AI Chat On Google

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

  • Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention (SMAP) is a feature of some CPU implementations such as the Intel Broadwell microarchitecture that allows supervisor mode programs to optionally set user-space memory mappings so that access to those mappings from supervisor mode will cause a trap. This makes it harder for malicious programs to "trick" the kernel into using instructions or data from a user-space program. == History == Supervisor Mode Access Prevention is designed to complement Supervisor Mode Execution Prevention (SMEP), which was introduced earlier. SMEP can be used to prevent supervisor mode from unintentionally executing user-space code. SMAP extends this protection to reads and writes. == Benefits == Without Supervisor Mode Access Prevention, supervisor code usually has full read and write access to user-space memory mappings (or has the ability to obtain full access). This has led to the development of several security exploits, including privilege escalation exploits, which operate by causing the kernel to access user-space memory when it did not intend to. Operating systems can block these exploits by using SMAP to force unintended user-space memory accesses to trigger page faults. Additionally, SMAP can expose flawed kernel code which does not follow the intended procedures for accessing user-space memory. However, the use of SMAP in an operating system may lead to a larger kernel size and slower user-space memory accesses from supervisor code, because SMAP must be temporarily disabled any time supervisor code intends to access user-space memory. == Technical details == Processors indicate support for Supervisor Mode Access Prevention through the Extended Features CPUID leaf. SMAP is enabled when memory paging is active and the SMAP bit in the CR4 control register is set. SMAP can be temporarily disabled for explicit memory accesses by setting the EFLAGS.AC (Alignment Check) flag. The stac (Set AC Flag) and clac (Clear AC Flag) instructions can be used to easily set or clear the flag. When the SMAP bit in CR4 is set, explicit memory reads and writes to user-mode pages performed by code running with a privilege level less than 3 will always result in a page fault if the EFLAGS.AC flag is not set. Implicit reads and writes (such as those made to descriptor tables) to user-mode pages will always trigger a page fault if SMAP is enabled, regardless of the value of EFLAGS.AC. == Operating system support == Linux kernel support for Supervisor Mode Access Prevention was implemented by H. Peter Anvin. It was merged into the mainline Linux 3.7 kernel (released December 2012) and it is enabled by default for processors which support the feature. FreeBSD has supported Supervisor Mode Execution Prevention since 2012 and Supervisor Mode Access Prevention since 2018. OpenBSD has supported Supervisor Mode Access Prevention and the related Supervisor Mode Execution Prevention since 2012, with OpenBSD 5.3 being the first release with support for the feature enabled. NetBSD support for Supervisor Mode Execution Prevention (SMEP) was implemented by Maxime Villard in December 2015. Support for Supervisor Mode Access Prevention (SMAP) was also implemented by Maxime Villard, in August 2017. NetBSD 8.0 was the first release with both features supported and enabled. Haiku support for Supervisor Mode Execution Prevention (SMEP) was implemented by Jérôme Duval in January 2018. macOS has support for SMAP at least since macOS 10.13 released 2017.

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  • Android Auto

    Android Auto

    Android Auto is a mobile app developed by Google to mirror features of a smartphone (or other Android device) on a car's dashboard information and entertainment head unit. Once an Android device is paired with the car's head unit, the system can mirror some apps on the vehicle's display. Supported apps include GPS mapping and navigation, music playback, SMS, telephone, and Web search. The system supports both touchscreen and button-controlled head units. Hands-free operation through voice commands is available and recommended to reduce driver distraction. Android Auto is part of the Open Automotive Alliance, a joint effort of 28 automobile manufacturers, with Nvidia as tech supplier, available in 36 countries. == History == Android Auto was revealed at Google I/O 2014. The app was released to the public on March 19, 2015. In November 2016, Google implemented an app that would run the Android Auto UI on the mobile device. In July 2019, Android Auto received its first major UI rework, which among other changes, brought an app drawer to Android Auto for the first time. Google also announced that the app's ability to be used on a phone would be discontinued in favor of Google Assistant's drive mode. In December 2020, Google announced the expansion of Android Auto to 36 additional countries in Europe, Indonesia, and more. In April 2021, Android Auto launched in Belgium, Denmark, Netherlands, Norway, Portugal, and Sweden. Google announced in May 2022 a user interface redesign for Android Auto, codenamed CoolWalk, which aims to simplify the app's usage, and make it more adaptable to screens of different orientations and aspect ratios. The redesign incorporates a new split-screen layout, where Google Maps can be displayed alongside a music player. CoolWalk was originally slated to launch in Q3 2022. In June 2022, Android Auto no longer ran directly on a mobile device; the app permitting this was decommissioned, in favor of a Driving Mode built into the Google Assistant app for a similar purpose. In November 2022, the CoolWalk user interface was released in Android Auto's beta program. == Functionality == Android Auto is software that can be utilized from an Android mobile device, acting as a vehicle's dashboard head unit. Once the user's Android device is connected to the vehicle, the head unit will serve as an external display for the Android device, presenting supported software in a car-specific user interface provided by the Android Auto app. In Android Auto's first iterations, the device was required to be connected via USB to the car. For some time, starting in November 2016, Google added the option to run Android Auto as a regular app on an Android device, allowing users to choose whether to use Android Auto on a personal phone or tablet, rather than on a compatible automotive head unit. This app was decommissioned in June 2022 in favor of a Driving Mode built into the Google Assistant app. At CES 2018, Google confirmed that the Google Assistant would be coming to Android Auto later in the year. An Android Auto SDK has been released, allowing third parties to modify their apps to work with Android Auto; initially, only APIs for music and messaging apps were available. == Head unit support == In May 2015, Hyundai became the first manufacturer to offer Android Auto support, making it first available in the 2015 Hyundai Sonata. Automobile manufacturers that will offer Android Auto support in their cars include Abarth, Acura, Alfa Romeo, Aston Martin, Audi, Bentley, Buick, BMW, BYD, Cadillac, Chevrolet, Chrysler, Citroën, Dodge, Ferrari, Fiat, Ford, GMC, Genesis, Holden, Honda, Hyundai, Infiniti, Jaguar Land Rover, Jeep, Kia, Lamborghini, Lexus, Lincoln, Mahindra and Mahindra, Maserati, Maybach, Mazda, Mercedes-Benz, Mitsubishi, Nissan, Opel, Peugeot, Porsche, RAM, Renault, SEAT, Škoda, SsangYong, Subaru, Suzuki, Tata Motors Cars, Toyota, Volkswagen and Volvo. Additionally, aftermarket car-audio systems supporting Android Auto add the technology into host vehicles, including Pioneer, Kenwood, Panasonic, and Sony. == Criticism == In May 2019, Italy filed an antitrust complaint targeting Android Auto, citing a Google policy of allowing third-parties to only offer media and messaging apps on the platform, preventing Enel from offering an app for locating vehicle charging stations. Google announced a new SDK, to be released to select partners in August 2020 and made generally available by the end of the year. == Availability == As of December 2025, Android Auto is available in 46 countries:

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  • AI Writing Assistants Reviews: What Actually Works in 2026

    AI Writing Assistants Reviews: What Actually Works in 2026

    Looking for the best AI writing assistant? An AI writing assistant is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI writing assistant slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Erkki Oja

    Erkki Oja

    Erkki Oja (born 22 March 1948) is a Finnish computer scientist and Aalto Distinguished Professor in the Department of Information and Computer Science at Aalto University School of Science. He is recognized for developing Oja's rule, which is a model of how neurons in the brain or in artificial neural networks learn over time. == Early life and education == Oja was born in Helsinki and studied at Helsinki University of Technology, where he received his diploma engineer in 1972, licentiate in technology in 1975 and Doctor of Technology in 1977. == Career == Oja was a research associate at the Center for Cognitive Science at Brown University between 1977 and 1978 and a research fellow at the Academy of Finland from 1976 to 1981. Since 1981, he took up a professorship in applied mathematics at Kuopio University (now University of Eastern Finland). He was a visiting research scholar at Tokyo Institute of Technology from 1983 to 1984. From 1987 to 1993, he was a professor in computer science at the Lappeenranta University of Technology. He moved back to the Helsinki University of Technology (now Aalto University) from 1993 as a professor in computer science. He retired in 2015. == Honors and awards == Oja is a Fellow of the International Association for Pattern Recognition and the IEEE, and a member of the Finnish Academy of Sciences. He served as chairman of the European Neural Network Society between 2000 and 2005, and as the chairman of the Academy of Finland’s Research Council for Natural Sciences and Engineering between 2007 and 2012. He was awarded the Frank Rosenblatt Award for his contributions to artificial intelligence research in 2019. Oja was a member of the Board of Governors for the International Neural Network Society (INNIS) in 2003. He received honorary doctorates from Uppsala University and Lappeenranta University of Technology in 2008.

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  • Order-independent transparency

    Order-independent transparency

    Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing. == Description == Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas). Each surface occludes existing color and adds some of its own color depending on its alpha value, a ratio of light transmittance. The order in which surfaces are blended affects the total occlusion or visibility of each surface. For a correct result, surfaces must be blended from farthest to nearest or nearest to farthest, depending on the alpha compositing operation, over or under. Ordering may be achieved by rendering the geometry in sorted order, for example sorting triangles by depth, but can take a significant amount of time, not always produce a solution (in the case of intersecting or circularly overlapping geometry) and the implementation is complex. Instead, order-independent transparency sorts geometry per-pixel, after rasterisation. For exact results this requires storing all fragments before sorting and compositing. == History == The A-buffer is a computer graphics technique introduced in 1984 which stores per-pixel lists of fragment data (including micro-polygon information) in a software rasteriser, REYES, originally designed for anti-aliasing but also supporting transparency. More recently, depth peeling in 2001 described a hardware accelerated OIT technique. With limitations in graphics hardware the scene's geometry had to be rendered many times. A number of techniques have followed, to improve on the performance of depth peeling, still with the many-pass rendering limitation. For example, Dual Depth Peeling (2008). In 2009, two significant features were introduced in GPU hardware/drivers/Graphics APIs that allowed capturing and storing fragment data in a single rendering pass of the scene, something not previously possible. These are, the ability to write to arbitrary GPU memory from shaders and atomic operations. With these features a new class of OIT techniques became possible that do not require many rendering passes of the scene's geometry. The first was storing the fragment data in a 3D array, where fragments are stored along the z dimension for each pixel x/y. In practice, most of the 3D array is unused or overflows, as a scene's depth complexity is typically uneven. To avoid overflow the 3D array requires large amounts of memory, which in many cases is impractical. Two approaches to reducing this memory overhead exist. Packing the 3D array with a prefix sum scan, or linearizing, removed the unused memory issue but requires an additional depth complexity computation rendering pass of the geometry. The "Sparsity-aware" S-Buffer, Dynamic Fragment Buffer, "deque" D-Buffer, Linearized Layered Fragment Buffer all pack fragment data with a prefix sum scan and are demonstrated with OIT. Storing fragments in per-pixel linked lists provides tight packing of this data and in late 2011, driver improvements reduced the atomic operation contention overhead making the technique very competitive. == Exact OIT == Exact, as opposed to approximate, OIT accurately computes the final color, for which all fragments must be sorted. For high depth complexity scenes, sorting becomes the bottleneck. One issue with the sorting stage is local memory limited occupancy, in this case a SIMT attribute relating to the throughput and operation latency hiding of GPUs. Backwards memory allocation (BMA) groups pixels by their depth complexity and sorts them in batches to improve the occupancy and hence performance of low depth complexity pixels in the context of a potentially high depth complexity scene. Up to a 3× overall OIT performance increase is reported. Sorting is typically performed in a local array, however performance can be improved further by making use of the GPU's memory hierarchy and sorting in registers, similarly to an external merge sort, especially in conjunction with BMA. == Approximate OIT == Approximate OIT techniques relax the constraint of exact rendering to provide faster results. Higher performance can be gained from not having to store all fragments or only partially sorting the geometry. A number of techniques also compress, or reduce, the fragment data. These include: Stochastic Transparency: draw in a higher resolution in full opacity but discard some fragments. Downsampling will then yield transparency. Adaptive Transparency, a two-pass technique where the first constructs a visibility function which compresses on the fly (this compression avoids having to fully sort the fragments) and the second uses this data to composite unordered fragments. Intel's pixel synchronization avoids the need to store all fragments, removing the unbounded memory requirement of many other OIT techniques. Weighted Blended Order-Independent Transparency replaced the over operator with a commutative approximation. Feeding depth information into the weight produces visually-acceptable occlusion. == OIT in Hardware == The Sega Dreamcast games console included hardware support for automatic OIT.

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  • The Best Free AI Coding Assistant for Beginners

    The Best Free AI Coding Assistant for Beginners

    Trying to pick the best AI coding assistant? An AI coding assistant is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI coding assistant slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Is an AI Sales Assistant Worth It in 2026?

    Is an AI Sales Assistant Worth It in 2026?

    Shopping for the best AI sales assistant? An AI sales assistant is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI sales assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • AI Video Generators Reviews: What Actually Works in 2026

    AI Video Generators Reviews: What Actually Works in 2026

    Comparing the best AI video generator? An AI video generator is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI video generator slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • LMArena

    LMArena

    Arena (formerly LMArena and Chatbot Arena) is a public, web-based platform that evaluates large language models (LLMs). Users enter prompts for two anonymous models to respond to and vote on the model that gave the better response, after which the models' identities are revealed. Users can also choose models to test themselves via the "Direct" selection. Companies which have supplied the company with their large language models include OpenAI, Google DeepMind, and Anthropic. The website has been used for preview releases of upcoming models. Chinese company DeepSeek tested its prototype models in the Arena months before its R1 model gained attention in Western media. Other notable pre-release models include OpenAI's GPT-5 under the codename "summit" and Google DeepMind's Gemini 2.5 Flash Image (an image-generation and editing model) under the codename "Nano Banana". Research has identified specific limitations in Arena's methodology. == History == Chatbot Arena was released on April 24, 2023. In June 2024, Chatbot Arena added image support. In September 2024, Chatbot Arena moved to its own dedicated domain name, lmarena.ai (or LMArena). In April 2025, Meta released Llama 4. Llama 4 Maverick beat GPT-4o and Gemini 2.0 Flash on LMArena, but the version of Maverick on LMArena unfairly differed from the publicly available version. LMArena updated their policies in response. In April 2025, LMArena incorporated as an independent company. That May, LMArena raised $100 million in a seed funding round, valuing the company at $600 million. Participants in the seed funding round included Andreessen Horowitz, UC Investments, Lightspeed Venture Partners, Felicis Ventures, and Kleiner Perkins. On January 6, 2026, LMArena announced the closing of a $150 million Series A funding round, bringing the company’s post-money valuation to approximately $1.7 billion. The round was led by Felicis and UC Investments (University of California), with participation from Andreessen Horowitz, The House Fund, LDVP, Kleiner Perkins, Lightspeed Venture Partners, and Laude Ventures. In January 2026, LMArena added video support. On January 28, 2026, LMArena rebranded to "Arena".

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  • Gary B. Fogel

    Gary B. Fogel

    Gary Bryce Fogel (born 1968) is an American biologist and computer scientist. He is the Chief Executive Officer of Natural Selection, Inc. He is most known for his applications of computational intelligence and machine learning to bioinformatics, computational biology, and industrial optimization. == Education and Research == Fogel was born and raised in La Jolla, California, graduating from La Jolla High School. He received a B.A. in biology with a minor in earth sciences from the University of California, Santa Cruz in 1991 and a Ph.D. in biology from the University of California, Los Angeles in 1998. Fogel has published over 150 peer-reviewed publications in conferences and journals, 2 edited books, and 11 patents. As CEO of Natural Selection, Inc., his research focuses on the application of computational intelligence, machine learning, and predictive analytics in areas not limited to: Viral evolution, cellular differentiation, drug discovery, RNA structure, cis-regulatory elements, cancer, and evolutionary game theory as well as the development of evolutionary algorithms and other approaches. == Service == Between 2008–2018 Gary Fogel was editor-in-chief of the Elsevier journal BioSystems. He has served previously as an associate editor for IEEE Transactions on Artificial Intelligence, IEEE Computational Intelligence Magazine (2005–2010), IEEE Transactions on Evolutionary Computation (2001–2013), IEEE Transactions on Emerging Topics in Computational Intelligence (2016–2018), IEEE/ACM Transactions on Computational Biology and Bioinformatics (2004–2008), International Journal of Bioinformatics Research and Applications (2004–2007), International Journal of Data Mining and Bioinformatics (2005–2007), as a consulting editor for the Journal of Computational Intelligence in Bioinformatics (2006–2007), and as an editorial board member of Ecological Informatics (2005–2009) and BMC Big Data Analytics (2015–2020). Within the IEEE Computational Intelligence Society, Fogel founded the Bioinformatics and Bioengineering Technical Committee and established the IEEE Computational Intelligence in Bioinformatics and Computational Biology conference series, chairing the first two meetings in 2004 and 2005 in San Diego. He co-founded the IEEE Conference on Artificial Intelligence in 2023. Fogel served on the IEEE Computational Intelligence Society Administrative Committee (2004–2009, 2014–2022) and served as IEEE CIS Vice President of Conferences (2010–2013, 2019). == Teaching == Gary Fogel also serves as adjunct faculty at San Diego State University in the department of aerospace engineering as well as in the Computational Science Research Center. He has authored four books and numerous articles on the history of early aviation focusing on motorless flight. He is an associate fellow of the American Institute of Aeronautics and Astronautics and serves on the AIAA History Committee. == Awards == 2023 – Outstanding Contribution to Aerospace Education Award, AIAA San Diego Section 2022 – Elected Fellow of the Asia-Pacific Artificial Intelligence Association 2019 – Top 100 AI Leaders in Drug Discovery and Advanced Healthcare by Deep Knowledge Analytics 2019 – Outstanding Contribution to Aerospace Education Award, AIAA San Diego Section 2016 – Meritorious Service Award, IEEE Computational Intelligence Society 2016 – Outstanding Contribution to the Community Award, AIAA San Diego Section 2015 – Outstanding Enhancement of the Image of the Aerospace Profession Award, AIAA San Diego Section 2012 – Medal for Significant Achievement, San Diego Chapter of Sigma Xi 2012 – Fellow of the Institute of Electrical and Electronics Engineers for contributions to computational intelligence and its application to biology, chemistry, and medicine. == Aeromodeling == Gary Fogel has established national and world records for model aircraft. He helped establish the National Model Aviation Heritage program for the Academy of Model Aeronautics. He is a leader member, contest director, and fellow of the Academy of Model Aeronautics, and was inducted into the Academy of Model Aeronautics Hall of Fame in 2025.

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  • Is an AI Content Generator Worth It in 2026?

    Is an AI Content Generator Worth It in 2026?

    Trying to pick the best AI content generator? An AI content generator is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI content generator slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • AI Marketing Tools Reviews: What Actually Works in 2026

    AI Marketing Tools Reviews: What Actually Works in 2026

    In search of the best AI marketing tool? An AI marketing tool is software that uses machine learning to help you get more done — it turns a rough idea into a polished result in seconds. When choosing one, weigh output quality, pricing, export formats, and how well it fits the tools you already use. Whether you are a beginner or a pro, the right AI marketing tool slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Deep Learning Indaba

    Deep Learning Indaba

    The Deep Learning Indaba is an annual conference and educational event that aims to strengthen machine learning and artificial intelligence (AI) capacity across Africa. Launched in 2017, it brings together students, researchers, industry practitioners, and policymakers from across the African continent. == History == The Deep Learning Indaba began in 2017 at the University of the Witwatersrand with over 300 participants from 23 African countries, offering tutorials in advanced AI topics and featuring notable speakers like Nando de Freitas. In 2018, it expanded to 650 delegates at Stellenbosch University, introducing parallel sessions to encourage collaboration. The 2019 edition in Nairobi, Kenya, reflected further growth, with increasing sponsorship and support from major tech companies like Google and Microsoft. === Deep Learning IndabaX ===

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  • Cobham's theorem

    Cobham's theorem

    Cobham's theorem is a theorem in combinatorics on words that has important connections with number theory, notably transcendental numbers, and automata theory. Informally, the theorem gives the condition for the members of a set S of natural numbers written in bases b1 and base b2 to be recognised by finite automata. Specifically, consider bases b1 and b2 such that they are not powers of the same integer. Cobham's theorem states that S written in bases b1 and b2 is recognised by finite automata if and only if S differs by a finite set from a finite union of arithmetic progressions. The theorem was proved by Alan Cobham in 1969 and has since given rise to many extensions and generalisations. == Definitions == Let n > 0 {\displaystyle n>0} be an integer. The representation of a natural number n {\textstyle n} in base b {\textstyle b} is the sequence of digits n 0 n 1 ⋯ n h {\displaystyle n_{0}n_{1}\cdots n_{h}} such that n = n 0 + n 1 b + ⋯ + n h b h {\displaystyle n=n_{0}+n_{1}b+\cdots +n_{h}b^{h}} where 0 ≤ n 0 , n 1 , … , n h < b {\displaystyle 0\leq n_{0},n_{1},\ldots ,n_{h} 0 {\displaystyle n_{h}>0} . The word n 0 n 1 ⋯ n h {\displaystyle n_{0}n_{1}\cdots n_{h}} is often denoted ⟨ n ⟩ b {\displaystyle \langle n\rangle _{b}} , or more simply, n b {\displaystyle n_{b}} . A set of natural numbers S is recognisable in base b {\textstyle b} or more simply b {\textstyle b} -recognisable or b {\textstyle b} -automatic if the set { n b ∣ n ∈ S } {\displaystyle \{n_{b}\mid n\in S\}} of the representations of its elements in base b {\displaystyle b} is a language recognisable by a finite automaton on the alphabet { 0 , 1 , … , b − 1 } {\displaystyle \{0,1,\ldots ,b-1\}} . Two positive integers k {\displaystyle k} and ℓ {\displaystyle \ell } are multiplicatively independent if there are no non-negative integers p {\displaystyle p} and q {\displaystyle q} such that k p = ℓ q {\displaystyle k^{p}=\ell ^{q}} . For example, 2 and 3 are multiplicatively independent, but 8 and 16 are not since 8 4 = 16 3 {\displaystyle 8^{4}=16^{3}} . Two integers are multiplicatively dependent if and only if they are powers of a same third integer. == Problem statements == === Original problem statement === More equivalent statements of the theorem have been given. The original version by Cobham is the following: Another way to state the theorem is by using automatic sequences. Cobham himself calls them "uniform tag sequences." The following form is found in Allouche and Shallit's book:We can show that the characteristic sequence of a set of natural numbers S recognisable by finite automata in base k is a k-automatic sequence and that conversely, for all k-automatic sequences u {\displaystyle u} and all integers 0 ≤ i < k {\displaystyle 0\leq i 1 {\displaystyle \alpha >1} is the dominant eigenvalue of the matrix of morphism f {\displaystyle f} , namely, the matrix M ( f ) = ( m x , y ) x ∈ B , y ∈ A {\displaystyle M(f)=(m_{x,y})_{x\in B,y\in A}} , where m x , y {\displaystyle m_{x,y}} is the number of occurrences of the letter x {\displaystyle x} in the word f ( y ) {\displaystyle f(y)} . A set S of natural numbers is α {\displaystyle \alpha } -recognisable if its characteristic sequence s {\displaystyle s} is α {\displaystyle \alpha } -substitutive. A last definition: a Perron number is an algebraic number z > 1 {\displaystyle z>1} such that all its conjugates belong to the disc { z ′ ∈ C , | z ′ | < z } {\displaystyle \{z'\in \mathbb {C} ,|z'| Read more →

  • Robert Wilensky

    Robert Wilensky

    Robert Wilensky (26 March 1951 – 15 March 2013) was an American computer scientist and professor at the UC Berkeley School of Information, with his main focus of research in artificial intelligence. == Academic career == In 1971, Wilensky received his bachelor's degree in mathematics from Yale University, and in 1978, a Ph.D. in computer science from the same institution. After finishing his thesis, "Understanding Goal-Based Stories", Wilensky joined the faculty from the EECS Department of UC Berkeley. In 1986, he worked as the doctoral advisor of Peter Norvig, who then later published the standard textbook of the field: Artificial Intelligence: A Modern Approach. From 1993 to 1997, Wilensky was the Berkeley Computer Science Division Chair. During this time, he also served as director of the Berkeley Cognitive Science Program, director of the Berkeley Artificial Intelligence Research Project, and board member of the International Computer Science Institute. In 1997, he became a fellow of the Association for Computing Machinery "for research contributions to the areas of natural language processing and digital libraries as well as outstanding leadership in Computer Science." Furthermore, he also was a Fellow of the Association for the Advancement of Artificial Intelligence. He retired from faculty in 2007 and died on Friday, March 15, 2013, of a bacterial infection at the Alta Bates Summit Medical Center. Wilensky was married to Ann Danforth and he is survived by her and their two children, Avi and Eli Wilensky == Research == Throughout his career, Wilensky authored and co-authored over 60 scholarly articles and technical reports on AI, natural language processing, and information dissemination. In addition to his numerous technical publications, Wilensky also published two books on the programming language LISP, LISPcraft and Common LISPcraft, and had almost completed another book manuscript when he suffered a cardiac arrest and stopped writing. Among his publications are: R. Wilensky, (1986-09-17). Common LISPcraft. W. W. Norton & Company. ISBN 9780393955446. T. A. Phelps and R. Wilensky, "Toward active, extensible, networked documents: Multivalent architecture and applications," in Proc. 1st ACM Intl. Conf. on Digital Libraries, E. A. Fox and G. Marchionini, Eds., New York, NY: ACM Press, 1996, pp. 100–108. J. Traupman and R. Wilensky, "Experiments in Improving Unsupervised Word Sense Disambiguation," University of California, Berkeley, Department of EECS, Computer Science Division, Tech. Rep. 03–1227, Feb. 2003. R. Wilensky, Planning and Understanding: A Computational Approach to Human Reasoning, Advanced Book Program, Reading, MA: Addison-Wesley Publishing Co., 1983. R. Wilensky, "Understanding Goal-Based Stories," Yale University, Sep. 1978. B. Kahn and R. Wilensky, "A Framework for Distributed Digital Object Services", May 1995.

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