completed his MSc and Ph.D. in Computer Science at the University of Montreal. He trained in deep learning under Yoshua Bengio, Roland Memisevic, and Aaron Courville from 2013 to 2021. Krueger was also an intern on Google DeepMind's AI Safety team in 2018. == Career == Krueger researches deep learning, AI alignment, and AI safety. His work is focused on reducing the risk of human extinction resulting from out-of-control AI systems. Krueger was an assistant professor at the University of Cambridge from 2021 to 2024, before taking a faculty position at the University of Montreal in 2024. In 2023, he was a founding research director at the UK AI Security Institute. That same year, Krueger initiated the Statement on AI Risk, which argues that AI could cause human extinction and was signed by Anthropic's Dario Amodei, OpenAI's Sam Altman, AI expert Geoffrey Hinton, and other leaders. In April 2026, Krueger discussed the risks of advanced AI at a Capitol Hill event hosted by Senator Bernie Sanders. === Evitable === In 2025, Krueger founded Evitable, a nonprofit organization that advocates for an AI moratorium. == Views == Krueger argues that AI will lead to a "gradual disempowerment" of workers, likening AI chips to nuclear bombs. He also says the military use of AI "poses an existential risk to humanity."

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