AI Chat Interface

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

  • EyeOS

    EyeOS

    eyeOS was a web desktop for cloud computing, whose main purpose is to enable collaboration and communication among users. It is mainly written in PHP, XML, and JavaScript. It is a private-cloud application platform with a web-based desktop interface. eyeOS delivers a whole desktop from the cloud with file management, personal management information tools, and collaborative tools, with the integration of the client's applications. == History == The first publicly available eyeOS version was released on August 1, 2005, as eyeOS 0.6.0 in Olesa de Montserrat, Barcelona (Spain). A worldwide community of developers soon took part in the project and helped improve it by translating, testing, and developing it. After two years of development, the eyeOS Team published eyeOS 1.0 on June 4, 2007. Compared with previous versions, eyeOS 1.0 introduced a complete reorganization of the code and some new web technologies, like eyeSoft, a portage-based web software installation system. Moreover, eyeOS also included the eyeOS Toolkit, a set of libraries allowing easy and fast development of new web applications. With the release of eyeOS 1.1 on July 2, 2007, eyeOS changed its license and migrated from GNU GPL Version 2 to Version 3. Version 1.2 was released just a month after the 1.1 version and integrated full compatibility with Microsoft Word files. eyeOS 1.5 Gala was released on January 15, 2008. This version was the first to support both Microsoft Office and OpenOffice.org file formats for documents, presentations, and spreadsheets. With this version, eyeOS also gained the ability to import and export documents in both formats using server-side scripting. eyeOS 1.6 was released on April 25, 2008, and included many improvements such as synchronization with local computers, drag and drop, a mobile version, and more. eyeOS 1.8 Lars was released on January 7, 2009, and featured a completely rewritten file manager and a new sound API to develop media-rich applications. Later, on April 1, 2009, 1.8.5 was released with a new default theme and some rewritten apps, such as the Word Processor and the Address Book. On July 13, 2009, 1.8.6 was released with an interface for the iPhone and a new version of eyeMail with support for POP3 and IMAP. eyeOS 1.9 was released on December 29, 2009. It was followed up with the 1.9.0.1 release with minor fixes on February 18, 2010. These releases were the last of the "classic desktop" interfaces. A major re-work was completed in March 2010, now called eyeOS 2.x. However, a small group of eyeOS developers still maintain the code within the eyeOS forum, where support is provided, but the eyeOS group itself has stopped active 1.x development. It is now available as the On-eye project on GitHub. Active development was halted on 1.x as of February 3, 2010. eyeOS 2.0 release took place on March 3, 2010. This was a total restructure of the operating system. The 2.x stable is the new series of eyeOS, which is in active development and will replace 1.x as stable in a few months. It includes live collaboration and more social capabilities than eyeOS 1.x. eyeOS then released 2.2.0.0 on July 28, 2010. On December 14, 2010, a working group inside the eyeOS open-source development community began the structure development and further upgrade of eyeOS 1.9.x. The group's main goal is to continue the work eyeOS has stopped on 1.9.x. eyeOS released 2.5 on May 17, 2011. This was the last release under an open source license. It is available on SourceForge for download under another project called eyeOS 2.5 Open Source Version. On April 1, 2014, Telefónica announced their acquisition of eyeOS. eyeOS would maintain its headquarters in the Catalonia, Spain, where their staff would continue to work but now as part of Telefónica. After its integration into Telefónica, eyeOS would continue to function as an independent subsidiary under CEO Michel Kisfaludi. == Structure and API == For developers, EyeOS provides the eyeOS Toolkit, a set of libraries and functions to develop applications for eyeOS. Using the integrated Portage-based eyeSoft system, one can create their own repository for eyeOS and distribute applications through it. Each core part of the desktop is its own application, using JavaScript to send server commands as the user interacts. As actions are performed using AJAX (such as launching an application), it sends event information to the server. The server then sends back tasks for the client to do in XML format, such as drawing a widget. On the server, eyeOS uses XML files to store information. This makes it simple for a user to set up on the server, as it requires zero configuration other than the account information for the first user, making it simple to deploy. To avoid bottlenecks that flat files present, each user's information and settings are stored in different files, preventing resource starvation from occurring, though this in turn may create issues in high volume user environments due to host operating system open file descriptor limits. == Professional edition == A Professional Edition of eyeOS was launched on September 15, 2011, as an operating system for businesses. It uses a new version number and was released under version 1.0 instead of continuing with the next version number in the open source project. The Professional Edition retains the web desktop interface used by the open source version while targeting enterprise users. A host of new features designed for enterprises, like file sharing and synchronization (called eyeSync), Active Directory/LDAP connectivity, system-wide administration controls, and a local file execution tool called eyeRun were introduced. A new suite of Web Apps (a mail client, calendar, instant messaging, and collaboration tools) was also introduced, specific to the enterprise edition for the web desktop. With eyeOS Professional Edition 1.1, a to-do task manager tool, Citrix XenApp integration, and a Facebook like 'wall' for collaboration were introduced. == Awards == 2007 – Received the Softpedia's Pick award. 2007 – Finalist at SourceForge's 2007 Community Choice Awards at the "Best Project" category. The winner for that category was 7-Zip. 2007 – Won the Yahoo! Spain Web Revelation award in the Technology category. 2008 – Finalist for the Webware 100 awards by CNET, under the "Browsing" category. 2008 – Finalist at the SourceForge's 2008 Community Choice Awards at the "Most Likely to Change the World" category. The winner for that category was Linux. 2009 – Selected Project of the Month (August 2009) by SourceForge. 2009 – BMW Innovation Award. 2010 – Winner of Accelera (Ernst & Young). 2010 – Asturias & Girona Spanish Prince award “IMPULSA”. 2011 – Winner of MIT's TR35 award as Innovator of the Year in Spain. == Community == eyeOS community is formed with the eyeOS forums, which reached 10,000 members on April 4, 2008; the eyeOS wiki; and the eyeOS Application Communities, available at the eyeOS-Apps website, hosted and provided by openDesktop.org as well as Softpedia.

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  • SAS Viya

    SAS Viya

    SAS Viya is an artificial intelligence, analytics and data management platform developed by SAS Institute. == History == SAS Viya was released in 2016. The software was containerized with the release of Viya 4 in 2020. Viya has become one of SAS' most widely used platforms during the AI boom, as artificial intelligence becomes more widely used in business and computing. == Technical overview == The platform is cloud-native, and is executed on SAS's Cloud Analytics Services (CAS) engine. It is compatible with open source software, allowing users to build models using open sources tool such as R, Python and Jupyter. It integrates with major large language models like GPT-4 and Gemini Pro. The platform uses econometrics to create predictive models for forecasting scenarios based on complex data. It also has features for detecting algorithmic bias, auditing decisions and monitoring models. It is implemented through a low-code, no-code platform. The software is available on Amazon AWS Marketplace, Google Cloud, Red Hat OpenShift, and on Microsoft Azure Marketplace under a pay-as-you-use model. == Software == SAS Viya has released software as a service (SaaS) modules for creating AI content. These include Viya Workbench, Viya App Factory, Viya Copilot, and SAS Data Maker. The company also develops industry specific models, used by companies including Georgia-Pacific. == Applications == === Banking === The software is also widely used in business, especially in areas such as predictive modelling and fraud detection. === Insurance === SAS Viya is used in insurance for tasks such as actuarial analytics and modelling, as well as regulatory reporting. === Healthcare and life sciences === In 2023, the company introduced SAS Health, a common health data model built on the SAS Viya platform. AstraZeneca has partnered with SAS to use SAS Viya and SAS Life Science Analytics Framework in its delivery and approval processes. In 2024, SAS partnered with the University of Cambridge's Maxwell Center to use SAS Viya for healthcare research and development. === Public sector === SAS Viya is used in partnership with national and local governments to provide services and detect tax fraud. === Education === SAS Viya is used in research and education, particularly studies related to business intelligence, cybersecurity and data management. SAS Institute has partnered with educational institutions such as Appalachian State University, Clemson University, University of Arkansas, Stockholm University, and Marian University, to provide access to and training for using SAS Viya.

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  • Lumpers and splitters

    Lumpers and splitters

    Lumpers and splitters are opposing factions in any academic discipline that has to place individual examples into rigorously defined categories. The lumper–splitter problem occurs when there is the desire to create classifications and assign examples to them, for example, schools of literature, biological taxa, and so on. A "lumper" is a person who assigns examples broadly, judging that differences are not as important as signature similarities. A "splitter" makes precise definitions, and creates new categories to classify samples that differ in key ways. == Origin of the terms == The earliest known use of these terms was thought to be by Charles Darwin, in a letter to Joseph Dalton Hooker in 1857: "It is good to have hair-splitters & lumpers". But according to research done by the deputy director at NCSE, Glenn Branch, the credit is due to naturalist Edward Newman who wrote in 1845, "The time has arrived for discarding imaginary species, and the duty of doing this is as imperative as the admission of new ones when such are really discovered. The talents described under the respective names of 'hair-splitting' and 'lumping' are unquestionably yielding their power to the mightier power of Truth." They were then introduced more widely by George G. Simpson in his 1945 work The Principles of Classification and a Classification of Mammals. As he put it: splitters make very small units – their critics say that if they can tell two animals apart, they place them in different genera ... and if they cannot tell them apart, they place them in different species. ... Lumpers make large units – their critics say that if a carnivore is neither a dog nor a bear, they call it a cat. A later use can be found in the title of a 1969 paper "On lumpers and splitters ..." by the medical geneticist Victor McKusick. Reference to lumpers and splitters in the humanities appeared in a debate in 1975 between J. H. Hexter and Christopher Hill, in the Times Literary Supplement. It followed from Hexter's detailed review of Hill's book Change and Continuity in Seventeenth Century England, in which Hill developed Max Weber's argument that the rise of capitalism was facilitated by Calvinist Puritanism. Hexter objected to Hill's "mining" of sources to find evidence that supported his theories. Hexter argued that Hill plucked quotations from sources in a way that distorted their meaning. Hexter explained this as a mental habit that he called "lumping". According to him, "lumpers" rejected differences and chose to emphasise similarities. Any evidence that did not fit their arguments was ignored as aberrant. Splitters, by contrast, emphasised differences, and resisted simple schemes. While lumpers consistently tried to create coherent patterns, splitters preferred incoherent complexity. == Usage in various fields == === Biology === The categorisation and naming of a particular species should be regarded as a hypothesis about the evolutionary relationships and distinguishability of that group of organisms. As further information comes to hand, the hypothesis may be confirmed or refuted. Sometimes, especially in the past when communication was more difficult, taxonomists working in isolation have given two distinct names to individual organisms later identified as the same species. When two named species are agreed to be of the same species, the older species name is almost always retained dropping the newer species name honouring a convention known as "priority of nomenclature". This form of lumping is technically called synonymisation. Dividing a taxon into multiple, often new, taxa is called splitting. Taxonomists are often referred to as "lumpers" or "splitters" by their colleagues, depending on their personal approach to recognizing differences or commonalities between organisms. For example, the number of genera used in Pteridophyte Phylogeny Group I (PPG I) has proved controversial. PPG I uses 18 lycophyte and 319 fern genera. The earlier system put forward by Smith et al. (2006) had suggested a range of 274 to 312 genera for ferns alone. By contrast, the system of Christenhusz & Chase (2014) used 5 lycophyte and about 212 fern genera. The number of fern genera was further reduced to 207 in a subsequent publication. Defending PPG I, Schuettpelz et al. (2018) argue that the larger number of genera is a result of "the gradual accumulation of new collections and new data" and hence "a greater appreciation of fern diversity and ... an improved ability to distinguish taxa". They also argue that the number of species per genus in the PPG I system is already higher than in other groups of organisms (about 33 species per genus for ferns as opposed to about 22 species per genus for angiosperms) and that reducing the number of genera as Christenhusz and Chase propose yields the excessive number of about 50 species per genus for ferns. In response, Christenhusz and Chase (2018) argue that the excessive splitting of genera destabilises the usage of names and will lead to greater instability in future, and that the highly split genera have few if any characters that can be used to recognise them, making identification difficult, even to generic level. They further argue that comparing numbers of species per genus in different groups is "fundamentally meaningless". === History === In history, lumpers are those who tend to create broad definitions that cover large periods of time and many disciplines, whereas splitters want to assign names to tight groups of inter-relationships. Lumping tends to create a more and more unwieldy definition, with members having less and less mutually in common. This can lead to definitions which are little more than conventionalities, or groups which join fundamentally different examples. Splitting often leads to "distinctions without difference", ornate and fussy categories, and failure to see underlying similarities. For example, in the arts, "Romantic" can refer specifically to a period of German poetry roughly from 1780 to 1810, but would exclude the later work of Goethe, among other writers. In music it can mean every composer from Hummel through Rachmaninoff, plus many that came after. === Software modelling === Software engineering often proceeds by building models (sometimes known as model-driven architecture). A lumper is keen to generalise, and produces models with a small number of broadly defined objects. A splitter is reluctant to generalise, and produces models with a large number of narrowly defined objects. Conversion between the two styles is not necessarily symmetrical. For example, if error messages in two narrowly defined classes behave in the same way, the classes can be easily combined. But if some messages in a broad class behave differently, every object in the class must be examined before the class can be split. This illustrates the principle that "splits can be lumped more easily than lumps can be split". === Language classification === There is no agreement among historical linguists about what amount of evidence is needed for two languages to be safely classified in the same language family. For this reason, many proposed language families have had lumper–splitter controversies, including Altaic, Pama–Nyungan, Nilo-Saharan, and most of the larger families of the Americas. At a completely different level, the splitting of a mutually intelligible dialect continuum into different languages, or lumping them into one, is also an issue that continually comes up, though the consensus in contemporary linguistics is that there is no completely objective way to settle the question. Splitters regard the comparative method (meaning not comparison in general, but only reconstruction of a common ancestor or protolanguage) as the only valid proof of kinship, and consider genetic relatedness to be the question of interest. American linguists of recent decades tend to be splitters. Lumpers are more willing to admit techniques like mass lexical comparison or lexicostatistics, and mass typological comparison, and to tolerate the uncertainty of whether relationships found by these methods are the result of linguistic divergence (descent from common ancestor) or language convergence (borrowing). Much long-range comparison work has been from Russian linguists belonging to the Moscow School of Comparative Linguistics, most notably Vladislav Illich-Svitych and Sergei Starostin. In the United States, Greenberg and Ruhlen's work has been met with little acceptance from linguists. Earlier American linguists like Morris Swadesh and Edward Sapir also pursued large-scale classifications like Sapir's 1929 scheme for the Americas, accompanied by controversy similar to that today. === Religious studies === Paul F. Bradshaw suggests that the same principles of lumping and splitting apply to the study of early Christian liturgy. Lumpers, who tend to predominate in this field, try to find a single line of successive texts from the apostolic age to the

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  • IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence (sometimes abbreviated as IEEE PAMI or simply PAMI) is a monthly peer-reviewed scientific journal published by the IEEE Computer Society. == Background == The journal covers research in computer vision and image understanding, pattern analysis and recognition, machine intelligence, machine learning, search techniques, document and handwriting analysis, medical image analysis, video and image sequence analysis, content-based retrieval of image and video, and face and gesture recognition. The editor-in-chief is Kyoung Mu Lee (Seoul National University). According to the Journal Citation Reports, the journal has a 2023 impact factor of 20.8.

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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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  • Unique name assumption

    Unique name assumption

    The unique name assumption is a simplifying assumption made in some ontology languages and description logics. In logics with the unique name assumption, different names always refer to different entities in the world. It was included in Ray Reiter's discussion of the closed-world assumption often tacitly included in Database Management Systems (e.g. SQL) in his 1984 article "Towards a logical reconstruction of relational database theory" (in M. L. Brodie, J. Mylopoulos, J. W. Schmidt (editors), Data Modelling in Artificial Intelligence, Database and Programming Languages, Springer, 1984, pages 191–233). The standard ontology language OWL does not make this assumption, but provides explicit constructs to express whether two names denote the same or distinct entities. owl:sameAs is the OWL property that asserts that two given names or identifiers (e.g., URIs) refer to the same individual or entity. owl:differentFrom is the OWL property that asserts that two given names or identifiers (e.g., URIs) refer to different individuals or entities.

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  • Vilém Flusser

    Vilém Flusser

    Vilém Flusser (May 12, 1920 – November 27, 1991) was a Czech-born Brazilian philosopher, writer and journalist, best known for his contributions to media studies, communication theory, and the philosophy of language. He lived for a long period in São Paulo (where he became a Brazilian citizen) and later in France, and his works are written in many different languages. His early work was marked by discussion of the thought of Martin Heidegger, and by the influence of existentialism and phenomenology. Phenomenology would play a major role in the transition to the later phase of his work, in which he turned his attention to the philosophy of communication and of artistic production. He contributed to the dichotomy logic theory through history: the period of image worship, and period of text worship, with deviations consequently into idolatry and "textolatry". == Life == Flusser was born in 1920 in Prague, Czechoslovakia into a family of Jewish intellectuals. His father, Gustav Flusser, studied mathematics and physics (under Albert Einstein among others). Vilém attended German and Czech primary schools and later a German grammar school. In 1938, Flusser started to study philosophy at the Juridical Faculty of the Charles University in Prague. In 1939, shortly after the Nazi occupation, Flusser emigrated to London (with Edith Barth, his later wife, and her parents) to continue his studies for one term at the London School of Economics and Political Science. Vilém Flusser lost all of his family in the German concentration camps: his father died in Buchenwald in 1940; his grandparents, his mother and his sister were brought to Theresienstadt and later to Auschwitz where they were killed. The next year, he emigrated to Brazil, living both in São Paulo and Rio de Janeiro. He started working at a Czech import/export company and then at Stabivolt, a manufacturer of radios and transistors. In 1960 he started to collaborate with the Brazilian Institute of Philosophy (IBF) in São Paulo and published in the Revista Brasileira de Filosofia; by these means he seriously approached the Brazilian intellectual community. Flusser had as his friend and closest interlocutor the Brazilian philosopher Vicente Ferreira da Silva. Flusser and Vicente Ferreira da Silva met in São Paulo in the 1960s and began a close intellectual dialogue that continued until Ferreira da Silva's death in 1963. Flusser wrote several essays on Ferreira da Silva's work and that Ferreira da Silva's concept of "Fundamental ontology” had a significant impact on Flusser's understanding of the nature of reality. During the 60s Flusser published and taught at several schools in São Paulo, being Lecturer for Philosophy of Science at the Escola Politécnica of the University of São Paulo and Professor of Philosophy of Communication at the Escola Dramática and the Escola Superior de Cinema in São Paulo. He also participated actively in the arts, collaborating with the Bienal de São Paulo, among other cultural events. Beginning in the 1950s he taught philosophy and worked as a journalist, before publishing his first book Língua e realidade (Language and Reality) in 1963. In 1972 he decided to leave Brazil. Some say it was because it was becoming difficult to publish because of the military regime. Others dispute this reason, since his work on communication and language did not threaten the military. In 1970, when a reform took place at the University of São Paulo by the Brazilian military government, all Lecturers of Philosophy (members of the Department of Philosophy) were dismissed. Flusser, who taught at the Engineering School (Escola Politécnica), had to leave the university as well. In 1972 he and his wife Edith settled temporarily in Merano (Tyrol). Further short stays in various European countries followed until they moved to Robion in southern France in 1981, where they remained until Flusser's death in 1991. To the end of his life, he was quite active writing and giving lectures around media theory and working with new topics (Philosophy of Photography, Technical Images, etc.). He died in 1991 in a car accident near the Czech–German border, while trying to visit his native city, Prague, to give a lecture. Vilém Flusser is the cousin of David Flusser. == Philosophy == Flusser's essays are short, provocative and lucid, with a resemblance to the style of journalistic articles. Critics have noted he is less a 'systematic' thinker than a 'dialogic' one, purposefully eclectic and provocative (Cubitt 2004). However, his early books, written in the 1960s, primarily in Portuguese, and published in Brazil, have a slightly different style. Flusser's writings relate to each other, however, which means that he intensively works over certain topics and dissects them into a number of brief essays. His main topics of interest were: epistemology, ethics, aesthetics, ontology, language philosophy, semiotics, philosophy of science, the history of Western culture, the philosophy of religion, the history of symbolic language, technology, writing, the technical image, photography, migration, media and literature, and, especially in his later years, the philosophy of communication and of artistic production. His writings reflect his wandering life: although the majority of his work was written in German and Portuguese, he also wrote in English and French, with scarce translation to other languages. Because Flusser's writings in different languages are dispersed in the form of books, articles or sections of books, his work as a media philosopher and cultural theorist is only now becoming more widely known. The first book by Flusser to be published in English was Towards a Philosophy of Photography in 1984 by the then new journal European Photography, which was his own translation of the work. The Shape of Things, was published in London in 1999 and was followed by a new translation of Towards a Philosophy of Photography. Flusser's archives have been held by the Academy of Media Arts in Cologne and are currently housed at the Berlin University of the Arts. === Philosophy of photography === Writing about photography in the 1970s and 80s, in the face of the early worldwide impact of computer technologies, Flusser argued that the photograph was the first in a number of technical image forms to have fundamentally changed the way in which the world is seen. Historically, the importance of photography had been that it introduced nothing less than a new epoch: 'The invention of photography constitutes a break in history that can only be understood in comparison to that other historical break constituted by the invention of linear writing.' Whereas ideas might previously have been interpreted in terms of their written form, photography heralded new forms of perceptual experience and knowledge. As Flusser Archive Supervisor Claudia Becker describes, "For Flusser, photography is not only a reproductive imaging technology, it is a dominant cultural technique through which reality is constituted and understood". In this context, Flusser argued that photographs have to be understood in strict separation from 'pre-technical image forms'. For example, he contrasted them to paintings which he described as images that can be sensibly 'decoded', because the viewer is able to interpret what he or she sees as more or less direct signs of what the painter intended. By contrast, even though photography produces images that seem to be 'faithful reproductions' of objects and events they cannot be so directly 'decoded'. The crux of this difference stems, for Flusser, from the fact that photographs are produced through the operations of an apparatus. And the photographic apparatus operates in ways that are not immediately known or shaped by its operator. For example, he described the act of photographing as follows: The photographer's gesture as the search for a viewpoint onto a scene takes place within the possibilities offered by the apparatus. The photographer moves within specific categories of space and time regarding the scene: proximity and distance, bird- and worm's-eye views, frontal- and side-views, short or long exposures, etc. The Gestalt of space–time surrounding the scene is prefigured for the photographer by the categories of his camera. These categories are an a priori for him. He must 'decide' within them: he must press the trigger. Roughly put, the person using a camera might think that they are operating its controls to produce a picture that shows the world the way they want it to be seen, but it is the pre-programmed character of the camera that sets the parameters of this act and it is the apparatus that shapes the meaning of the resulting image. Given the central role of photography to almost all aspects of contemporary life, the programmed character of the photographic apparatus shapes the experience of looking at and interpreting photographs as well as most of the cultural contexts in which we do so. Flusse

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  • Angel F

    Angel F

    Angel_F is a fictional child artificial intelligence that has been used in art performances worldwide focused on the issues of digital liberties, intellectual property and on the evolution of language and behaviour in information society. The character was created by Salvatore Iaconesi in 2007 as a hack to the Biodoll art performance by Italian artist Franca Formenti. The project was later joined by Oriana Persico who curated communication and part of the theoretical approaches of the action. The Angel_F project has been featured in books, magazines, national televisions, and has been invited to many conferences and events, both academic and artistic. == Creation == Angel_F is a backronym which stands for Autonomous Non Generative E-volitive Life_Form. The project was born in 2007 and resulted from the fusion of two contemporary art performances. Franca Formenti, an Italian artist living in Varese, invented the Biodoll character in 2002, which began making its appearances first on the network and later in the physical world by using what were called "clones": young women, prostitutes, pornographic starlets, transsexuals and models interpreting the role of a digital prostitute. The Biodoll was an art performance focused on research emerging from the network of new forms of sexualities, and on the analysis of changes brought on by this transformation to the concepts of private and public spaces, privacy, and the possibility of creating multiple fluid identities through language and digital media. The theme of fertility has always been central to the Biodoll performance: the digital prostitute was a wombless clone but desired giving birth to a son, the 'Bloki'. In a process starting in 2006, and ending in February 2007, Salvatore Iaconesi (xDxD.vs.xDxD) used his 'Talker' linguistic artificial intelligence to animate the digital child conceived with prof. Derrick de Kerckhove: Angel_F. Iaconesi and Persico met in November 2006 and immediately started collaborating on the birth of Angel_F. Angel_F was designed as a synthetic digital being composed through narrative, technological and cognitive psychology layers. The objective was to create iconic characteristics that resulted in being evocative and able to mimic human life up to a level in which bringing up a symbolic dialogue was possible. On the other side, the artificial identity was to implement and expose the cultural, emotional and relational ways that were typical of networked social ecosystems, among those technologies, systems and infrastructures that entered and shaped people's daily lives. The young digital being mimicked the evolution of a human baby: initially conceived inside the website of its digital mother it emulated the birth of a child by using the metaphor of a virus developing inside a website, taking progressively more space in the domain's databases and interfaces. Content was produced through the software by using small browser-based spyware techniques, through which Angel_F could infer the list of major portals that had been visited by the website's users. The Biodoll website was invaded by this growing presence and, thus, Angel_F was born. The Artificial Intelligence (AI) component of Angel_F was derived from another project, Talker, through which internet users could build up the AI's linguistic network by feeding it their text and web clips. Angel_F used this component to generate sentences and phrases, publishing them on the interface and on selected blogs. The parallel between the growth of the AI and that of a child kept building up and, just as children learn how to speak and act by observing their parents and the people around them, Angel_F used its spyware and AI components to learn, to navigate websites and web portals using web crawler based techniques, and to interact with other people by using the contents hosted and generated in its database to create surreal dialogues in blogs and websites. A virtual school was created, called Talker Mind, to narratively continue the AI's growth. Five professors (Massimo Canevacci, Antonio Caronia, Carlo Formenti, Derrick de Kerckhove and Luigi Pagliarini) fed their texts and academic articles to Angel_F, simulating virtual asynchronous lessons by using a multi-blog structure. A peer-to-peer system was also created at the time, named 'Presence'. Its interface resembled the one of 8-bit videogames and the peer to peer users travelled in a starry space and were able to perform standard Instant Messaging tasks, such as chat and file sharing. The interactions were possible both among humans and digital beings. Angel_F was the first user of the Presence peer to peer system. Angel_F entered the physical world as a baby-stroller mounted laptop computer that was used to let the digital child join events and conferences held worldwide. == Events == Angel_F performed all over the world, both in artistic contexts and in academic ones. It was also used for the communication strategy of several activist groups on the themes of intellectual property and digital freedoms. The first public space performance was held in Milan, when the Biodoll distributed a generative free press publication (called the Bloki FreePreXXX, its text was generated algorithmically and inserted into a prepared graphic layout). June 14, 2007: The second performance was held in Rome, at the Forte Prenestino, with a massive playroom created through computational graphics that people could interact with and that were generated by the AI. June 22, 2007: Angel_F presented the closing remarks for an Ipotesi per Assurdo (Absurd Hypothesis) with Salvatore Iaconesi and Oriana Persico at the IULM University in Milan, discussing the possibilities for an ecosystemic, sustainable reinvention of corporations. July 28, 2007: Hundreds of people at LiberaFesta (Free Party) in Rome listened to Angel_F in a speech discussing new politics and hacker ethics. 2007: The Glocal & Outsiders conference held in Prague at the Academy of Sciences was the first academic presentation of the Angel_F project, together with the Biodoll. September 2007: Angel_F was not allowed to post its contribution to the DFIR (Dialogue Forum for Internet Rights) held in Rome in preparation for Rio de Janeiro's Internet Governance Forum (IGF) edition. The case quickly turned into a collaboration among the involved parties and Angel_F was invited to the global event in Brazil where it was the only digital being present. Angel_F contributed a videomessage, in the digital freedoms workshop, which suggested some ideas for action to the United Nations and to all the parties involved in the IGF organization. October 2007: Angel_F was presented live at the FE/MALE 2 event, as an example of an atypical family during a public debate on new sexualities and social change. October 2007: Angel_F made a series of public performances Florence's Festival della Creatività (Festival of Creativity), an institutional event held periodically to showcase Italy's and other countries' best technological projects. During the festival Derrick de Kerckhove publicly recognized the little AI as his digital son. December 2007: Several international associations, and scientific researchers had been involved with Angel_F, eventually producing the system and process used to set up the Talker Mind digital school for the AI with Angel_F's professors. March 2008: The Tecnológico de Monterrey university in Mexico City organized the Computer Art Congress 2 international event, featuring Angel_F's project among with the ones by scientific researchers worldwide. July 2008: The project was presented in Austria at the Planetary Collegium's Consciousness Reframed 9 conference, together with the 'NeoRealismo Virtuale'. October 2008: Angel_F was used at a public event on a European scale called Freedom not Fear discussing privacy and civil liberties. July 2009: Angel_F has been seen with its digital father Derrick de Kerckhove to protest against Italy's harsh politics on freedom of speech. The project concluded in 2009 with the publication of a book entitled 'Angel F. Diario di una intelligenza artificiale' (Angel_F, the diaries of an Artificial Intelligence).

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  • Behavior-based robotics

    Behavior-based robotics

    Behavior-based robotics (BBR) or behavioral robotics is an approach in robotics that focuses on robots that are able to exhibit complex-appearing behaviors despite little internal variable state to model its immediate environment, mostly gradually correcting its actions via sensory-motor links. == Principles == Behavior-based robotics sets itself apart from traditional artificial intelligence by using biological systems as a model. Classic artificial intelligence typically uses a set of steps to solve problems, it follows a path based on internal representations of events compared to the behavior-based approach. Rather than use preset calculations to tackle a situation, behavior-based robotics relies on adaptability. This advancement has allowed behavior-based robotics to become commonplace in researching and data gathering. Most behavior-based systems are also reactive, which means they need no programming of what a chair looks like, or what kind of surface the robot is moving on. Instead, all the information is gleaned from the input of the robot's sensors. The robot uses that information to gradually correct its actions according to the changes in immediate environment. Behavior-based robots (BBR) usually show more biological-appearing actions than their computing-intensive counterparts, which are very deliberate in their actions. A BBR often makes mistakes, repeats actions, and appears confused, but can also show the anthropomorphic quality of tenacity. Comparisons between BBRs and insects are frequent because of these actions. BBRs are sometimes considered examples of weak artificial intelligence, although some have claimed they are models of all intelligence. == Features == Most behavior-based robots are programmed with a basic set of features to start them off. They are given a behavioral repertoire to work with dictating what behaviors to use and when, obstacle avoidance and battery charging can provide a foundation to help the robots learn and succeed. Rather than build world models, behavior-based robots simply react to their environment and problems within that environment. They draw upon internal knowledge learned from their past experiences combined with their basic behaviors to resolve problems. == History == The school of behavior-based robots owes much to work undertaken in the 1980s at the Massachusetts Institute of Technology by Rodney Brooks, who with students and colleagues built a series of wheeled and legged robots utilizing the subsumption architecture. Brooks' papers, often written with lighthearted titles such as "Planning is just a way of avoiding figuring out what to do next", the anthropomorphic qualities of his robots, and the relatively low cost of developing such robots, popularized the behavior-based approach. Brooks' work builds—whether by accident or not—on two prior milestones in the behavior-based approach. In the 1950s, W. Grey Walter, an English scientist with a background in neurological research, built a pair of vacuum tube-based robots that were exhibited at the 1951 Festival of Britain, and which have simple but effective behavior-based control systems. The second milestone is Valentino Braitenberg's 1984 book, "Vehicles – Experiments in Synthetic Psychology" (MIT Press). He describes a series of thought experiments demonstrating how simply wired sensor/motor connections can result in some complex-appearing behaviors such as fear and love. Later work in BBR is from the BEAM robotics community, which has built upon the work of Mark Tilden. Tilden was inspired by the reduction in the computational power needed for walking mechanisms from Brooks' experiments (which used one microcontroller for each leg), and further reduced the computational requirements to that of logic chips, transistor-based electronics, and analog circuit design. A different direction of development includes extensions of behavior-based robotics to multi-robot teams. The focus in this work is on developing simple generic mechanisms that result in coordinated group behavior, either implicitly or explicitly.

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  • Dr.Fill

    Dr.Fill

    Dr.Fill is a computer program that solves American-style crossword puzzles. It was developed by Matt Ginsberg and described by Ginsberg in an article in the Journal of Artificial Intelligence Research. Ginsberg claims in that article that Dr.Fill is among the top fifty crossword solvers in the world. == History == Dr.Fill participated in the 2012 American Crossword Puzzle Tournament, finishing 141st of approximately 650 entrants with a total score of just over 10,000 points. The appearance led to a variety of descriptions of Dr.Fill in the popular press, including The Economist, the San Francisco Chronicle and Gizmodo. A description of Dr.Fill appeared on the front page of the March 17, 2012 New York Times. Dr.Fill's score in 2013 improved to 10,550, which would have earned it 92nd place. Videos of the program solving the problems from the tournament are available on YouTube. The score in 2014 improved further to 10,790, which would have tied for 67th place. A video of the program solving the first six puzzles from that tournament, together with a talk given by Ginsberg describing its performance, can be found on YouTube. Dr.Fill has largely continued to improve since the 2014 event. In 2015, it scored 10,920 points and finished in 55th place. In 2016, it scored 11,205 points and finished in 41st place. In 2017, it scored 11,795 and finished in 11th place. In 2018, it scored 10,740 points, dropping to 78th place. Dr.Fill returned to "form" in 2019, once again scoring 11,795 and finishing in 14th place. The 2020 ACPT was cancelled due to COVID-19, and Dr.Fill participated as a non-competitor in the Boswords tournament instead. The program outperformed the humans, scoring 11,218 points (fast solves with a total of one mistake) while the best scoring human scored 10,994 points (slower solves but no mistakes). The 2021 ACPT was virtual, again due to COVID-19. The Dr.Fill effort was joined by the Berkeley NLP Group, creating a hybrid system named Berkeley Crossword Solver, and Dr.Fill won the main event, scoring 12,825 points with Erik Agard, the highest scoring human, scoring 12,810 points. The tournament was won by Tyler Hinman (12,760 points), who completed the championship puzzle perfectly in three minutes. Dr.Fill also completed that puzzle perfectly, but in 49 seconds. After winning the tournament, Ginsberg announced on August 8, 2021, that both he and Dr.Fill would be retiring from crosswords. == Algorithm == As described by Ginsberg, Dr.Fill works by converting a crossword to a weighted constraint satisfaction problem and then attempting to maximize the probability that the fill is correct. Probabilities for individual words or phrases in the puzzle are computed using relatively simple statistical techniques based on features such as previous appearances of the clue, number of Google hits for the fill, and so on. In doing this, Dr.Fill is attempting to solve a problem similar to that tackled by the Jeopardy!-playing program Watson; Dr.Fill runs on a laptop instead of a supercomputer and Ginsberg remarks that Watson is far more effective than Dr.Fill at solving this portion of the problem. Instead of computational horsepower, Dr.Fill relies on the constraints provided by crossing words to refine its answers. A variety of techniques from artificial intelligence are applied to attempt to find the most likely fill. These include a small amount of lookahead, limited discrepancy search, and postprocessing. Ginsberg remarks that postprocessing was chosen over branch and bound because the two techniques are mutually incompatible and postprocessing was found to be more effective in this domain.

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  • OpenNN

    OpenNN

    OpenNN (Open Neural Networks Library) is a software library written in the C++ programming language which implements neural networks, a main area of deep learning research. The library is open-source, licensed under the GNU Lesser General Public License. == Characteristics == The software implements any number of layers of non-linear processing units for supervised learning. This deep architecture allows the design of neural networks with universal approximation properties. Additionally, it allows multiprocessing programming by means of OpenMP, in order to increase computer performance. OpenNN contains machine learning algorithms as a bundle of functions. These can be embedded in other software tools, using an application programming interface, for the integration of the predictive analytics tasks. In this regard, a graphical user interface is missing but some functions can be supported by specific visualization tools. == History == The development started in 2003 at the International Center for Numerical Methods in Engineering, within the research project funded by the European Union called RAMFLOOD (Risk Assessment and Management of FLOODs). Then it continued as part of similar projects. OpenNN is being developed by the startup company Artelnics. == Applications == OpenNN is a general purpose artificial intelligence software package. It uses machine learning techniques for solving predictive analytics tasks in different fields. For instance, the library has been applied in the engineering, energy, or chemistry sectors.

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  • Harvey (software)

    Harvey (software)

    Harvey is a generative artificial intelligence (AI) product developed by the Counsel AI Corporation for the legal industry. The product has been described as a provider of customised large language models (LLMs) for law firms and in-house legal teams. It is named after the lead character of the legal drama Suits, Harvey Specter. == History == Harvey was founded in the summer of 2022 by Winston Weinberg, who was a securities and antitrust litigator at O'Melveny & Myers, and Gabriel Pereyra, who was a research scientist at Google DeepMind and Meta. Pereyra and Weinberg were roommates in Los Angeles. Pereyra was brainstorming startup ideas with his research colleagues. He showed Weinberg OpenAI's GPT-3 text-generating system, and Weinberg realized that it could be used to improve legal workflows. They developed an early chain-of-thought prompt based on GPT-3, focused on California tenant law. They ran the model on 100 legal questions from a public forum and hired three attorneys to evaluate the answers and determine whether they could be sent to clients unchanged. Out of those 100 questions, 86 were approved. After that, Pereyra and Weinberg contacted Sam Altman and Jason Kwon, General Counsel at OpenAI, about their results. Shortly after, on July 4, 2022, they met with OpenAI's C-suite, and OpenAI became their seed investor. OpenAI also gave Pereyra and Weinberg early access to GPT-4. Gordon Moodie, a corporate partner at Wachtell, Lipton, Rosen & Katz, also joined Harvey in July 2023 as the company's chief product officer. In March 2024, Harvey had 82 employees and stated that it intended to double that figure by the end of 2024. The company has reportedly hired a large number of lawyers, including from White & Case, Latham & Watkins, Skadden, Gunderson Dettmer, Katten Muchin Rosenman, and Paul Weiss. Harvey CEO Weinberg explained that many members of the company's sales team were formerly attorneys at 'Big Law', i.e. large US law firms, and that the sales team's experience was useful in convincing attorneys to trial the company's software. The integration of former 'Big Law' attorneys into product and sales teams has been attributed as a major factor in Harvey's success. In February 2026, Harvey announced its first brand partnership with actor Gabriel Macht, who portrayed the character Harvey Specter in Suits, to launch the company's Instagram page. In May 2026, it was announced the company is sponsoring the Golden State Valkyries and the New York Liberty. == Funding == In November 2022, it was reported that Harvey raised US$5 million in funding led by the OpenAI Startup Fund, together with other investors such as Jeff Dean, the head of Google AI, Elad Gil, the founder of Mixer Labs, Sarah Guo, the founder of Conviction, and other angel investors. Harvey raised another $23 million in April 2023 in a funding round led by Sequoia Capital. Harvey announced in December 2023 that it had raised $80 million in a Series B funding round led by Elad Gil and Kleiner Perkins which valued the company at $715 million. Other investors in the round included Sequoia Capital and the OpenAI Startup Fund. In July 2024, Harvey announced that it had raised $100 million in a Series C funding round that valued the company at $1.5 billion. The round was led by venture capital firm GV, and other participants included OpenAI, Kleiner Perkins, Sequoia Capital, Elad Gil, and SV Angel. In February 2025, Harvey announced it had raised $300 million in a Series D funding round that valued the company at $3 billion. Just months later, in June 2025, Harvey closed a $300 million Series E co-led by Kleiner Perkins and Coatue, again with participation from Conviction, Elad Gil, OpenAI, and Sequoia, boosting its valuation to about $5 billion and supporting international growth and expanded legal product offerings. In December 2025, Harvey secured a $160 million Series F round led by Andreessen Horowitz, with continued participation from investors including EQT, WndrCo, Sequoia, Kleiner Perkins, Conviction, and Elad Gil, valuing the legal AI company at roughly $8 billion. In March 2026, Harvey raised $200 million at a valuation of $11 billion, in a round co-led by GIC and Sequoia Capital. == Features == In May 2024, Harvey launched its products on Microsoft Azure and stated that it would offer a Harvey on Azure version of its product going forward. It was also reported that Harvey would begin offering general commercial access to some of its products, such as its case law models, as well as product bundles that included its AI assistant, specialised models, and its Vault feature for running prompts on large document collections. == Applications == Various law firms around the world are customers of Harvey. US law firm Paul Weiss began testing Harvey within the firm in January 2023, and became a client of the company later that year. Gina Lynch, the firm's chief knowledge and innovation officer, explained that the firm was not using hard metrics, such as time saved, to assess productivity gains because the time and effort needed to carefully review the output made efficiency gains difficult to measure. In February 2023, the UK law firm, Allen & Overy (now A&O Shearman), announced that it had been trialing Harvey since November 2022 within its Markets Innovation Group. This was reported to be the first known use of a generative AI product within the UK magic circle law firms. According to Allen & Overy, during the trial, 3,500 lawyers had used Harvey for around 40,000 queries in the course of their day to day work. The firm's press release stated that "Whilst the output needs careful review by an A&O lawyer, Harvey can help generate insights, recommendations and predictions based on large volumes of data". David Wakeling, head of the Markets Innovation Group, also cautioned that "You must validate everything coming out of the system. You have to check everything". The Irish law firm, A&L Goodbody, announced in February 2024 that it would be working with Harvey to enhance its services in relation to document analysis, due diligence, litigation, and regulatory compliance. In June 2024, UK law firm Ashurst announced that it would partner with Harvey and roll out its services to its branches worldwide. In September 2024, PwC announced that it would be adopting Harvey to empower its lawyers in Singapore. Singapore law firm WongPartnership also announced that month that it had become the first Southeast Asian law firm to test Harvey's generative AI solutions.

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  • Legendre moment

    Legendre moment

    In mathematics, Legendre moments are a type of image moment and are achieved by using the Legendre polynomial. Legendre moments are used in areas of image processing including: pattern and object recognition, image indexing, line fitting, feature extraction, edge detection, and texture analysis. Legendre moments have been studied as a means to reduce image moment calculation complexity by limiting the amount of information redundancy through approximation. == Legendre moments == Source: With order of m + n, and object intensity function f(x,y): L m n = ( 2 m + 1 ) ( 2 n + 1 ) 4 ∫ − 1 1 ∫ − 1 1 P m ( x ) P n ( y ) f ( x , y ) d x d y {\displaystyle L_{mn}={\frac {(2m+1)(2n+1)}{4}}\int \limits _{-1}^{1}\int \limits _{-1}^{1}P_{m}(x)P_{n}(y)f(x,y)\,dx\,dy} where m,n = 1, 2, 3, ...∞ with the nth-order Legendre polynomials being: P n ( x ) = ∑ k = 0 n a k , n x k = ( − 1 ) n 2 n n ! ( d d x ) [ ( 1 − x 2 ) n ] {\displaystyle P_{n}(x)=\sum _{k=0}^{n}a_{k,n}x^{k}={\frac {(-1)^{n}}{2^{n}n!}}\left({\frac {d}{dx}}\right)[(1-x^{2})^{n}]} which can also be written: P n ( x ) = ∑ k = 0 D ( n ) ( − 1 ) k ( 2 n − 2 k ) ! 2 n k ! ( n − k ) ! ( n − 2 k ) ! x n − 2 k = ( 2 n ) ! 2 n ( n ! ) 2 x n − ( 2 n − 2 ) ! 2 n 1 ! ( n − 1 ) ! ( n − 2 ) ! x n − 2 + ⋯ {\displaystyle {\begin{aligned}P_{n}(x)&=\sum _{k=0}^{D(n)}(-1)^{k}{\frac {(2n-2k)!}{2^{n}k!(n-k)!(n-2k)!}}x^{n-2k}\\[5pt]&={\frac {(2n)!}{2^{n}(n!)^{2}}}x^{n}-{\frac {(2n-2)!}{2^{n}1!(n-1)!(n-2)!}}x^{n-2}+\cdots \end{aligned}}} where D(n) = floor(n/2). The set of Legendre polynomials {Pn(x)} form an orthogonal set on the interval [−1,1]: ∫ − 1 1 P n ( x ) P m ( x ) d x = 2 2 n + 1 δ n m {\displaystyle \int _{-1}^{1}P_{n}(x)P_{m}(x)\,dx={\frac {2}{2n+1}}\delta _{nm}} A recurrence relation can be used to compute the Legendre polynomial: ( n + 1 ) P n + 1 ( x ) − ( 2 n + 1 ) x P n ( x ) + n P n − 1 ( x ) = 0 {\displaystyle (n+1)P_{n+1}(x)-(2n+1)xP_{n}(x)+nP_{n-1}(x)=0} f(x,y) can be written as an infinite series expansion in terms of Legendre polynomials [−1 ≤ x,y ≤ 1.]: f ( x , y ) = ∑ m = 0 ∞ ∑ n = 0 ∞ λ m n P m ( x ) P n ( y ) {\displaystyle f(x,y)=\sum _{m=0}^{\infty }\sum _{n=0}^{\infty }\lambda _{mn}P_{m}(x)P_{n}(y)}

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  • AutoGPT

    AutoGPT

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

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  • Leela Chess Zero

    Leela Chess Zero

    Leela Chess Zero (abbreviated as LCZero, lc0) is a free, open-source chess engine and volunteer computing project based on Google's AlphaZero engine. It was spearheaded by Gary Linscott, a developer for the Stockfish chess engine, and adapted from the Leela Zero Go engine. Like Leela Zero and AlphaGo Zero, early iterations of Leela Chess Zero started with no intrinsic chess-specific knowledge other than the basic rules of the game. It learned how to play chess through reinforcement learning from repeated self-play, using a distributed computing network coordinated at the Leela Chess Zero website. However, as of November 2024 most models used by the engine are trained through supervised learning on data generated by previous reinforcement learning runs. As of June 2025, Leela Chess Zero has played over 2.5 billion games against itself, playing around 1 million games every day, and is capable of play at a level that is comparable with Stockfish, the leading conventional chess program. == History == The Leela Chess Zero project was first announced on TalkChess.com on January 9, 2018, as an open-source, self-learning chess engine attempting to recreate the success of AlphaZero. Within the first few months of training, Leela Chess Zero had already reached the Grandmaster level, surpassing the strength of early releases of Rybka, Stockfish, and Komodo, despite evaluating orders of magnitude fewer positions due to the size of the deep neural network it uses as its evaluation function. In December 2018, the AlphaZero team published a paper in Science magazine revealing previously undisclosed details of the architecture and training parameters used for AlphaZero. These changes were soon incorporated into Leela Chess Zero and increased both its strength and training efficiency. Work on Leela Chess Zero has informed the AobaZero project for shogi. The engine has been rewritten and carefully iterated upon since its inception, and since 2019 has run on multiple backends, allowing it to run on both CPU and GPU. The engine can be configured to use different weights, including even different architectures. This same mechanism of substitutable weights can also be used for alternative chess rules, such as for the Fischer Random Chess variant, which was done in 2019. == Neural network == Like AlphaZero, Leela Chess Zero employs neural networks which output both a policy vector, a distribution over subsequent moves used to guide search, and a position evaluation. These neural networks are designed to run on GPU, unlike traditional engines. It originally used residual neural networks, but in 2022 switched to using a transformer-based architecture designed by Daniel Monroe and Philip Chalmers. These models represent a chessboard as a sequence of 64 tokens and apply a trunk consisting of a stack of Post-LN encoder layers, outputting a sequence of 64 encoded tokens which is used to generate a position evaluation and a distribution over subsequent moves. They use a custom domain-specific position encoding called smolgen to improve the self-attention layer. As of November 2024, the models used by the engine are significantly larger and more efficient than the residual network used by AlphaZero, reportedly achieving grandmaster-level strength at one position evaluation per move. These models are able to detect and exploit positional features like trapped pieces and fortresses to outmaneuver traditional engines, giving Leela a unique playstyle. There is also evidence that they are able to perform look-ahead. == Program and use == Like AlphaZero, Leela Chess Zero learns through reinforcement learning, continually training on data generated through self-play. However, unlike AlphaZero, Leela Chess Zero decentralizes its data generation through distributed computing, with volunteers generating self-play data on local hardware which is fed to the reinforcement algorithm. In order to contribute training games, volunteers must download the latest non-release candidate (non-rc) version of the engine and the client. The client connects to the Leela Chess Zero server and iteratively receives the latest neural network version and produces self-play games which are sent back to the server and use to train the network. In order to run the Leela Chess Zero engine, two components are needed: the engine binary used to perform search, and a network used to evaluate positions. The client, which is used to contribute training data to the project, is not needed for this purpose. Older networks can also be downloaded and used by placing those networks in the folder with the Lc0 binary. == Spinoffs == In season 15 of the Top Chess Engine Championship, the engine AllieStein competed alongside Leela. AllieStein is a combination of two different spinoffs from Leela: Allie, which uses the same neural network as Leela, but has a unique search algorithm for exploring different lines of play, and Stein, a network which was trained using supervised learning on existing game data from games between other engines. While neither of these projects were admitted to TCEC separately due to their similarity to Leela, the combination of Allie's search algorithm with the Stein network, called AllieStein, was deemed unique enough to warrant its inclusion in the competition. In early 2021, the LcZero blog announced Ceres, a transliteration of the engine to C# which introduced several algorithmic improvements. The engine has performed competitively in tournaments, achieving third place in the TCEC Swiss 7 and fourth place in the TCEC Cup 14. In 2024, the CeresTrain framework was announced to support training deep neural networks for chess in PyTorch. == Competition results == In April 2018, Leela Chess Zero became the first engine using a deep neural network to enter the Top Chess Engine Championship (TCEC), during Season 12 in the lowest division, Division 4. Out of 28 games, it won one, drew two, and lost the remainder; its sole victory came from a position in which its opponent, Scorpio 2.82, crashed in three moves. However, it improved quickly. In July 2018, Leela placed seventh out of eight competitors at the 2018 World Computer Chess Championship. In August 2018, it won division 4 of TCEC season 13 with a record of 14 wins, 12 draws, and 2 losses. In Division 3, Leela scored 16/28 points, finishing third behind Ethereal, which scored 22.5/28 points, and Arasan on tiebreak. By September 2018, Leela had become competitive with the strongest engines in the world. In the 2018 Chess.com Computer Chess Championship (CCCC), Leela placed fifth out of 24 entrants. The top eight engines advanced to round 2, where Leela placed fourth. Leela then won the 30-game match against Komodo to secure third place in the tournament. Leela participated in the "TCEC Cup", an event in which engines from different TCEC divisions can play matches against one another. Leela defeated higher-division engines Laser, Ethereal and Fire before finally being eliminated by Stockfish in the semi-finals. In December 2018, Leela participated in Season 14 of the Top Chess Engine Championship. Leela dominated divisions 3, 2, and 1, easily finishing first in all of them. In the premier division, Stockfish dominated while Houdini, Komodo and Leela competed for second place. It came down to a final-round game where Leela needed to hold Stockfish to a draw with black to finish second ahead of Komodo. Leela managed this and therefore met Stockfish in the superfinal. In a back and forth match, first Stockfish and then Leela took three game leads before Stockfish won by the narrow margin of 50.5–49.5. In February 2019, Leela scored its first major tournament win when it defeated Houdini in the final of the second TCEC cup. Leela did not lose a game the entire tournament. In April 2019, Leela won the Chess.com Computer Chess Championship 7: Blitz Bonanza, becoming the first neural-network project to take the title. In the season 15 of the Top Chess Engine Championship (May 2019), Leela defended its TCEC Cup title, this time defeating Stockfish with a score of 5.5–4.5 (+2 =7 −1) in the final after Stockfish blundered a seven-man tablebase draw. Leela also won the Superfinal for the first time, scoring 53.5–46.5 (+14 −7 =79) versus Stockfish, including winning as both white and black in the same predetermined opening in games 61 and 62. Season 16 of TCEC saw Leela finish in third place in premier division, missing qualification for the Superfinal to Stockfish and the new deep neural network engine AllieStein. Leela was the only engine not to suffer any losses in the Premier division, and defeated Stockfish in one of the six games they played. However, Leela only managed to score nine wins, while AllieStein and Stockfish both scored 14 wins. This inability to defeat weaker engines led to Leela finishing third, half a point behind AllieStein and a point behind Stockfish. In the fourth TCEC Cup, Leela was seeded first as the defending champion,

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