AI Chat Interface

AI Chat Interface — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Geofence warrant

    Geofence warrant

    A geofence warrant or a reverse location warrant is a search warrant issued by a court to allow law enforcement to search a database to find all active mobile devices within a particular geo-fence area. Courts have granted law enforcement geo-fence warrants to obtain information from databases such as Google's Sensorvault, which collects users' historical geolocation data. Geo-fence warrants are a part of a category of warrants known as reverse search warrants. == History == Geofence warrants were first used in 2016. Google reported that it had received 982 such warrants in 2018, 8,396 in 2019, and 11,554 in 2020. A 2021 transparency report showed that 25% of data requests from law enforcement to Google were geo-fence data requests. Google is the most common recipient of geo-fence warrants and the main provider of such data, although companies including Apple, Snapchat, Lyft, and Uber have also received such warrants. == Legality == === United States === Some lawyers and privacy experts believe reverse search warrants are unconstitutional under the Fourth Amendment to the United States Constitution, which protects people from unreasonable searches and seizures, and requires any search warrants be specific to what and to whom they apply. The Fourth Amendment specifies that warrants may only be issued "upon probable cause, supported by Oath or affirmation, and particularly describing the place to be searched, and the persons or things to be seized." Some lawyers, legal scholars, and privacy experts have likened reverse search warrants to general warrants, which were made illegal by the Fourth Amendment. Groups including the Electronic Frontier Foundation have opposed geo-fence warrants in amicus briefs filed in motions to quash such orders to disclose geo-fence data. In 2024, a panel of the United States Fourth Circuit Court of Appeals considered data acquired from Google’s Sensorvault not to be a search, but non-private business records when users opt-in to Google’s location history. However, upon a rehearing en banc, the Court vacated that decision. In April 2025, the full Court affirmed the judgment solely on the 'good faith' exception, leaving the underlying constitutional question of whether geofence warrants constitute a search unsettled in the Circuit. However, the United States Fifth Circuit Court of Appeals found that geofence warrants are "categorically prohibited by the Fourth Amendment." The split in Circuits prompted the United States Supreme Court to agree to hear Chatrie v. United States in January 2026.

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  • The 100 (TV series)

    The 100 (TV series)

    The 100 (pronounced "The Hundred" ) is an American post-apocalyptic science fiction drama television series that premiered on March 19, 2014, on the CW network, and ended on September 30, 2020. Developed by Jason Rothenberg, the series is based on the young adult novel series The 100 by Kass Morgan. The 100 follows descendants of post-apocalyptic survivors from a space habitat, the Ark, who return to Earth nearly a century after a devastating nuclear apocalypse; the first people sent to Earth are a group of juvenile delinquents who encounter another group of survivors on the ground. The juvenile delinquents include Clarke Griffin (Eliza Taylor), Finn Collins (Thomas McDonell), Bellamy Blake (Bob Morley), Octavia Blake (Marie Avgeropoulos), Jasper Jordan (Devon Bostick), Monty Green (Christopher Larkin), and John Murphy (Richard Harmon). Other lead characters include Clarke's mother Dr. Abby Griffin (Paige Turco), Marcus Kane (Henry Ian Cusick), and Chancellor Thelonious Jaha (Isaiah Washington), all of whom are council members on the Ark, and Raven Reyes (Lindsey Morgan), a mechanic aboard the Ark. == Plot == Ninety-seven years after a devastating nuclear apocalypse wipes out most human life on Earth, thousands of people now live in a space station orbiting Earth, which they call the Ark. Three generations have been born in space, but when life-support systems on the Ark begin to fail, one hundred juvenile detainees are sent to Earth in a last attempt to determine whether it is habitable, or at least save resources for the remaining residents of the Ark. They discover that some humans survived the apocalypse: the Grounders, who live in clans locked in a power struggle; the Reapers, another group of grounders who have been turned into cannibals by the Mountain Men; and the Mountain Men, who live in Mount Weather, descended from those who locked themselves away before the apocalypse. Under the leadership of Clarke and Bellamy, the juveniles attempt to survive the harsh surface conditions, battle hostile grounders and establish communication with the Ark. In the second season, the survivors face a new threat from the Mountain Men, who harvest their bone marrow to survive the radiation. Clarke and the others form a fragile alliance with the grounders to rescue their people. The season ends with Clarke making a devastating choice to save them all. In season three, power struggles erupt between the Arkadians and the grounders after a controversial new leader takes charge. Meanwhile, an AI named A.L.I.E., responsible for the original apocalypse, begins taking control of people’s minds. Clarke destroys A.L.I.E. but learns another disaster is imminent. In the fourth season, nuclear reactors are melting down, threatening to wipe out life again. Clarke and her friends search for ways to survive, including experimenting with radiation-resistant blood and finding an underground bunker. As time runs out, only a select few are able to take shelter. The fifth season picks up six years later, when Earth is left largely uninhabitable except for one green valley, where new enemies arrive. Clarke protects her adopted daughter Madi while former survivors return from space and underground, triggering another war. The battle ends with the valley destroyed and the group entering cryosleep to find a new home. In season six, the group awakens 125 years later on a new planet called Sanctum, ruled by powerful families known as the Primes. Clarke fights to stop body-snatching rituals and protect her people from new threats, including a rebel group and a dangerous AI influence. The season ends with major losses and the destruction of the Primes' rule. In the seventh and final season, the survivors face unrest on Sanctum and clash with a mysterious group called the Disciples, who believe Clarke is key to saving humanity. A wormhole network reveals multiple planets and a final "test" that determines the fate of the species. Most transcend into a higher consciousness, but Clarke and a few others choose to live out their lives on a reborn Earth. == Cast and characters == Eliza Taylor as Clarke Griffin Paige Turco as Abigail "Abby" Griffin (seasons 1–6; guest season 7) Thomas McDonell as Finn Collins (seasons 1–2) Eli Goree as Wells Jaha (season 1; guest season 2) Marie Avgeropoulos as Octavia Blake Bob Morley as Bellamy Blake Kelly Hu as Callie "Cece" Cartwig (season 1) Christopher Larkin as Monty Green (seasons 1–5; guest season 6) Devon Bostick as Jasper Jordan (seasons 1–4) Isaiah Washington as Thelonious Jaha (seasons 1–5) Henry Ian Cusick as Marcus Kane (seasons 1–6) Lindsey Morgan as Raven Reyes (seasons 2–7; recurring season 1) Ricky Whittle as Lincoln (seasons 2–3; recurring season 1) Richard Harmon as John Murphy (seasons 3–7; recurring seasons 1–2) Zach McGowan as Roan (season 4; recurring season 3; guest season 7) Tasya Teles as Echo / Ash (seasons 5–7; guest seasons 2–3; recurring season 4) Shannon Kook as Jordan Green (seasons 6–7; guest season 5) JR Bourne as Russell Lightbourne / Malachi / Sheidheda (season 7; recurring season 6) Chuku Modu as Gabriel Santiago (season 7; recurring season 6) Shelby Flannery as Hope Diyoza (season 7; guest season 6) =

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  • Computing Machinery and Intelligence

    Computing Machinery and Intelligence

    "Computing Machinery and Intelligence" is a paper written by Alan Turing on the topic of artificial intelligence. The paper, published in 1950 in Mind, was the first to introduce his concept of what is now known as the Turing test to the general public. Turing's paper considers the question "Can machines think?" Turing says that since the words "think" and "machine" cannot clearly be defined, we should "replace the question by another, which is closely related to it and is expressed in relatively unambiguous words." To achieve this objective, Turing proposes a three-step approach. First, he identifies a simple and unambiguous concept to substitute for the term "think." Second, he delineates the specific "machines" under consideration. Third, armed with these tools, he poses a new question related to the first, which he believes he can answer in the affirmative. == Turing's test == Rather than trying to determine if a machine is thinking, Turing suggests we should ask if the machine can win a game, called the "Imitation Game". The original Imitation game, that Turing described, is a simple party game involving three players. Player A is a man, player B is a woman and player C (who plays the role of the interrogator) can be of either sex. In the Imitation Game, player C is unable to see either player A or player B (and knows them only as X and Y), and can communicate with them only through written notes or any other form that does not give away any details about their gender. By asking questions of player A and player B, player C tries to determine which of the two is the man and which is the woman. Player A's role is to trick the interrogator into making the wrong decision, while player B attempts to assist the interrogator in making the right one. Turing proposes a variation of this game that involves the computer: We now ask the question, "What will happen when a machine takes the part of A in this game?" Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace our original, "Can machines think?" So the modified game becomes one that involves three participants in isolated rooms: a computer (which is being tested), a human, and a (human) judge. The human judge can converse with both the human and the computer by typing into a terminal. Both the computer and the human try to convince the judge that they are the human. If the judge cannot consistently tell which is which, then the computer wins the game. Researchers in the United Kingdom had been exploring "machine intelligence" for up to ten years prior to the founding of the field of artificial intelligence (AI) research in 1956. It was a common topic among the members of the Ratio Club, an informal group of British cybernetics and electronics researchers that included Alan Turing. Turing, in particular, had been running the notion of machine intelligence since at least 1941 and one of the earliest-known mentions of "computer intelligence" was made by him in 1947. As Stevan Harnad notes, the question has become "Can machines do what we (as thinking entities) can do?" In other words, Turing is no longer asking whether a machine can "think"; he is asking whether a machine can act indistinguishably from the way a thinker acts. This question avoids the difficult philosophical problem of pre-defining the verb "to think" and focuses instead on the performance capacities that being able to think makes possible, and how a causal system can generate them. Since Turing introduced his test, it has been both highly influential and widely criticised, and has become an important concept in the philosophy of artificial intelligence. Some of its criticisms, such as John Searle's Chinese room, are themselves controversial. Some have taken Turing's question to have been "Can a computer, communicating over a teleprinter, fool a person into believing it is human?" but it seems clear that Turing was not talking about fooling people but about generating human cognitive capacity. == Digital machines == Turing also notes that we need to determine which "machines" we wish to consider. He points out that a human clone, while man-made, would not provide a very interesting example. Turing suggested that we should focus on the capabilities of digital machinery—machines which manipulate the binary digits of 1 and 0, rewriting them into memory using simple rules. He gave two reasons. First, there is no reason to speculate whether or not they can exist. They already did in 1950. Second, digital machinery is "universal". Turing's research into the foundations of computation had proved that a digital computer can, in theory, simulate the behaviour of any other digital machine, given enough memory and time. (This is the essential insight of the Church–Turing thesis and the universal Turing machine.) Therefore, if any digital machine can "act like it is thinking", then every sufficiently powerful digital machine can. Turing writes, "all digital computers are in a sense equivalent." This allows the original question to be made even more specific. Turing now restates the original question as "Let us fix our attention on one particular digital computer C. Is it true that by modifying this computer to have an adequate storage, suitably increasing its speed of action, and providing it with an appropriate programme, C can be made to play satisfactorily the part of A in the imitation game, the part of B being taken by a man?" Hence, Turing states that the focus is not on "whether all digital computers would do well in the game nor whether the computers that are presently available would do well, but whether there are imaginable computers which would do well". What is more important is to consider the advancements possible in the state of our machines today regardless of whether we have the available resource to create one or not. == Nine common objections == Having clarified the question, Turing turned to answering it: he considered the following nine common objections, which include all the major arguments against artificial intelligence raised in the years since his paper was first published. Religious Objection: This states that thinking is a function of man's immortal soul; therefore, a machine cannot think. "In attempting to construct such machines," wrote Turing, "we should not be irreverently usurping His power of creating souls, any more than we are in the procreation of children: rather we are, in either case, instruments of His will providing mansions for the souls that He creates." 'Heads in the Sand' Objection: "The consequences of machines thinking would be too dreadful. Let us hope and believe that they cannot do so." This thinking is popular among intellectual people, as they believe superiority derives from higher intelligence and the possibility of being overtaken is a threat (as machines have efficient memory capacities and processing speed, machines exceeding the learning and knowledge capabilities are highly probable). This objection is a fallacious appeal to consequences, confusing what should not be with what can or cannot be (Wardrip-Fruin, 56). The Mathematical Objection: This objection uses mathematical theorems, such as Gödel's incompleteness theorem, to show that there are limits to what questions a computer system based on logic can answer. Turing suggests that humans are too often wrong themselves and pleased at the fallibility of a machine. (This argument would be made again by philosopher John Lucas in 1961 and physicist Roger Penrose in 1989, and later would be called Penrose–Lucas argument.) Argument From Consciousness: This argument, suggested by Professor Geoffrey Jefferson in his 1949 Lister Oration (acceptance speech for his 1948 award of Lister Medal) states that "not until a machine can write a sonnet or compose a concerto because of thoughts and emotions felt, and not by the chance fall of symbols, could we agree that machine equals brain." Turing replies by saying that we have no way of knowing that any individual other than ourselves experiences emotions, and that therefore we should accept the test. He adds, "I do not wish to give the impression that I think there is no mystery about consciousness ... [b]ut I do not think these mysteries necessarily need to be solved before we can answer the question [of whether machines can think]." (This argument, that a computer can't have conscious experiences or understanding, would be made in 1980 by philosopher John Searle in his Chinese room argument. Turing's reply is now known as the "other minds reply". See also Can a machine have a mind? in the philosophy of AI.) Arguments from various disabilities. These arguments all have the form "a computer will never do X". Turing offers a selection:Be kind, resourceful, beautiful, friendly, have initiative, have a sense of humour, tell right from wrong, make mistakes, fall in love, enjo

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  • Neural architecture search

    Neural architecture search

    Neural architecture search (NAS) is a technique for automating the design of artificial neural networks (ANN), a widely used model in the field of machine learning. NAS has been used to design networks that are on par with or outperform hand-designed architectures. Methods for NAS can be categorized according to the search space, search strategy and performance estimation strategy used: The search space defines the type(s) of ANN that can be designed and optimized. The search strategy defines the approach used to explore the search space. The performance estimation strategy evaluates the performance of a possible ANN from its design (without constructing and training it). NAS is closely related to hyperparameter optimization and meta-learning and is a subfield of automated machine learning (AutoML). == Reinforcement learning == Reinforcement learning (RL) can underpin a NAS search strategy. Barret Zoph and Quoc Viet Le applied NAS with RL targeting the CIFAR-10 dataset and achieved a network architecture that rivals the best manually-designed architecture for accuracy, with an error rate of 3.65, 0.09 percent better and 1.05x faster than a related hand-designed model. On the Penn Treebank dataset, that model composed a recurrent cell that outperforms LSTM, reaching a test set perplexity of 62.4, or 3.6 perplexity better than the prior leading system. On the PTB character language modeling task it achieved bits per character of 1.214. Learning a model architecture directly on a large dataset can be a lengthy process. NASNet addressed this issue by transferring a building block designed for a small dataset to a larger dataset. The design was constrained to use two types of convolutional cells to return feature maps that serve two main functions when convoluting an input feature map: normal cells that return maps of the same extent (height and width) and reduction cells in which the returned feature map height and width is reduced by a factor of two. For the reduction cell, the initial operation applied to the cell's inputs uses a stride of two (to reduce the height and width). The learned aspect of the design included elements such as which lower layer(s) each higher layer took as input, the transformations applied at that layer and to merge multiple outputs at each layer. In the studied example, the best convolutional layer (or "cell") was designed for the CIFAR-10 dataset and then applied to the ImageNet dataset by stacking copies of this cell, each with its own parameters. The approach yielded accuracy of 82.7% top-1 and 96.2% top-5. This exceeded the best human-invented architectures at a cost of 9 billion fewer FLOPS—a reduction of 28%. The system continued to exceed the manually-designed alternative at varying computation levels. The image features learned from image classification can be transferred to other computer vision problems. E.g., for object detection, the learned cells integrated with the Faster-RCNN framework improved performance by 4.0% on the COCO dataset. In the so-called Efficient Neural Architecture Search (ENAS), a controller discovers architectures by learning to search for an optimal subgraph within a large graph. The controller is trained with policy gradient to select a subgraph that maximizes the validation set's expected reward. The model corresponding to the subgraph is trained to minimize a canonical cross entropy loss. Multiple child models share parameters, ENAS requires fewer GPU-hours than other approaches and 1000-fold less than "standard" NAS. On CIFAR-10, the ENAS design achieved a test error of 2.89%, comparable to NASNet. On Penn Treebank, the ENAS design reached test perplexity of 55.8. == Evolution == An alternative approach to NAS is based on evolutionary algorithms, which has been employed by several groups. An Evolutionary Algorithm for Neural Architecture Search generally performs the following procedure. First a pool consisting of different candidate architectures along with their validation scores (fitness) is initialised. At each step the architectures in the candidate pool are mutated (e.g.: 3x3 convolution instead of a 5x5 convolution). Next the new architectures are trained from scratch for a few epochs and their validation scores are obtained. This is followed by replacing the lowest scoring architectures in the candidate pool with the better, newer architectures. This procedure is repeated multiple times and thus the candidate pool is refined over time. Mutations in the context of evolving ANNs are operations such as adding or removing a layer, which include changing the type of a layer (e.g., from convolution to pooling), changing the hyperparameters of a layer, or changing the training hyperparameters. On CIFAR-10 and ImageNet, evolution and RL performed comparably, while both slightly outperformed random search. == Bayesian optimization == Bayesian Optimization (BO), which has proven to be an efficient method for hyperparameter optimization, can also be applied to NAS. In this context, the objective function maps an architecture to its validation error after being trained for a number of epochs. At each iteration, BO uses a surrogate to model this objective function based on previously obtained architectures and their validation errors. One then chooses the next architecture to evaluate by maximizing an acquisition function, such as expected improvement, which provides a balance between exploration and exploitation. Acquisition function maximization and objective function evaluation are often computationally expensive for NAS, and make the application of BO challenging in this context. Recently, BANANAS has achieved promising results in this direction by introducing a high-performing instantiation of BO coupled to a neural predictor. == Hill-climbing == Another group used a hill climbing procedure that applies network morphisms, followed by short cosine-annealing optimization runs. The approach yielded competitive results, requiring resources on the same order of magnitude as training a single network. E.g., on CIFAR-10, the method designed and trained a network with an error rate below 5% in 12 hours on a single GPU. == Multi-objective search == While most approaches solely focus on finding architecture with maximal predictive performance, for most practical applications other objectives are relevant, such as memory consumption, model size or inference time (i.e., the time required to obtain a prediction). Because of that, researchers created a multi-objective search. LEMONADE is an evolutionary algorithm that adopted Lamarckism to efficiently optimize multiple objectives. In every generation, child networks are generated to improve the Pareto frontier with respect to the current population of ANNs. Neural Architect is claimed to be a resource-aware multi-objective RL-based NAS with network embedding and performance prediction. Network embedding encodes an existing network to a trainable embedding vector. Based on the embedding, a controller network generates transformations of the target network. A multi-objective reward function considers network accuracy, computational resource and training time. The reward is predicted by multiple performance simulation networks that are pre-trained or co-trained with the controller network. The controller network is trained via policy gradient. Following a modification, the resulting candidate network is evaluated by both an accuracy network and a training time network. The results are combined by a reward engine that passes its output back to the controller network. == One-shot models == RL or evolution-based NAS require thousands of GPU-days of searching/training to achieve state-of-the-art computer vision results as described in the NASNet, mNASNet and MobileNetV3 papers. To reduce computational cost, many recent NAS methods rely on the weight-sharing idea. In this approach, a single overparameterized supernetwork (also known as the one-shot model) is defined. A supernetwork is a very large Directed Acyclic Graph (DAG) whose subgraphs are different candidate neural networks. Thus, in a supernetwork, the weights are shared among a large number of different sub-architectures that have edges in common, each of which is considered as a path within the supernet. The essential idea is to train one supernetwork that spans many options for the final design rather than generating and training thousands of networks independently. In addition to the learned parameters, a set of architecture parameters are learnt to depict preference for one module over another. Such methods reduce the required computational resources to only a few GPU days. More recent works further combine this weight-sharing paradigm, with a continuous relaxation of the search space, which enables the use of gradient-based optimization methods. These approaches are generally referred to as differentiable NAS and have proven very efficient in exploring the search space of ne

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  • Seccomp

    Seccomp

    seccomp (short for secure computing) is a computer security facility in the Linux kernel. seccomp allows a process to make a one-way transition into a "secure" state where it cannot make any system calls except exit(), sigreturn(), read() and write() to already-open file descriptors. Should it attempt any other system calls, the kernel will either just log the event or terminate the process with SIGKILL or SIGSYS. In this sense, it does not virtualize the system's resources but isolates the process from them entirely. seccomp mode is enabled via the prctl(2) system call using the PR_SET_SECCOMP argument, or (since Linux kernel 3.17) via the seccomp(2) system call. seccomp mode used to be enabled by writing to a file, /proc/self/seccomp, but this method was removed in favor of prctl(). In some kernel versions, seccomp disables the RDTSC x86 instruction, which returns the number of elapsed processor cycles since power-on, used for high-precision timing. seccomp-bpf is an extension to seccomp that allows filtering of system calls using a configurable policy implemented using Berkeley Packet Filter rules. It is used by OpenSSH and vsftpd as well as the Google Chrome/Chromium web browsers on ChromeOS and Linux. (In this regard seccomp-bpf achieves similar functionality, but with more flexibility and higher performance, to the older systrace—which seems to be no longer supported for Linux.) Some consider seccomp comparable to OpenBSD pledge(2) and FreeBSD capsicum(4). == History == seccomp was first devised by Andrea Arcangeli in January 2005 for use in public grid computing and was originally intended as a means of safely running untrusted compute-bound programs. It was merged into the Linux kernel mainline in kernel version 2.6.12, which was released on March 8, 2005. == Software using seccomp or seccomp-bpf == Android uses a seccomp-bpf filter in the zygote since Android 8.0 Oreo. systemd's sandboxing options are based on seccomp. QEMU, the Quick Emulator, the core component to the modern virtualization together with KVM uses seccomp on the parameter --sandbox Docker – software that allows applications to run inside of isolated containers. Docker can associate a seccomp profile with the container using the --security-opt parameter. Arcangeli's CPUShare was the only known user of seccomp for a while. Writing in February 2009, Linus Torvalds expresses doubt whether seccomp is actually used by anyone. However, a Google engineer replied that Google is exploring using seccomp for sandboxing its Chrome web browser. Firejail is an open source Linux sandbox program that utilizes Linux namespaces, Seccomp, and other kernel-level security features to sandbox Linux and Wine applications. As of Chrome version 20, seccomp-bpf is used to sandbox Adobe Flash Player. As of Chrome version 23, seccomp-bpf is used to sandbox the renderers. Snap specify the shape of their application sandbox using "interfaces" which snapd translates to seccomp, AppArmor and other security constructs vsftpd uses seccomp-bpf sandboxing as of version 3.0.0. OpenSSH has supported seccomp-bpf since version 6.0. Mbox uses ptrace along with seccomp-bpf to create a secure sandbox with less overhead than ptrace alone. LXD, a Ubuntu "hypervisor" for containers Firefox and Firefox OS, which use seccomp-bpf Tor supports seccomp since 0.2.5.1-alpha Lepton, a JPEG compression tool developed by Dropbox uses seccomp Kafel is a configuration language, which converts readable policies into seccompb-bpf bytecode Subgraph OS uses seccomp-bpf Flatpak uses seccomp for process isolation Bubblewrap is a lightweight sandbox application developed from Flatpak minijail uses seccomp for process isolation SydBox uses seccomp-bpf to improve the runtime and security of the ptrace sandboxing used to sandbox package builds on Exherbo Linux distribution. File, a Unix program to determine filetypes, uses seccomp to restrict its runtime environment Zathura, a minimalistic document viewer, uses seccomp filter to implement different sandbox modes Tracker, a indexing and preview application for the GNOME desktop environment, uses seccomp to prevent automatic exploitation of parsing vulnerabilities in media files

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  • Blackboard system

    Blackboard system

    A blackboard system is an artificial intelligence approach based on the blackboard architectural model, where a common knowledge base, the "blackboard", is iteratively updated by a diverse group of specialist knowledge sources, starting with a problem specification and ending with a solution. Each knowledge source updates the blackboard with a partial solution when its internal constraints match the blackboard state. In this way, the specialists work together to solve the problem. The blackboard model was originally designed as a way to handle complex, ill-defined problems, where the solution is the sum of its parts. == Metaphor == The following scenario provides a simple metaphor that gives some insight into how a blackboard functions: A group of specialists are seated in a room with a large blackboard. They work as a team to brainstorm a solution to a problem, using the blackboard as the workplace for cooperatively developing the solution. The session begins when the problem specifications are written onto the blackboard. The specialists all watch the blackboard, looking for an opportunity to apply their expertise to the developing solution. When someone writes something on the blackboard that allows another specialist to apply their expertise, the second specialist records their contribution on the blackboard, hopefully enabling other specialists to then apply their expertise. This process of adding contributions to the blackboard continues until the problem has been solved. == Components == A blackboard-system application consists of three major components The software specialist modules, which are called knowledge sources (KSs). Like the human experts at a blackboard, each knowledge source provides specific expertise needed by the application. The blackboard, a shared repository of problems, partial solutions, suggestions, and contributed information. The blackboard can be thought of as a dynamic "library" of contributions to the current problem that have been recently "published" by other knowledge sources. The control shell, which controls the flow of problem-solving activity in the system. Just as the eager human specialists need a moderator to prevent them from trampling each other in a mad dash to grab the chalk, KSs need a mechanism to organize their use in the most effective and coherent fashion. In a blackboard system, this is provided by the control shell. === Learnable Task Modeling Language === A blackboard system is the central space in a multi-agent system. It's used for describing the world as a communication platform for agents. To realize a blackboard in a computer program, a machine readable notation is needed in which facts can be stored. One attempt in doing so is a SQL database, another option is the Learnable Task Modeling Language (LTML). The syntax of the LTML planning language is similar to PDDL, but adds extra features like control structures and OWL-S models. LTML was developed in 2007 as part of a much larger project called POIROT (Plan Order Induction by Reasoning from One Trial), which is a Learning from demonstrations framework for process mining. In POIROT, Plan traces and hypotheses are stored in the LTML syntax for creating semantic web services. Here is a small example: A human user is executing a workflow in a computer game. The user presses some buttons and interacts with the game engine. While the user interacts with the game, a plan trace is created. That means the user's actions are stored in a logfile. The logfile gets transformed into a machine readable notation which is enriched by semantic attributes. The result is a textfile in the LTML syntax which is put on the blackboard. Agents (software programs in the blackboard system) are able to parse the LTML syntax. == Implementations == We start by discussing two well known early blackboard systems, BB1 and GBB, below and then discuss more recent implementations and applications. The BB1 blackboard architecture was originally inspired by studies of how humans plan to perform multiple tasks in a trip, used task-planning as a simplified example of tactical planning for the Office of Naval Research. Hayes-Roth & Hayes-Roth found that human planning was more closely modeled as an opportunistic process, in contrast to the primarily top-down planners used at the time: While not incompatible with successive-refinement models, our view of planning is somewhat different. We share the assumption that planning processes operate in a two-dimensional planning space defined on time and abstraction dimensions. However, we assume that people's planning activity is largely opportunistic. That is, at each point in the process, the planner's current decisions and observations suggest various opportunities for plan development. The planner's subsequent decisions follow up on selected opportunities. Sometimes, these decision-sequences follow an orderly path and produce a neat top-down expansion as described above. However, some decisions and observations might also suggest less orderly opportunities for plan development. A key innovation of BB1 was that it applied this opportunistic planning model to its own control, using the same blackboard model of incremental, opportunistic, problem-solving that was applied to solve domain problems. Meta-level reasoning with control knowledge sources could then monitor whether planning and problem-solving were proceeding as expected or stalled. If stalled, BB1 could switch from one strategy to another as conditions – such as the goals being considered or the time remaining – changed. BB1 was applied in multiple domains: construction site planning, inferring 3-D protein structures from X-ray crystallography, intelligent tutoring systems, and real-time patient monitoring. BB1 also allowed domain-general language frameworks to be designed for wide classes of problems. For example, the ACCORD language framework defined a particular approach to solving configuration problems. The problem-solving approach was to incrementally assemble a solution by adding objects and constraints, one at a time. Actions in the ACCORD language framework appear as short English-like commands or sentences for specifying preferred actions, events to trigger KSes, preconditions to run a KS action, and obviation conditions to discard a KS action that is no longer relevant. GBB focused on efficiency, in contrast to BB1, which focused more on sophisticated reasoning and opportunistic planning. GBB improves efficiency by allowing blackboards to be multi-dimensional, where dimensions can be either ordered or not, and then by increasing the efficiency of pattern matching. GBB1, one of GBB's control shells implements BB1's style of control while adding efficiency improvements. Other well-known of early academic blackboard systems are the Hearsay II speech recognition system and Douglas Hofstadter's Copycat and Numbo projects. Some more recent examples of deployed real-world applications include: The PLAN component of the Mission Control System for RADARSAT-1, an Earth observation satellite developed by Canada to monitor environmental changes and Earth's natural resources. The GTXImage CAD software by GTX Corporation was developed in the early 1990s using a set of rulebases and neural networks as specialists operating on a blackboard system. Adobe Acrobat Capture (now discontinued), as it used a blackboard system to decompose and recognize image pages to understand the objects, text, and fonts on the page. This function is currently built into the retail version of Adobe Acrobat as "OCR Text Recognition". Details of a similar OCR blackboard for Farsi text are in the public domain. Blackboard systems are used routinely in many military C4ISTAR systems for detecting and tracking objects. Another example of current use is in Game AI, where they are considered a standard AI tool to help with adding AI to video games. == Recent developments == Blackboard-like systems have been constructed within modern Bayesian machine learning settings, using agents to add and remove Bayesian network nodes. In these 'Bayesian Blackboard' systems, the heuristics can acquire more rigorous probabilistic meanings as proposal and acceptances in Metropolis Hastings sampling though the space of possible structures. Conversely, using these mappings, existing Metropolis-Hastings samplers over structural spaces may now thus be viewed as forms of blackboard systems even when not named as such by the authors. Such samplers are commonly found in musical transcription algorithms for example. Blackboard systems have also been used to build large-scale intelligent systems for the annotation of media content, automating parts of traditional social science research. In this domain, the problem of integrating various AI algorithms into a single intelligent system arises spontaneously, with blackboards providing a way for a collection of distributed, modular natural language processing algorithm

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  • Jake Elwes

    Jake Elwes

    Jake Elwes () is a British media artist, hacker and researcher. Their practice is the exploration of artificial intelligence (AI), queer theory and technical biases. They are known for using AI to create art in mediums such as video, performance and installation. Elwes considers themselves to be neuroqueer, and their work on queering technology addresses issues caused by the normative biases of artificial intelligence. == Education and early life == Elwes was born in London to British contemporary artist and painter Luke Elwes and Anneke, daughter of Hans Dumoulin. Elwes is the great grandchild of Army officer James Hennessy and portrait painter Simon Elwes RA, son of Victorian opera singer Gervase Elwes. Elwes studied at the Slade School of Fine Art from 2013 to 2017, where they began using computer code as a medium. In 2016 they attended the School of Machines, Making & Make-Believe in Berlin with artist and educator Gene Kogan. Elwes was introduced to drag performance by their collaborator Dr Joe Parslow who holds a PhD in drag performance. Drag performance has since become instrumental to Elwes' work. == Career == Elwes' work with artificial intelligence is cited as a hopeful strategy to make AI more playful and diverse. Elwes' work has been exhibited in numerous international art museums and galleries and was featured in a BBC documentary on the history of video art, they were a 2021 finalist for the Lumen Prize, and received the Honorary Mention of the 2022 Prix Ars Electronica in the Interactive Art + category. They also curated and presented the opening provocation "The New Real - Artistic and Queer Visions of AI Futures" to the UK government with two drag artists at the AI UK conference 2024. Elwes is part of the Radical Faeries countercultural movement. They have exhibited in museums and galleries across Europe and Asia including: Victoria and Albert Museum (London, UK) - The Zizi Show (2023-2024) for the first digital commission in their photography center's digital gallery Pinakothek der Moderne (Munich, Germany) - Glitch. Die Kunst Der Störung (2023-2024) ZKM (Karlsruhe, Germany) - Biomedia (2021-2022) National Museum of Modern and Contemporary Art (Cheongju, South Korea) - What an Artificial World (2024) Somerset House (London, UK) - The Horror Show! (2022-2023) Gazelli Art House (London, UK) - Jake Elwes: Data • Glitch • Utopia (2023) (survey exhibition) Jut Art Museum (Taipei, Taiwan) - Future Lives, Future You (2023-2024) Max Ernst Museum (Brühl, Germany) - Surreal Futures (2023-2024) Zabludowicz Collection (London, UK) - Among the Machines (2022) Ars Electronica (Linz, Austria) - Prix Ars Electronica, CyberArts Exhibition (2022) Institute of Contemporary Arts (ICA) (London, UK) - Do Androids Dream on Silver Screens? (2023) Arebyte gallery (London, UK) - Real-Time Constraints (2020) Ming Contemporary Art Museum (McaM) (Shanghai, China) - Mind the Deep (2019) HMKV (Hartware MedienKunstVerein) (Dortmund, Germany) - House of Mirrors: Artificial Intelligence as Phantasm (2022) Today Art Museum (Beijing, China) - Future of Today: DEJA VU (2019) Science Gallery (Dublin, Ireland) - BIAS (2021-2022) Yuz Museum (Shanghai, China) - Lying Sophia and Mocking Alexa (2021) Fotomuseum Winterthur The Onassis Foundation (Athens, Greece) - You and AI (2021) Royal College of Art (London, UK) - Event Two (2019) (50th anniversary of Computer Arts Society & Event One) Museum für Naturkunde (Berlin, Germany) - Forschungsfall Nachtigall (2019) Frankfurter Kunstverein (Frankfurt, Germany) - I am here to learn (2018) Nature Morte (Delhi, India) - Gradient Descent (2018) BALTIC Centre for Contemporary Art (Newcastle, UK) - Bloomberg New Contemporaries (2017) == Artworks == === The Zizi Project - a deepfake drag cabaret === The Zizi Project is a series of works that explore the interaction of drag and A.I. Currently, The Zizi Project is made up of multiple artworks. ==== Zizi - Queering the Dataset (2019) ==== Knowing that facial recognition technology statically struggle to recognize black women or transgender people, Elwes set out to "Queer the Dataset" through an open-sourced generative adversarial network (GAN, a type of machine learning model and an early Generative artificial intelligence). Elwes added a dataset of 1,000 photos of drag kings and queens into the GAN's 70,000 faces collected in a standardised facial recognition dataset called Flickr-Faces-HQ Dataset (FFHQ). They then created new simulacra faces, known as deep fakes. "We queer that data so it shifts all of the weights in this neural network from a space of normativity into a space of queerness and otherness. Suddenly all of the faces start to break down and you see mascara dissolve into lipstick and blue eye shadow turn into a pink wig" said Elwes in a 2023 interview for Artnet. ==== Zizi & Me (2020–2023) ==== Zizi & Me is an ongoing multimedia collaboration between drag queen Me The Drag Queen and a deepfake A.I. clone of Me The Drag Queen. Using neural networks trained on filmed footage, the project creates a virtual body that can mimic reference movements. The first act, which features a digital lip-sync duet to Anything You Can Do (I Can Do Better), satirises the idea of A.I. being mistaken for a human, using drag performance and cabaret to critique societal narratives about A.I. and its role in shaping identity. The project is part of The Zizi Project by Jake Elwes, which explores the intersection of drag performance and A.I. ==== The Zizi Show - A Deepfake Drag Cabaret (2020) ==== The Zizi Show is a deep fake drag act based on artificial intelligence (AI). It has been presented live and as interactive online artwork. It is an exploration of queer culture and the algorithms philosophy and ethics of AI. The Zizi Show was exhibited as the inaugural exhibition in the digital gallery at the V&A’s Photography Center from 2023 to 2024. ==== Zizi in Motion: A Deepfake Drag Utopia (Movement by Wet Mess) (2023) ==== "Zizi in Motion" is a multichannel silent video installation featuring AI-generated deepfake performances, which are dynamically re-animated through the movements of London drag artist Wet Mess. The movements of Wet Mess cause the AI-generated visuals to glitch and distort, showcasing the interaction between drag performance and artificial intelligence. The work explore the potential for queer communities to ethically and creatively reclaim and repurpose deepfake technology, using it to celebrate queer bodies and identities. === Art in the Cage of Digital Reproduction (2024) === In an act of protest on 26 November 2024, Elwes facilitated indirect access to an early access token for OpenAI’s Sora text-to-video model through a Hugging Face frontend under the account "PR Puppets". The accompanying statement called to 'denormalize the exploitation of artists by major AI companies for training data, R&D, and publicity'. The incident attracted international press coverage calling into question the role of artists in shaping the future of generative AI versus merely serving as data and credibility providers for tech giants. Elwes also coordinated a collection of mini essays with responses and reflections from the signees and guest writers titled "Art in the Cage of Digital Reproduction". === Installations exploring interpretation and feedback loops between neural networks === Elwes has created works based on the interpretations and misinterpretations between different neural networks and training datasets including: A.I. Interprets A.I. Interpreting ‘Against Interpretation’ (Sontag 1966) from 2023, Closed Loop from 2017, and Auto-Encoded Buddha from 2016. ==== A.I. Interprets A.I. Interpreting ‘Against Interpretation’ (Sontag 1966) (2023) ==== A.I. Interprets A.I. Interpreting ‘Against Interpretation (Sontag 1966) is a three-channel video artwork where an AI interprets Susan Sontag’s essay into images, and then and another AI reinterprets those images back into language. The piece highlights how AI-generated art can misinterpret and introduce bias. ==== Closed Loop (2017) ==== Closed Loop is a two-channel video where two neural networks engage in a continuous feedback loop, one generating images based on the text output and the other creating text based on the image output. The work explores how AI models misinterpret and evolve in a surreal, self-perpetuating conversation, without human input. ==== Auto-Encoded Buddha (2016) ==== Auto-Encoded Buddha is a mixed-media piece where an AI attempts to generate an image of a Buddha statue, trained on 5,000 Buddha images. The AI struggles to accurately represent the Buddha, highlighting the limitations of early generative neural networks. The work is a tribute to Nam June Paik’s TV Buddha (1974). === CUSP (2019) === In their video work CUSP (2019) Elwes places marsh birds generated using artificial intelligence into a tidal landscape. These digitally generated and constantly shifting birds are recorded in dialogue with native

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  • Fuzzy associative matrix

    Fuzzy associative matrix

    A fuzzy associative matrix expresses fuzzy logic rules in tabular form. These rules usually take two variables as input, mapping cleanly to a two-dimensional matrix, although theoretically a matrix of any number of dimensions is possible. From the perspective of neuro-fuzzy systems, the mathematical matrix is called a "Fuzzy associative memory" because it stores the weights of the perceptron. == Applications == In the context of game AI programming, a fuzzy associative matrix helps to develop the rules for non-player characters. Suppose a professional is tasked with writing fuzzy logic rules for a video game monster. In the game being built, entities have two variables: hit points (HP) and firepower (FP): This translates to: IF MonsterHP IS VeryLowHP AND MonsterFP IS VeryWeakFP THEN Retreat IF MonsterHP IS LowHP AND MonsterFP IS VeryWeakFP THEN Retreat IF MonsterHP IS MediumHP AND MonsterFP is VeryWeakFP THEN Defend Multiple rules can fire at once, and often will, because the distinction between "very low" and "low" is fuzzy. If it is more "very low" than it is low, then the "very low" rule will generate a stronger response. The program will evaluate all the rules that fire and use an appropriate defuzzification method to generate its actual response. An implementation of this system might use either the matrix or the explicit IF/THEN form. The matrix makes it easy to visualize the system, but it also makes it impossible to add a third variable just for one rule, so it is less flexible. == Identify a rule set == There is no inherent pattern in the matrix. It appears as if the rules were just made up, and indeed they were. This is both a strength and a weakness of fuzzy logic in general. It is often impractical or impossible to find an exact set of rules or formulae for dealing with a specific situation. For a sufficiently complex game, a mathematician would not be able to study the system and figure out a mathematically accurate set of rules. However, this weakness is intrinsic to the realities of the situation, not of fuzzy logic itself. The strength of the system is that even if one of the rules is wrong, even greatly wrong, other rules that are correct are likely to fire as well and they may compensate for the error. This does not mean a fuzzy system should be sloppy. Depending on the system, it might get away with being sloppy, but it will underperform. While the rules are fairly arbitrary, they should be chosen carefully. If possible, an expert should decide on the rules, and the sets and rules should be tested vigorously and refined as needed. In this way, a fuzzy system is like an expert system. (Fuzzy logic is used in many true expert systems, as well.)

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  • Gödel machine

    Gödel machine

    A Gödel machine is a hypothetical self-improving computer program that solves problems in an optimal way. It uses a recursive self-improvement protocol in which it rewrites its own code when it can prove the new code provides a better strategy. The machine was invented by Jürgen Schmidhuber (first proposed in 2003), but is named after Kurt Gödel who inspired the mathematical theories. The Gödel machine is often discussed when dealing with issues of meta-learning, also known as "learning to learn." Applications include automating human design decisions and transfer of knowledge between multiple related tasks, and may lead to design of more robust and general learning architectures. Though theoretically possible, no full implementation has been created. The Gödel machine is often compared with Marcus Hutter's AIXI, another formal specification for an artificial general intelligence. Schmidhuber points out that the Gödel machine could start out by implementing AIXItl as its initial sub-program, and self-modify after it finds proof that another algorithm for its search code will be better. == Limitations == Traditional problems solved by a computer only require one input and provide some output. Computers of this sort had their initial algorithm hardwired. This does not take into account the dynamic natural environment, and thus was a goal for the Gödel machine to overcome. The Gödel machine has limitations of its own, however. According to Gödel's First Incompleteness Theorem, any formal system that encompasses arithmetic is either flawed or allows for statements that cannot be proved in the system. Hence even a Gödel machine with unlimited computational resources must ignore those self-improvements whose effectiveness it cannot prove. == Variables of interest == There are three variables that are particularly useful in the run time of the Gödel machine. At some time t {\displaystyle t} , the variable time {\displaystyle {\text{time}}} will have the binary equivalent of t {\displaystyle t} . This is incremented steadily throughout the run time of the machine. Any input meant for the Gödel machine from the natural environment is stored in variable x {\displaystyle x} . It is likely the case that x {\displaystyle x} will hold different values for different values of variable time {\displaystyle {\text{time}}} . The outputs of the Gödel machine are stored in variable y {\displaystyle y} , where y ( t ) {\displaystyle y(t)} would be the output bit-string at some time t {\displaystyle t} . At any given time t {\displaystyle t} , where ( 1 ≤ t ≤ T ) {\displaystyle (1\leq t\leq T)} , the goal is to maximize future success or utility. A typical utility function follows the pattern u ( s , E n v ) : S × E → R {\displaystyle u(s,\mathrm {Env} ):S\times E\rightarrow \mathbb {R} } : u ( s , E n v ) = E μ [ ∑ τ = time T r ( τ ) ∣ s , E n v ] {\displaystyle u(s,\mathrm {Env} )=E_{\mu }{\Bigg [}\sum _{\tau ={\text{time}}}^{T}r(\tau )\mid s,\mathrm {Env} {\Bigg ]}} where r ( t ) {\displaystyle r(t)} is a real-valued reward input (encoded within s ( t ) {\displaystyle s(t)} ) at time t {\displaystyle t} , E μ [ ⋅ ∣ ⋅ ] {\displaystyle E_{\mu }[\cdot \mid \cdot ]} denotes the conditional expectation operator with respect to some possibly unknown distribution μ {\displaystyle \mu } from a set M {\displaystyle M} of possible distributions ( M {\displaystyle M} reflects whatever is known about the possibly probabilistic reactions of the environment), and the above-mentioned time = time ⁡ ( s ) {\displaystyle {\text{time}}=\operatorname {time} (s)} is a function of state s {\displaystyle s} which uniquely identifies the current cycle. Note that we take into account the possibility of extending the expected lifespan through appropriate actions. == Instructions used by proof techniques == The nature of the six proof-modifying instructions below makes it impossible to insert an incorrect theorem into proof, thus trivializing proof verification. === get-axiom(n) === Appends the n-th axiom as a theorem to the current theorem sequence. Below is the initial axiom scheme: Hardware Axioms formally specify how components of the machine could change from one cycle to the next. Reward Axioms define the computational cost of hardware instruction and the physical cost of output actions. Related Axioms also define the lifetime of the Gödel machine as scalar quantities representing all rewards/costs. Environment Axioms restrict the way new inputs x are produced from the environment, based on previous sequences of inputs y. Uncertainty Axioms/String Manipulation Axioms are standard axioms for arithmetic, calculus, probability theory, and string manipulation that allow for the construction of proofs related to future variable values within the Gödel machine. Initial State Axioms contain information about how to reconstruct parts or all of the initial state. Utility Axioms describe the overall goal in the form of utility function u. === apply-rule(k, m, n) === Takes in the index k of an inference rule (such as Modus tollens, Modus ponens), and attempts to apply it to the two previously proved theorems m and n. The resulting theorem is then added to the proof. === delete-theorem(m) === Deletes the theorem stored at index m in the current proof. This helps to mitigate storage constraints caused by redundant and unnecessary theorems. Deleted theorems can no longer be referenced by the above apply-rule function. === set-switchprog(m, n) === Replaces switchprog S pm:n, provided it is a non-empty substring of S p. === check() === Verifies whether the goal of the proof search has been reached. A target theorem states that given the current axiomatized utility function u (Item 1f), the utility of a switch from p to the current switchprog would be higher than the utility of continuing the execution of p (which would keep searching for alternative switchprogs). === state2theorem(m, n) === Takes in two arguments, m and n, and attempts to convert the contents of Sm:n into a theorem. == Example applications == === Time-limited NP-hard optimization === The initial input to the Gödel machine is the representation of a connected graph with a large number of nodes linked by edges of various lengths. Within given time T it should find a cyclic path connecting all nodes. The only real-valued reward will occur at time T. It equals 1 divided by the length of the best path found so far (0 if none was found). There are no other inputs. The by-product of maximizing expected reward is to find the shortest path findable within the limited time, given the initial bias. === Fast theorem proving === Prove or disprove as quickly as possible that all even integers > 2 are the sum of two primes (Goldbach’s conjecture). The reward is 1/t, where t is the time required to produce and verify the first such proof. === Maximizing expected reward with bounded resources === A cognitive robot that needs at least 1 liter of gasoline per hour interacts with a partially unknown environment, trying to find hidden, limited gasoline depots to occasionally refuel its tank. It is rewarded in proportion to its lifetime, and dies after at most 100 years or as soon as its tank is empty or it falls off a cliff, and so on. The probabilistic environmental reactions are initially unknown but assumed to be sampled from the axiomatized Speed Prior, according to which hard-to-compute environmental reactions are unlikely. This permits a computable strategy for making near-optimal predictions. One by-product of maximizing expected reward is to maximize expected lifetime.

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  • Agent mining

    Agent mining

    Agent mining is a research field that combines two areas of computer science: multiagent systems and data mining. It explores how intelligent computer agents can work together to discover, analyze, and learn from large amounts of data more effectively than traditional methods. == Historical context == The interaction and the integration between multiagent systems and data mining have a long history. The very early work on agent mining focused on agent-based knowledge discovery, agent-based distributed data mining, and agent-based distributed machine learning, and using data mining to enhance agent intelligence. The International Workshop on Agents and Data Mining Interaction has been held for more than 10 times, co-located with the International Conference on Autonomous Agents and Multi-Agent Systems. Several proceedings are available from Springer Lecture Notes in Computer Science.

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  • Supreme Commander (video game)

    Supreme Commander (video game)

    Supreme Commander (sometimes SupCom) is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game Total Annihilation. First announced in the August 2005 edition of PC Gamer magazine, the game was released in Europe on February 16, 2007, and in North America on February 20. The standalone expansion Supreme Commander: Forged Alliance was released on November 6 of the same year. The sequel, Supreme Commander 2, was released in 2010. Nowadays, the original Supreme Commander is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods. The gameplay of Supreme Commander focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. Supreme Commander was highly anticipated in pre-release previews, and was well received by critics, with a Metacritic average of 86 out of 100. == Gameplay == Supreme Commander, like its spiritual predecessors, Total Annihilation and Spring, begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to create an army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots. All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and shielding, and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most entrenched player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage. Supreme Commander features a varied skirmish AI. The typical Easy' and Normal modes are present, but the Hard difficulty level has four possible variants. Horde AI will swarm the player with hordes of lower level units, Tech AI will upgrade its units as fast as possible and assault the player with advanced units, the Balanced AI attempts to find a balance between the two, and the Supreme AI decides which of the three hard strategies is best for the map. The single player campaign consists of eighteen missions, six for each faction. The player is an inexperienced Commander who plays a key role in their faction's campaign to bring the "Infinite War" to an end. Despite the low number of campaign missions, each mission can potentially last hours. At the start of a mission, objectives are assigned for the player to complete. Once the player accomplishes them, the map is expanded, sometimes doubling or tripling in size, and new objectives are assigned. As the mission is commonly divided into three segments, the player will often have to overcome several enemy positions to achieve victory. === Resource management === Because humans have developed replication technology, making advanced use of rapid prototyping and nanotechnology, only two types of resources are required to wage war: Energy and Mass. Energy is obtained by constructing power generators on any solid surface (except fuel generators, which can only be built on fuel deposits), while Mass is obtained either by placing mass extractors on limited mass deposit spots (the most efficient method, although it requires map control) or by building mass fabricators to convert energy into mass. Constructor units can gather energy by "reclaiming" it from organic debris such as trees and mass from rocks and wrecked units. Each player has a certain amount of resource storage, which can be expanded by the construction of storage structures. This gives the player reserves in times of shortage or allows them to stockpile resources. If the resource generation exceeds the player's capacity, the material is wasted. On the contrary, if the storages are depleted and the demand of one of the resources exceeds the production, then all the productions speed is reduced. In addition, if an energy deficit occurs, shields will stop working. An adjacency system allows certain structures to benefit from being built directly adjacent to others. Energy-consuming structures will use less energy when built adjacent to power generators and power generators will produce more energy when built adjacent to power storage structures. The same applies to their mass-producing equivalents. Likewise, factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. However, by placing structures in close proximity, they become more vulnerable to collateral damage if an adjacent structure is destroyed. Furthermore, most resource generation structures can cause chain reactions when destroyed (especially Tier III structures, which produce large amounts of resources but often have large detonations that can wipe out a nearby army). === Warfare === Supreme Commander uses a "strategic zoom" system that allows the player to seamlessly zoom from a detailed close up view of an individual unit all the way out to a view of the entire map, at which point it resembles a fullscreen version of the minimap denoting individual units with icons. The camera also has a free movement mode and can be slaved to track a selected unit and there is a split screen mode which also supports multiple monitors. This system allows Supreme Commander to use vast maps up to 80 km x 80 km, with players potentially controlling a thousand units each. Units in Supreme Commander are built to scale as they would be in the real world. For example, battleships dwarf submarines. Late into the game, the larger "experimental" units, such as the Cybran Monkeylord, an enormous spider-shaped assault unit, can actually crush smaller enemy units by stepping on them. Because of the wide range of planets colonized by humanity in the setting, the theatres of war range from desert to arctic, and all battlespaces are employed. Technologies emerging in modern warfare are frequently employed in Supreme Commander. For example, stealth technology and both tactical and strategic missile and missile defense systems can be used. Supreme Commander introduced several innovations designed to reduce the amount of micromanagement inherent in many RTS games. Engineers units have the command "assist", that will help follow other engineers and help them finish their orders or improve production rate of factories. In addition, engineers with the order "patrol" will repair units, buildings and recycle wrecks in their along their patrol route. Holding the shift key causes any orders given to a unit (or group of units) to be queued. In this manner a unit may be ordered to attack several targets in succession, or to make best speed to a given point on the map and then attack towards a specified location engaging any hostiles it encounters along the way. After orders have been issued, holding the shift key causes all issued orders to be displayed on the map where they can be subsequently modified to accommodate a change of plan. Further, when a unit is ordered to attack a target, the player can issue an order to perform a coordinated attack to another unit. This order coordinates the arrival time of the units at the target automatically by adjusting the speed of the units involved. As in other RTS games, air transports can be used to convey units to specified destinations, in Supreme Commander though by shift queuing orders a transport containing several units can be ordered to drop specific units at subsequent waypoints. An air transport can also be ordered to create a ferry route, an airbridge wherein any land units ordered to the start of the ferry route will be conveyed by the air transport to the specified destination. The output from a production factory can be routed to a ferry route causing all units co

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  • Supreme Commander (video game)

    Supreme Commander (video game)

    Supreme Commander (sometimes SupCom) is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game Total Annihilation. First announced in the August 2005 edition of PC Gamer magazine, the game was released in Europe on February 16, 2007, and in North America on February 20. The standalone expansion Supreme Commander: Forged Alliance was released on November 6 of the same year. The sequel, Supreme Commander 2, was released in 2010. Nowadays, the original Supreme Commander is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods. The gameplay of Supreme Commander focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. Supreme Commander was highly anticipated in pre-release previews, and was well received by critics, with a Metacritic average of 86 out of 100. == Gameplay == Supreme Commander, like its spiritual predecessors, Total Annihilation and Spring, begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to create an army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots. All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and shielding, and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most entrenched player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage. Supreme Commander features a varied skirmish AI. The typical Easy' and Normal modes are present, but the Hard difficulty level has four possible variants. Horde AI will swarm the player with hordes of lower level units, Tech AI will upgrade its units as fast as possible and assault the player with advanced units, the Balanced AI attempts to find a balance between the two, and the Supreme AI decides which of the three hard strategies is best for the map. The single player campaign consists of eighteen missions, six for each faction. The player is an inexperienced Commander who plays a key role in their faction's campaign to bring the "Infinite War" to an end. Despite the low number of campaign missions, each mission can potentially last hours. At the start of a mission, objectives are assigned for the player to complete. Once the player accomplishes them, the map is expanded, sometimes doubling or tripling in size, and new objectives are assigned. As the mission is commonly divided into three segments, the player will often have to overcome several enemy positions to achieve victory. === Resource management === Because humans have developed replication technology, making advanced use of rapid prototyping and nanotechnology, only two types of resources are required to wage war: Energy and Mass. Energy is obtained by constructing power generators on any solid surface (except fuel generators, which can only be built on fuel deposits), while Mass is obtained either by placing mass extractors on limited mass deposit spots (the most efficient method, although it requires map control) or by building mass fabricators to convert energy into mass. Constructor units can gather energy by "reclaiming" it from organic debris such as trees and mass from rocks and wrecked units. Each player has a certain amount of resource storage, which can be expanded by the construction of storage structures. This gives the player reserves in times of shortage or allows them to stockpile resources. If the resource generation exceeds the player's capacity, the material is wasted. On the contrary, if the storages are depleted and the demand of one of the resources exceeds the production, then all the productions speed is reduced. In addition, if an energy deficit occurs, shields will stop working. An adjacency system allows certain structures to benefit from being built directly adjacent to others. Energy-consuming structures will use less energy when built adjacent to power generators and power generators will produce more energy when built adjacent to power storage structures. The same applies to their mass-producing equivalents. Likewise, factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. However, by placing structures in close proximity, they become more vulnerable to collateral damage if an adjacent structure is destroyed. Furthermore, most resource generation structures can cause chain reactions when destroyed (especially Tier III structures, which produce large amounts of resources but often have large detonations that can wipe out a nearby army). === Warfare === Supreme Commander uses a "strategic zoom" system that allows the player to seamlessly zoom from a detailed close up view of an individual unit all the way out to a view of the entire map, at which point it resembles a fullscreen version of the minimap denoting individual units with icons. The camera also has a free movement mode and can be slaved to track a selected unit and there is a split screen mode which also supports multiple monitors. This system allows Supreme Commander to use vast maps up to 80 km x 80 km, with players potentially controlling a thousand units each. Units in Supreme Commander are built to scale as they would be in the real world. For example, battleships dwarf submarines. Late into the game, the larger "experimental" units, such as the Cybran Monkeylord, an enormous spider-shaped assault unit, can actually crush smaller enemy units by stepping on them. Because of the wide range of planets colonized by humanity in the setting, the theatres of war range from desert to arctic, and all battlespaces are employed. Technologies emerging in modern warfare are frequently employed in Supreme Commander. For example, stealth technology and both tactical and strategic missile and missile defense systems can be used. Supreme Commander introduced several innovations designed to reduce the amount of micromanagement inherent in many RTS games. Engineers units have the command "assist", that will help follow other engineers and help them finish their orders or improve production rate of factories. In addition, engineers with the order "patrol" will repair units, buildings and recycle wrecks in their along their patrol route. Holding the shift key causes any orders given to a unit (or group of units) to be queued. In this manner a unit may be ordered to attack several targets in succession, or to make best speed to a given point on the map and then attack towards a specified location engaging any hostiles it encounters along the way. After orders have been issued, holding the shift key causes all issued orders to be displayed on the map where they can be subsequently modified to accommodate a change of plan. Further, when a unit is ordered to attack a target, the player can issue an order to perform a coordinated attack to another unit. This order coordinates the arrival time of the units at the target automatically by adjusting the speed of the units involved. As in other RTS games, air transports can be used to convey units to specified destinations, in Supreme Commander though by shift queuing orders a transport containing several units can be ordered to drop specific units at subsequent waypoints. An air transport can also be ordered to create a ferry route, an airbridge wherein any land units ordered to the start of the ferry route will be conveyed by the air transport to the specified destination. The output from a production factory can be routed to a ferry route causing all units co

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  • Rapid prototyping

    Rapid prototyping

    Rapid prototyping is a group of techniques used to quickly fabricate a scale model of a physical part or assembly using three-dimensional computer aided design (CAD) data. Construction of the part or assembly is usually done using 3D printing or "additive layer manufacturing" technology. The first methods for rapid prototyping became available in mid 1987 and were used to produce models and prototype parts. Today, they are used for a wide range of applications and are used to manufacture production-quality parts in relatively small numbers if desired without the typical unfavorable short-run economics. This economy has encouraged online service bureaus. Historical surveys of RP technology start with discussions of simulacra production techniques used by 19th-century sculptors. Some modern sculptors use the progeny technology to produce exhibitions and various objects. The ability to reproduce designs from a dataset has given rise to issues of rights, as it is now possible to interpolate volumetric data from 2D images. As with CNC subtractive methods, the computer-aided-design – computer-aided manufacturing CAD -CAM workflow in the traditional rapid prototyping process starts with the creation of geometric data, either as a 3D solid using a CAD workstation, or 2D slices using a scanning device. For rapid prototyping this data must represent a valid geometric model; namely, one whose boundary surfaces enclose a finite volume, contain no holes exposing the interior, and do not fold back on themselves. In other words, the object must have an "inside". The model is valid if for each point in 3D space the computer can determine uniquely whether that point lies inside, on, or outside the boundary surface of the model. CAD post-processors will approximate the application vendors' internal CAD geometric forms (e.g., B-splines) with a simplified mathematical form, which in turn is expressed in a specified data format which is a common feature in additive manufacturing: STL file format, a de facto standard for transferring solid geometric models to SFF machines. To obtain the necessary motion control trajectories to drive the actual SFF, rapid prototyping, 3D printing or additive manufacturing mechanism, the prepared geometric model is typically sliced into layers, and the slices are scanned into lines (producing a "2D drawing" used to generate trajectory as in CNC's toolpath), mimicking in reverse the layer-to-layer physical building process. == Application areas == Rapid prototyping is also commonly applied in software engineering to try out new business models and application architectures such as Aerospace, Automotive, Financial Services, Product development, and Healthcare. Aerospace design and industrial teams rely on prototyping in order to create new AM methodologies in the industry. Using SLA they can quickly make multiple versions of their projects in a few days and begin testing quicker. Rapid Prototyping allows designers/developers to provide an accurate idea of how the finished product will turn out before putting too much time and money into the prototype. 3D printing being used for Rapid Prototyping allows for Industrial 3D printing to take place. With this, you could have large-scale moulds to spare parts being pumped out quickly within a short period of time. == Types of Rapid Prototyping == Stereolithography (SLA) → a laser-cured photopolymer for materials such as thermoplastic-like photopolymers. Selective Laser Sintering (SLS) → a laser-sintered powder for materials such as Nylon or TPU. Direct Metal Laser Sintering (DMLS) → laser-sintered metal powder for materials like stainless steel, titanium, chrome, and aluminum. Fused Deposition Modeling (FDM) → fused extrusions of filaments like ABS, PC, and PPCU. Multi Jet Fusion (MJF) → it is an inkjet array selective fusing across bed of nylon powder for Black Nylon 12. PolyJet (PJET) → it is a uv-cured jetted photopolymer to work with acrylic-based and elastomeric photopolymers. Computer Numerical Controlled Machine (CNC) → it is used for manipulating engineering-grade thermoplastics and metals. Injection Molding (IM) → the injection is done using aluminum molds and it is used for thermoplastics, metals and liquid silicone rubber. Vacuum Casting→ is a manufacturing process used to create high-quality prototypes and small batches of parts. == History == In the 1970s, Joseph Henry Condon and others at Bell Labs developed the Unix Circuit Design System (UCDS), automating the laborious and error-prone task of manually converting drawings to fabricate circuit boards for the purposes of research and development. By the 1980s, U.S. policy makers and industrial managers were forced to take note that America's dominance in the field of machine tool manufacturing evaporated, in what was named the machine tool crisis. Numerous projects sought to counter these trends in the traditional CNC CAM area, which had begun in the US. Later when Rapid Prototyping Systems moved out of labs to be commercialized, it was recognized that developments were already international and U.S. rapid prototyping companies would not have the luxury of letting a lead slip away. The National Science Foundation was an umbrella for the National Aeronautics and Space Administration (NASA), the US Department of Energy, the US Department of Commerce NIST, the US Department of Defense, Defense Advanced Research Projects Agency (DARPA), and the Office of Naval Research coordinated studies to inform strategic planners in their deliberations. One such report was the 1997 Rapid Prototyping in Europe and Japan Panel Report in which Joseph J. Beaman founder of DTM Corporation [DTM RapidTool pictured] provides a historical perspective: The roots of rapid prototyping technology can be traced to practices in topography and photosculpture. Within TOPOGRAPHY Blanther (1892) suggested a layered method for making a mold for raised relief paper topographical maps .The process involved cutting the contour lines on a series of plates which were then stacked. Matsubara (1974) of Mitsubishi proposed a topographical process with a photo-hardening photopolymer resin to form thin layers stacked to make a casting mold. PHOTOSCULPTURE was a 19th-century technique to create exact three-dimensional replicas of objects. Most famously Francois Willeme (1860) placed 24 cameras in a circular array and simultaneously photographed an object. The silhouette of each photograph was then used to carve a replica. Morioka (1935, 1944) developed a hybrid photo sculpture and topographic process using structured light to photographically create contour lines of an object. The lines could then be developed into sheets and cut and stacked, or projected onto stock material for carving. The Munz (1956) Process reproduced a three-dimensional image of an object by selectively exposing, layer by layer, a photo emulsion on a lowering piston. After fixing, a solid transparent cylinder contains an image of the object. "The Origins of Rapid Prototyping - RP stems from the ever-growing CAD industry, more specifically, the solid modeling side of CAD. Before solid modeling was introduced in the late 1980's, three-dimensional models were created with wire frames and surfaces. But not until the development of true solid modeling could innovative processes such as RP be developed. Charles Hull, who helped found 3D Systems in 1986, developed the first RP process. This process, called stereolithography, builds objects by curing thin consecutive layers of certain ultraviolet light-sensitive liquid resins with a low-power laser. With the introduction of RP, CAD solid models could suddenly come to life". The technologies referred to as Solid Freeform Fabrication are what we recognize today as rapid prototyping, 3D printing or additive manufacturing: Swainson (1977), Schwerzel (1984) worked on polymerization of a photosensitive polymer at the intersection of two computer controlled laser beams. Ciraud (1972) considered magnetostatic or electrostatic deposition with electron beam, laser or plasma for sintered surface cladding. These were all proposed but it is unknown if working machines were built. Hideo Kodama of Nagoya Municipal Industrial Research Institute was the first to publish an account of a solid model fabricated using a photopolymer rapid prototyping system (1981). The first 3D rapid prototyping system relying on Fused Deposition Modeling (FDM) was made in April 1992 by Stratasys but the patent did not issue until June 9, 1992. Sanders Prototype, Inc introduced the first desktop inkjet 3D Printer (3DP) using an invention from August 4, 1992 (Helinski), Modelmaker 6Pro in late 1993 and then the larger industrial 3D printer, Modelmaker 2, in 1997. Z-Corp using the MIT 3DP powder binding for Direct Shell Casting (DSP) invented 1993 was introduced to the market in 1995. Even at that early date the technology was seen as having a place in manufacturing practice. A low resol

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  • GITEX AI Europe

    GITEX AI Europe

    GITEX AI Europe is an annual technology trade show and conference held in Berlin, Germany, as part of GITEX GLOBAL. The event focuses on the European technology market, specifically in the sectors of artificial intelligence (AI), cybersecurity, quantum computing, and digital infrastructure. The event is organized by Kaoun International GmbH, the international arm of the Dubai World Trade Centre (DWTC), in partnership with Messe Berlin. == History == The establishment of GITEX AI Europe was announced in 2023 as part of a strategic move to bring the GITEX brand to the European market. The inaugural edition took place from May 21 to 23, 2025, at the Messe Berlin exhibition grounds. The launch was supported by the Berlin Senate and the German Federal Ministry for Economic Affairs and Climate Action. The first edition of GITEX AI Europe in 2025 featured 21,650 attendees, 1,434 exhibiting companies, and 755 startups, with 513 speakers representing 125 countries. The next edition is scheduled for June 30 – July 1, 2026 in Berlin. == Program == The event consists of an exhibition floor for corporate displays, several conference stages for keynote speeches, and specialized sub-events. The conference program includes tracks such as "AI Stack Sovereignty," "Cyber Regulation & Trust Convergence," and "Institutional Growth Capital." GITEX AI Europe incorporates brands under its umbrella: AI Everything Europe: Focused on the development and application of generative AI and machine learning. North Star Europe: A dedicated program for startups and venture capital, featuring the "Supernova Challenge" pitch competition. GISEC Europe: A cybersecurity forum discussing regulation and infrastructure defense. GITEX Quantum Expo: Focused on the commercialization of quantum computing. Institutional partners for the event include the German Federal Ministry for Economic Affairs and Climate Action, the European Innovation Council (EIC), the International Telecommunication Union (ITU), Bitkom, and Digital Dubai.

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  • Megami Tensei

    Megami Tensei

    Megami Tensei, marketed internationally as Shin Megami Tensei (formerly Revelations), is a Japanese media franchise created by Aya Nishitani, Kouji "Cozy" Okada, Ginichiro Suzuki, and Kazunari Suzuki. Primarily developed and published by Atlus, the franchise consists of multiple subseries and covers multiple role-playing video game genres including tactical role-playing, action role-playing, and massively multiplayer online role-playing. The first two titles in the series were published by Namco (now Bandai Namco Entertainment), but have been almost always published by Atlus in Japan and North America since the release of Shin Megami Tensei. For Europe, Atlus publishes the games through third-party companies. The series was originally based on Digital Devil Story, a science fiction novel series by Aya Nishitani. The series takes its name from the first book's subtitle. Most Megami Tensei titles are stand-alone entries with their own stories and characters. Recurring elements include plot themes, a story shaped by the player's choices, and the ability to fight using and often recruit creatures (demons, Personas) to aid the player in battle. Elements of philosophy, religion, occultism, and science fiction have all been incorporated into the series at different times. While not maintaining as high a profile as series such as Final Fantasy and Dragon Quest, it is highly popular in Japan and maintains a strong cult following in the West, finding critical and commercial success. The series has become well known for its artistic direction, challenging gameplay, and music, but raised controversy over its mature content, dark themes, and use of Christian religious imagery. Additional media include manga adaptations, anime films, and television series. In Japan, some games in the series do not use the "Megami Tensei" title, such as the Persona sub-series. Many of the early games in the series were not localized due to potentially controversial content including religious references, and later due to their age. English localizations have used the "Shin Megami Tensei" moniker since the release of Shin Megami Tensei: Nocturne in 2004. == Titles == === Games === The first installment in the franchise, Digital Devil Story: Megami Tensei, was released on September 11, 1987. The following entries have nearly always been unrelated to each other except in carrying over thematic and gameplay elements. The Megami Tensei games, and the later Shin Megami Tensei titles form the core of the series, while other subseries such as Persona, Devil Children, and Devil Summoner are spin-offs marketed as part of the franchise. There are also stand-alone spin-off titles. ==== Main series ==== Two entries were released for the Famicom: Digital Devil Story: Megami Tensei in 1987, and Digital Devil Story: Megami Tensei II in 1990. The two titles are unrelated to each other in terms of story, and each introduced the basic gameplay and story mechanics that would come to define the series. Three entries were released for the Super Famicom: Shin Megami Tensei in 1992, followed byShin Megami Tensei II in 1994, and Shin Megami Tensei If..., released later in the same year. Shin Megami Tensei III: Nocturne was released in 2003 for the PlayStation 2. Its Maniax Edition director's cut was released in Japan and North America in 2004, and in Europe in 2005. The numeral was dropped for its North American release, and its title changed to Shin Megami Tensei: Lucifer's Call in Europe. Shin Megami Tensei IV for the Nintendo 3DS was released in 2013 in Japan and North America, and a year later in Europe as a digital-only release. Another game set in the same universe, Shin Megami Tensei IV: Apocalypse, was released for the 3DS in February 2016 in Japan. Shin Megami Tensei V was released on the Nintendo Switch in 2021. An enhanced version of the game titled Shin Megami Tensei V: Vengeance was released in June 2024 for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S. In addition to the main series, there are also numerous spin-offs. Shin Megami Tensei: Nine, was released for the Xbox in 2002. Originally designed as a massively multiplayer online role-playing game (MMORPG), it was later split into a dual single-player and multiplayer package, and the single-player version released first. The online version was delayed and eventually cancelled as the developers could not manage the required online capacities using Xbox Live. Shin Megami Tensei: Imagine, a true MMOROG released for Microsoft Windows, was released in 2007 in Japan, 2008 in North America, and 2009 in Europe. Western service was terminated in 2014 when Marvelous USA, the game's then-handlers, shut down their PC Online game department. Shin Megami Tensei: Strange Journey was released for the Nintendo DS in 2009 in Japan and 2010 in North America. Its Japanese service ended in May 2016. A smartphone game, Shin Megami Tensei: Liberation Dx2, was released in 2018. ==== Persona ==== The Persona series is the largest and most popular spin-off from the Megami Tensei series. The first entry in the series, Megami Ibunroku Persona (originally released overseas as Revelations: Persona), was released in 1996 in Japan and North America. The first Persona 2 title, Innocent Sin, was released in 1999 in Japan. The second game, Eternal Punishment, was released in 2000 in Japan and North America. Persona 3 was released in 2006 in Japan, 2007 in North America, and 2008 in Europe. Its sequel, Persona 4, was released in 2008 in Japan and North America, and in 2009 in Europe. A sixth entry in the series, Persona 5, was released in Japan on September 15, 2016, and was released in North America and Europe on April 4, 2017, to critical acclaim. The series also features spin-offs, including Persona Q: Shadow of the Labyrinth and Persona Q2: New Cinema Labyrinth, two fighting games Persona 4 Arena and its sequel Arena Ultimax as well as the crossover fighting game BlazBlue: Cross Tag Battle, tactical role-playing game Persona 5 Tactica, action role-playing game Persona 5 Strikers and rhythm games Persona 4: Dancing All Night, Persona 3: Dancing in Moonlight, and Persona 5: Dancing in Starlight. While Persona 3 and 4 used the Shin Megami Tensei moniker in the West, it was dropped for the Persona 4 Arena duology and Persona 4 Golden as it would have made the titles too long to be practical. ==== Devil Summoner ==== The Devil Summoner subseries began in 1995 with the release of Shin Megami Tensei: Devil Summoner. It was followed by Devil Summoner: Soul Hackers in 1997, then followed by Soul Hackers 2, released in 2022. Two action role-playing prequels set in 1920s Tokyo were also developed, which revolve around demon summoner Raidou Kuzunoha: Raidou Kuzunoha vs. the Soulless Army was released in 2006, and Raidou Kuzunoha vs. King Abaddon was released in 2008. ==== Other spin-offs ==== Aside from Persona and Devil Summoner, there are other spin-off series covering multiple genres. After the release of Shin Megami Tensei II, Atlus began focusing work on building spin-offs and subseries that would form part of the Megami Tensei franchise. Shortly after Nocturne's release, a duology titled Digital Devil Saga (Digital Devil Saga: Avatar Tuner in Japan) was created based around similar systems to Nocturne, and was also intended as a more accessible gaming experience. Two tactical role-playing games have been developed by Atlus for the DS under the Devil Survivor moniker: the original Devil Survivor and Devil Survivor 2. Both have received expanded ports for the 3DS. Other subseries include Last Bible, a series aimed at a younger audience and using a pure fantasy setting; Devil Children, which was inspired by the popular Pokémon series; and Majin Tensei, a series of strategy games. Two notable stand-alone spin-offs are action spin-off Jack Bros. and Tokyo Mirage Sessions ♯FE, a crossover with Intelligent Systems' Fire Emblem series. === Related media === Several titles in the franchise have received anime and manga adaptations. Persona 3 received both a four-part theatrical adaptation (#1 Spring of Birth, #2 Midsummer Knight's Dream, #3 Falling Down, #4 Winter of Rebirth), and a spin-off series titled Persona: Trinity Soul. Persona 4 received two adaptations: Persona 4: The Animation, based on the original game, and Persona 4: The Golden Animation, based on its expanded PlayStation Vita port. A live-action television series based on the original Devil Summoner was broadcast between 1997 and 1998. Devil Survivor 2 also received an anime adaptation of the same name, and the Devil Children series received two anime adaptations. Multiple Shin Megami Tensei and Persona titles have received manga and CD drama adaptations. Action figures and merchandise related to Persona have also been produced. == Common elements == Despite most games in the series taking place in different continuities, they do share certain elements

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