AI Code Understanding

AI Code Understanding — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Systems development life cycle

    Systems development life cycle

    The systems development life cycle (SDLC) describes the typical phases and progression between phases during the development of a computer-based system. These phases progress from inception to retirement. At base, there is just one life cycle, but the taxonomy used to describe it may vary; the cycle may be classified into different numbers of phases and various names may be used for those phases. The SDLC is analogous to the life cycle of a living organism from its birth to its death. In particular, the SDLC varies by system in much the same way that each living organism has a unique path through its life. The SDLC does not prescribe how engineers should go about their work to move the system through its life cycle. Prescriptive techniques are referred to using various terms such as methodology, model, framework, and formal process. Other terms are used for the same concept as SDLC, including software development life cycle (also SDLC), application development life cycle (ADLC), and system design life cycle (also SDLC). These other terms focus on a different scope of development and are associated with different prescriptive techniques, but are about the same essential life cycle. The term "life cycle" is often written without a space, as "lifecycle", with the former more popular in the past and in non-engineering contexts. The acronym SDLC was coined when the longer form was more popular and has remained associated with the expansion, even though the shorter form is popular in engineering. Also, SDLC is relatively unique as opposed to the TLA SDL, which is highly overloaded. == Phases == Depending on the source, the SDLC is described as having different phases and using different terms. Even so, there are common aspects. The following attempts to describe notable phases using notable terminology. The phases are somewhat ordered by the natural sequence of development, although they can be overlapping and iterative. === Conceptualization === During conceptualization (a.k.a. conceptual design, system investigation, feasibility), options and priorities are considered. A feasibility study can determine whether the development effort is worthwhile via activities such as understanding user needs, cost estimation, benefit analysis, and resource analysis. A study should address operational, financial, technical, human factors, and legal/political concerns. === Requirements analysis === Requirements analysis (a.k.a. preliminary design) involves understanding the problem and determining what is needed. Often this involves engaging users to define the requirements and recording them in a document known as a requirements specification. === Design === During the design phase (a.k.a. detail design), a solution is planned. The plan can include relatively high-level information such as describing the major components of the system. The plan can include relatively low-level information such as describing functions, screen layout, business rules, and process flow. The design phase is informed by the requirements of the system. The design must satisfy each requirement. The design may be recorded in textual documents as well as functional hierarchy diagrams, example screen images, business rules, process diagrams, pseudo-code, and data models. === Construction === During construction (a.k.a. implementation, production), the system is realized. Based on the design, hardware and software components are created and integrated. This phase includes testing sub-components, components and the integration of some components, but typically does not include testing at the complete system level. This phase may include the development of training materials, including user manuals and help files. === Acceptance === The acceptance phase (a.k.a. system testing) is about testing the complete system to ensure that it meets customer expectations (requirements). === Deployment === The deployment phase (a.k.a. implementation) involves the logistics of delivery to the customer. Some systems are deployed as a single instance (i.e. in the cloud), and deployment may be ad hoc and manual. Some systems are built in quantity and are associated with manufacturing process and commissioning. This phase may include training users to use the system. It may include transitioning future development to support staff. === Maintenance === During the maintenance phase (a.k.a. operation, utilization, support) development is largely inactive, although this phase does include customer support for resolving user issues and recording suggestions for improvement. Fixes and enhancements are handled by returning to the first phase, conceptualization. For minor changes, the cycle may be significantly abbreviated compared to initial development. === Decommission === Decommission (a.k.a. disposition, retirement, phase-out) is when the system is removed from use, i.e., when it reaches end-of-life. == Practices == === Management and control === SDLC phase objectives are described in this section with key deliverables, a description of recommended tasks, and a summary of related control objectives for effective management. It is critical for the project manager to establish and monitor control objectives while executing projects. Control objectives are clear statements of the desired result or purpose and should be defined and monitored throughout a project. Control objectives can be grouped into major categories (domains), and relate to the SDLC phases as shown in the figure. To manage and control a substantial SDLC initiative, a work breakdown structure (WBS) captures and schedules the work. The WBS and all programmatic material should be kept in the "project description" section of the project notebook. The project manager chooses a WBS format that best describes the project. The diagram shows that coverage spans numerous phases of the SDLC, but the associated MCD (Management Control Domains) shows mappings to SDLC phases. For example, Analysis and Design is primarily performed as part of the Acquisition and Implementation Domain, and System Build and Prototype is primarily performed as part of delivery and support. === Work breakdown structured organization === The upper section of the WBS provides an overview of the project scope and timeline. It should also summarize the major phases and milestones. The middle section is based on the SDLC phases. WBS elements consist of milestones and tasks to be completed rather than activities to be undertaken, and have a deadline. Each task has a measurable output (e.g., an analysis document). A WBS task may rely on one or more activities (e.g., coding). Parts of the project needing support from contractors should have a statement of work (SOW). The development of an SOW does not occur during a specific phase of SDLC but is developed to include the work from the SDLC process that may be conducted by contractors. === Baselines === Baselines are established after four of the five phases of the SDLC, and are critical to the iterative nature of the model. Baselines become milestones. functional baseline: established after the conceptual design phase. allocated baseline: established after the preliminary design phase. product baseline: established after the detailed design and development phase. updated product baseline: established after the production construction phase. In the following diagram, these stages are divided into ten steps, from definition to creation and modification of IT work products:

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  • Pulsar (social listening platform)

    Pulsar (social listening platform)

    Pulsar is a software platform for social media monitoring, audience intelligence and social listening that allows organizations to monitor and analyze online conversations across social media, news, and other digital sources. The platform combines social media listening, media monitoring, trend analysis, and audience segmentation to help users understand public discussions and audience behavior in real time. The platform is a social listening platform, which aggregates data from networks such as X, Facebook, Instagram, and forums) and applies artificial intelligence for text and sentiment analysis. Pulsar is offered as a cloud-based Software as a Service (SaaS) tool and insights consultancy. It has been part of Pulsar Group (formerly Access Intelligence), a publicly listed group of communications software products, since 2019. As well as commercial uses, the platform has been used in peer-reviewed academic research analysing online discourse. The platform is listed on the UK government's G-Cloud 14 Digital Marketplace for the provision of social listening and audience intelligence services. == History == Pulsar originated in the early 2010s as a project within Face, a London-based innovation and market research consultancy. The platform's first product, Pulsar TRAC, launched in 2013 as a social media analytics tool. Pulsar TRAC was designed to measure the reach of conversations, mapping brand audiences, and tracking how content spreads through networks. The development was led by Dr Francesco D'Orazio, who created the Pulsar brand and led the development of the platform while serving as VP of Product and Innovation at Face. Face itself had been acquired by the Cello Group Plc (a UK-based advisory firm) in 2012, and Pulsar became part of Cello's portfolio of research and data tools. In January 2017, Cello Group made a significant investment to scale Pulsar and announced the merger of Face's qualitative research business into Pulsar, unifying both under the Pulsar brand for global expansion. In 2018, Pulsar opened an office in Los Angeles to better serve its growing U.S. client base in media, healthcare, and entertainment sectors and Francesco D'Orazio was appointed CEO. The company focused on developing new products amid a wave of consolidation in the social listening industry. In October 2019, Pulsar was acquired by Access Intelligence Plc (now Pulsar Group), an AIM-listed communications software company. The group, which also owns PR and media tools Isentia, Vuelio and ResponseSource, integrated Pulsar to their end-to-end marketing and communications insights offering. Pulsar established a new office in Sydney, Australia in 2022 as part of this global expansion, adding to its existing offices in London and Los Angeles. In 2023, Pulsar Group (then Access Intelligence) was recognised as one of Europe's fastest growing companies by the Financial Times. In May 2024, Access Intelligence PLC changed its name to Pulsar Group PLC. The company has since continued to develop its platform. In March 2025 it introduced new tool Narratives AI, described as a "search engine for public opinion" and the first of its kind for analyzing public narratives and their evolutions in both social media and the news. In October 2025, Pulsar launched Insight Agents, a set of AI agents embedded into the platform advertised to "proactively anticipate user needs or issues, carry out routine tasks, uncover anomalies in your datasets, and prompt responses at scale, 24/7." == Products == Pulsar's architecture integrates four main products into a single interface. The core product suite is often broken into three main components: Pulsar TRAC (for social listening and audience analysis), Pulsar TRENDS (for trend discovery and analysis), and Pulsar CORE (for owned-channel and web analytics). Pulsar's fourth product is Narratives AI. === Pulsar TRAC === Pulsar TRAC is a social listening and audience intelligence platform that allows users to configure searches that track public conversations and measure audience behaviour. Pulsar TRAC is focused on conversation insights and audience segmentations - the platform is reported to collect and analyse data from a wide range of sources, including major social networks, forums, news and review sites, and ecommerce platforms, with real-time visualisations and AI-supported analytics used to find patterns and communities of interest. Pulsar TRAC can be incorporated into workflows with other audience tools, such as an integration with Audiense that connects TRAC's conversation insights to external audience-segmentation datasets. === Pulsar CORE === Pulsar CORE centres on the analysis of owned-channel data, such as brand social media profiles, website interaction and other in-house digital assets, to generate audience and content insights. CORE can monitor published content, evaluate competitors, and extract demographic and behavioural segmentation from owned channels. === Narratives AI === Narratives AI is a tool within the Pulsar audience intelligence platform that uses artificial intelligence to detect, cluster and analyse narratives forming across social and news media. It was launched in March 2025 as a standalone search interface that processes real-time and historical data to find cultural trends, behaviours and beliefs. It uses clustering algorithms and visualisation to show how conversations form and spread online, and their relative importance within wider discourse. == Notable features == === Insight Agents === Pulsar's Insight Agents are AI-powered agents within the Pulsar platform designed to automate and augment common tasks in media, social, audience and narrative intelligence. Branded as TeamMates, these agents are grouped into four functional types: Sentinels for real-time monitoring, anomaly detection and alerting Oracles for forecasting and scenario planning Custodians for governance, compliance and policy enforcement Analysts for research, reporting and recommendations Each agent is trained on Pulsar's multi-source data and domain-specific workflows. In February 2026, Pulsar introduced 'Crisis Oracle,' an AI-driven system designed to quantify narrative momentum and predict reputational risk. == Academic research == Pulsar has been used as a data collection and analysis tool in peer-reviewed academic research across public health, infodemiology, veterinary science, and policy research. Published uses include a World Health Organization report on infodemic management, a Journal of Medical Internet Research study on headache and migraine discourse across Japan, Germany, and France, a Frontiers in Big Data study of Long COVID narratives, and Frontiers in Veterinary Science studies on canine chronic kidney disease and oral medication administration in dogs.

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  • Construction of t-norms

    Construction of t-norms

    In mathematics, t-norms are a special kind of binary operations on the real unit interval [0, 1]. Various constructions of t-norms, either by explicit definition or by transformation from previously known functions, provide a plenitude of examples and classes of t-norms. This is important, e.g., for finding counter-examples or supplying t-norms with particular properties for use in engineering applications of fuzzy logic. The main ways of construction of t-norms include using generators, defining parametric classes of t-norms, rotations, or ordinal sums of t-norms. Relevant background can be found in the article on t-norms. == Generators of t-norms == The method of constructing t-norms by generators consists in using a unary function (generator) to transform some known binary function (most often, addition or multiplication) into a t-norm. In order to allow using non-bijective generators, which do not have the inverse function, the following notion of pseudo-inverse function is employed: Let f: [a, b] → [c, d] be a monotone function between two closed subintervals of extended real line. The pseudo-inverse function to f is the function f (−1): [c, d] → [a, b] defined as f ( − 1 ) ( y ) = { sup { x ∈ [ a , b ] ∣ f ( x ) < y } for f non-decreasing sup { x ∈ [ a , b ] ∣ f ( x ) > y } for f non-increasing. {\displaystyle f^{(-1)}(y)={\begin{cases}\sup\{x\in [a,b]\mid f(x)y\}&{\text{for }}f{\text{ non-increasing.}}\end{cases}}} === Additive generators === The construction of t-norms by additive generators is based on the following theorem: Let f: [0, 1] → [0, +∞] be a strictly decreasing function such that f(1) = 0 and f(x) + f(y) is in the range of f or in [f(0+), +∞] for all x, y in [0, 1]. Then the function T: [0, 1]2 → [0, 1] defined as T(x, y) = f (-1)(f(x) + f(y)) is a t-norm. Alternatively, one may avoid using the notion of pseudo-inverse function by having T ( x , y ) = f − 1 ( min ( f ( 0 + ) , f ( x ) + f ( y ) ) ) {\displaystyle T(x,y)=f^{-1}\left(\min \left(f(0^{+}),f(x)+f(y)\right)\right)} . The corresponding residuum can then be expressed as ( x ⇒ y ) = f − 1 ( max ( 0 , f ( y ) − f ( x ) ) ) {\displaystyle (x\Rightarrow y)=f^{-1}\left(\max \left(0,f(y)-f(x)\right)\right)} . And the biresiduum as ( x ⇔ y ) = f − 1 ( | f ( x ) − f ( y ) | ) {\displaystyle (x\Leftrightarrow y)=f^{-1}\left(\left|f(x)-f(y)\right|\right)} . If a t-norm T results from the latter construction by a function f which is right-continuous in 0, then f is called an additive generator of T. Examples: The function f(x) = 1 – x for x in [0, 1] is an additive generator of the Łukasiewicz t-norm. The function f defined as f(x) = –log(x) if 0 < x ≤ 1 and f(0) = +∞ is an additive generator of the product t-norm. The function f defined as f(x) = 2 – x if 0 ≤ x < 1 and f(1) = 0 is an additive generator of the drastic t-norm. Basic properties of additive generators are summarized by the following theorem: Let f: [0, 1] → [0, +∞] be an additive generator of a t-norm T. Then: T is an Archimedean t-norm. T is continuous if and only if f is continuous. T is strictly monotone if and only if f(0) = +∞. Each element of (0, 1) is a nilpotent element of T if and only if f(0) < +∞. The multiple of f by a positive constant is also an additive generator of T. T has no non-trivial idempotents. (Consequently, e.g., the minimum t-norm has no additive generator.) === Multiplicative generators === The isomorphism between addition on [0, +∞] and multiplication on [0, 1] by the logarithm and the exponential function allow two-way transformations between additive and multiplicative generators of a t-norm. If f is an additive generator of a t-norm T, then the function h: [0, 1] → [0, 1] defined as h(x) = e−f (x) is a multiplicative generator of T, that is, a function h such that h is strictly increasing h(1) = 1 h(x) · h(y) is in the range of h or equal to 0 or h(0+) for all x, y in [0, 1] h is right-continuous in 0 T(x, y) = h (−1)(h(x) · h(y)). Vice versa, if h is a multiplicative generator of T, then f: [0, 1] → [0, +∞] defined by f(x) = −log(h(x)) is an additive generator of T. == Parametric classes of t-norms == Many families of related t-norms can be defined by an explicit formula depending on a parameter p. This section lists the best known parameterized families of t-norms. The following definitions will be used in the list: A family of t-norms Tp parameterized by p is increasing if Tp(x, y) ≤ Tq(x, y) for all x, y in [0, 1] whenever p ≤ q (similarly for decreasing and strictly increasing or decreasing). A family of t-norms Tp is continuous with respect to the parameter p if lim p → p 0 T p = T p 0 {\displaystyle \lim _{p\to p_{0}}T_{p}=T_{p_{0}}} for all values p0 of the parameter. === Schweizer–Sklar t-norms === The family of Schweizer–Sklar t-norms, introduced by Berthold Schweizer and Abe Sklar in the early 1960s, is given by the parametric definition T p S S ( x , y ) = { T min ( x , y ) if p = − ∞ ( x p + y p − 1 ) 1 / p if − ∞ < p < 0 T p r o d ( x , y ) if p = 0 ( max ( 0 , x p + y p − 1 ) ) 1 / p if 0 < p < + ∞ T D ( x , y ) if p = + ∞ . {\displaystyle T_{p}^{\mathrm {SS} }(x,y)={\begin{cases}T_{\min }(x,y)&{\text{if }}p=-\infty \\(x^{p}+y^{p}-1)^{1/p}&{\text{if }}-\infty −∞ Continuous if and only if p < +∞ Strict if and only if −∞ < p ≤ 0 (for p = −1 it is the Hamacher product) Nilpotent if and only if 0 < p < +∞ (for p = 1 it is the Łukasiewicz t-norm). The family is strictly decreasing for p ≥ 0 and continuous with respect to p in [−∞, +∞]. An additive generator for T p S S {\displaystyle T_{p}^{\mathrm {SS} }} for −∞ < p < +∞ is f p S S ( x ) = { − log ⁡ x if p = 0 1 − x p p otherwise. {\displaystyle f_{p}^{\mathrm {SS} }(x)={\begin{cases}-\log x&{\text{if }}p=0\\{\frac {1-x^{p}}{p}}&{\text{otherwise.}}\end{cases}}} === Hamacher t-norms === The family of Hamacher t-norms, introduced by Horst Hamacher in the late 1970s, is given by the following parametric definition for 0 ≤ p ≤ +∞: T p H ( x , y ) = { T D ( x , y ) if p = + ∞ 0 if p = x = y = 0 x y p + ( 1 − p ) ( x + y − x y ) otherwise. {\displaystyle T_{p}^{\mathrm {H} }(x,y)={\begin{cases}T_{\mathrm {D} }(x,y)&{\text{if }}p=+\infty \\0&{\text{if }}p=x=y=0\\{\frac {xy}{p+(1-p)(x+y-xy)}}&{\text{otherwise.}}\end{cases}}} The t-norm T 0 H {\displaystyle T_{0}^{\mathrm {H} }} is called the Hamacher product. Hamacher t-norms are the only t-norms which are rational functions. The Hamacher t-norm T p H {\displaystyle T_{p}^{\mathrm {H} }} is strict if and only if p < +∞ (for p = 1 it is the product t-norm). The family is strictly decreasing and continuous with respect to p. An additive generator of T p H {\displaystyle T_{p}^{\mathrm {H} }} for p < +∞ is f p H ( x ) = { 1 − x x if p = 0 log ⁡ p + ( 1 − p ) x x otherwise. {\displaystyle f_{p}^{\mathrm {H} }(x)={\begin{cases}{\frac {1-x}{x}}&{\text{if }}p=0\\\log {\frac {p+(1-p)x}{x}}&{\text{otherwise.}}\end{cases}}} === Frank t-norms === The family of Frank t-norms, introduced by M.J. Frank in the late 1970s, is given by the parametric definition for 0 ≤ p ≤ +∞ as follows: T p F ( x , y ) = { T m i n ( x , y ) if p = 0 T p r o d ( x , y ) if p = 1 T L u k ( x , y ) if p = + ∞ log p ⁡ ( 1 + ( p x − 1 ) ( p y − 1 ) p − 1 ) otherwise. {\displaystyle T_{p}^{\mathrm {F} }(x,y)={\begin{cases}T_{\mathrm {min} }(x,y)&{\text{if }}p=0\\T_{\mathrm {prod} }(x,y)&{\text{if }}p=1\\T_{\mathrm {Luk} }(x,y)&{\text{if }}p=+\infty \\\log _{p}\left(1+{\frac {(p^{x}-1)(p^{y}-1)}{p-1}}\right)&{\text{otherwise.}}\end{cases}}} The Frank t-norm T p F {\displaystyle T_{p}^{\mathrm {F} }} is strict if p < +∞. The family is strictly decreasing and continuous with respect to p. An additive generator for T p F {\displaystyle T_{p}^{\mathrm {F} }} is f p F ( x ) = { − log ⁡ x if p = 1 1 − x if p = + ∞ log ⁡ p − 1 p x − 1 otherwise. {\displaystyle f_{p}^{\mathrm {F} }(x)={\begin{cases}-\log x&{\text{if }}p=1\\1-x&{\text{if }}p=+\infty \\\log {\frac {p-1}{p^{x}-1}}&{\text{otherwise.}}\end{cases}}} === Yager t-norms === The family of Yager t-norms, introduced in the early 1980s by Ronald R. Yager, is given for 0 ≤ p ≤ +∞ by T p Y ( x , y ) = { T D ( x , y ) if p = 0 max ( 0 , 1 − ( ( 1 − x ) p + ( 1 − y ) p ) 1 / p ) if 0 < p < + ∞ T m i n ( x , y ) if p = + ∞ {\displaystyle T_{p}^{\mathrm {Y} }(x,y)={\begin{cases}T_{\mathrm {D} }(x,y)&{\text{if }}p=0\\\max \left(0,1-((1-x)^{p}+(1-y)^{p})^{1/p}\right)&{\text{if }}0 Read more →

  • Hindsight optimization

    Hindsight optimization

    Hindsight optimisation (HOP) is a computer science technique used in artificial intelligence for analysis of actions which have stochastic results. HOP is used in combination with a deterministic planner. By creating sample results for each of the possible actions from the given state (i.e. determinising the actions), and using the deterministic planner to analyse those sample results, HOP allows an estimate of the actual action.

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  • Centurion Guard

    Centurion Guard

    Centurion Guard is a PC hardware and software-based security product, developed by Centurion Technologies. It was first released in 1996. There were several different releases and versions of this product, and many were distributed in computers donated to libraries by the Bill & Melinda Gates Foundation. == Operating system compatibility == Microsoft Windows 7 Microsoft Windows Vista Microsoft Windows XP

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  • Rifts (role-playing game)

    Rifts (role-playing game)

    Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres. Rifts serves as a cross-over environment for a variety of other Palladium games with different universes connected through "rifts" on Earth that lead to different spaces, times, and realities that Palladium calls the "Rifts Megaverse". Rifts describes itself as an "advanced" role-playing game and not an introduction for those new to the concept. Palladium continues to publish books for the Rifts series, with about 80 books published between 1990 and 2011. Rifts Ultimate Edition was released in August 2005 and designed to update the game with Palladium's incremental changes to its system, changes in the game world, and additional information and character types. The web site is quick to point out that this is not a second edition but an improvement and expansion of the original role playing game. == Background == The RPG had the tentative title Boomers, named after the original name for the Glitter Boy power armor until Kevin Siembieda changed the name after finding out it was in use for Bubblegum Crisis. == Setting == The Rifts world is Earth, but hundreds of years into the future. Ley lines, lines of magic energy, criss-cross the earth forming supernatural geographic areas such as the Bermuda Triangle. Points where Ley Lines intersect, called a nexus, are places of powerful magic, such as the Pyramids of Giza and Stonehenge. If a Ley Line nexus energy surges or is purposely activated, the fabric of space and time can be torn, creating a rift - a hole in space-time leading to another place, time, or dimension. Ley lines contain magical energy called Potential Psychic Energy (PPE), which is found in various places, objects, and animals and is particularly strong in children. An adult's level of PPE can vary based on other factors. PPE also allows Psionics which uses energy known as Inner Strength Points or ISP. Psychic phenomenon (more commonly called psionics) can also vary from individuals, ranging from none at all to Master level abilities. Psychic abilities can manifest in virtually any way imaginable. Some psychics develop differently, such as psi-stalkers; human mutants that feed on psychic energy. === Earth === Rifts begins with two future-historical premises: first, a golden age of humanity occurs, with tremendous advances in science, technology, military, and society. Humanity as a whole is at peace as a majority of Earth's nations decide to cease world war and begin to share ideas and technology freely. Much of the Solar System is conquered, humanity's wars will end, and harmony will reign. This golden age is followed by an unknown cause near the winter solstice and a rare planetary alignment, causing a disaster that cascades into tremendous destruction via a ripple effect. The cataclysm begins with unprecedented storms, earthquakes, tsunamis, and volcanic eruptions, which kill millions of people. The Ley Line networks that crisscross the globe are energized, causing rifts to open both on Earth and throughout the Megaverse. For hundreds of years after the holocaust, many creatures, both mythical beasts and aliens, come through the Rifts to wreak havoc. The old world gone, a new Dark Age dawns and humanity's shrinking population is reduced, due to catastrophe and domestic failure, immeasurably. This period is covered in Palladium's Rifts Chaos Earth spin-off series. Rifts initially takes place in 101 P.A. (equivalent to the year 2387) 289 years after this event. The "Post-Apocalypse" calendar was established by the formation of the Coalition States in 2286. By this time, most of the disasters have quieted down, though Earth is still bathed in PPE. The planet's mystical energy has attracted aliens from other dimensions, who continue to arrive through the Rifts both accidentally and deliberately. The humanoid creatures that arrive on Earth are referred to as Dimensional Beings (called D-Bees). Some resemble familiar fantasy races, such as elves and dwarfs, while others were created specifically for the game setting. Non-humanoid creatures have also arrived, including monstrous creatures and mystical demons. To cope with these natural, supernatural, and alien menaces, the human race has adapted in a variety of ways, many of them borrowed from the technological developments of the lost Golden Age. Powered armor suits and giant vehicles are frequently used to combat the dangers of Rifts, but more invasive augmentation is common. This has three basic categories: "Juicers" augment themselves chemically, the "Borgs" augment themselves mechanically, and "Crazies" use performance-enhancing brain implants. All such augmentations boost strength, speed, endurance, and dexterity to superhuman levels. However, all come at great cost. Chemicals cause the body to wear out faster, decreasing life span to a few years. Mechanical Borg augmentation causes a loss of humanity when those with multiple limb and organ replacements become more machine than human. Brain implants cause mental instability ranging from mild phobias to crippling neurosis or psychosis. ==== North America ==== The strongest power in North America is the Coalition States (CS), which is based in the arcological city of Chi-Town and lays claim to northern Illinois, all of Iowa, the Texas Panhandle, Missouri, and the eastern half of Ontario, Canada. The second greatest power is Free Quebec, a former Coalition State that seceded following a civil war with the other Coalition States. Mexico is ruled by a group of vampire kingdoms, who treat humans as little more than food. North of the Rio Grande, west of Texas and roaming most of the American Southwest are large nomadic bands/tribes of bandits who collectively form the Pecos Empire, consisting of El Paso, Los Alamos, and Houstown. Much of the western United States has more or less willingly reverted to a mix of modern and past technology akin to the Wild West. The Royal Canadian Mounted Police managed to survive the great cataclysm, though Canada itself did not. The Mounties have become an independent law enforcement force called the Tundra Rangers, patrolling the northern wilderness. The Midwest, both upper and central, is home to most of North America's population. The Manistique Imperium and Northern Gun in Michigan's Upper Peninsula, both Coalition allies, are among the largest weapons manufacturing areas on the continent. New Lazlo is one of the largest cities in Michigan's southern portion. Chillicothe in Missouri is a large supplier of Coalition food processing and growing. Missouri's southern half, home to the city-states of Whykin (Poplar Bluff) and Kingsdale (West Plains) are in constant opposition to the CS and claim independence. Arkansas is home to the independent CS ally El Dorado. Southern Illinois and the Ohio Valley is home to the Federation of Magic. Also in the Ohio Valley is Psyscape, a city-state founded by psychics. Tolkeen was a major city in the former Minneapolis region in early Rifts books; the city welcomed users of magic. A military campaign made by the Coalition States (which is the primary event of 109 PA) resulted in the magic-user kingdom being wiped off the map. In the Northeast, the city-state of Lazlo, named after supernatural researcher and writer Victor Lazlo, was built upon the ruins of Toronto. This major center of civilization is well known as a melting pot of humans, D-Bees and other beings, and is the home of Techno-Wizardry. Mad Haven is the name given to the ruins of Manhattan; tectonic forces during the cataclysm have moved it into the coast, creating a peninsula. It is seen by most denizens of Rifts Earth as a refuge of demons and madness. ==== South America ==== The return of Atlantis caused the Amazon River basin to flood most of western South America, giving it the nickname The Land of a Thousand Islands. The Empire of the Sun, consisting of Cuzco, Nazca, Arequipa and Lima, created a wide range of technology and magic, including magic derived from the Nazca lines. In Argentina, the Silver River Republics of Cordoba (the South American Chi-Town), Santiago (one of the most tolerant human nations on Rifts Earth), Achilles (a nation founded by mutants), and New Babylon, a nation where humans and aliens coexist) have thrived and created nations whose strength rivals that of the CS. In Bolivia, freed Human and D-Bees formed the Megaversal Legion: a mercenary company with one of the highest levels of technology on Rifts Earth. ==== Europe ==== England has become a vast wilderness again, broken up by the occasional giant Millennium Tree or feudal kingdom, complete with a New Camelot and a new King Arthur, partially being manipulated by an alien intelligence disguised as Merlin. Also the magic of

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  • Plants vs. Zombies: Replanted

    Plants vs. Zombies: Replanted

    Plants vs. Zombies: Replanted is a 2025 tower defense video game developed by PopCap Seattle, The Lost Pixels, and published by Electronic Arts. It is a remaster of the 2009 game Plants vs. Zombies, introducing upscaled graphics and new additional content. Plants vs. Zombies: Replanted was released for video game consoles and personal computers on October 23, 2025. It received generally positive reviews from critics, but was criticized by the original game's development team for including fabricated concept art and for mishandling the soundtrack. == Gameplay == Plants vs. Zombies: Replanted follows the same gameplay of the original Plants vs. Zombies game with very minor changes. It is a lane-based tower defense game where the player has to defend their home from incoming zombies. The player can place various plants by spending "sun", the game's currency during levels. Sun icons can be collected from the sky during daytime and from sun-producing plants such as sunflowers. Some plants can attack zombies while some can act as defense. If all zombies are defeated in a level, the player wins. If a zombie reaches the left side of the line, a lawn mower—or other similar, relevant object—will activate and clear the row of any zombies, but if the lawn mower has already been used, and another zombie crosses, the game is over. === Replanted features === Plants vs. Zombies: Replanted contains up to 4K upscaled graphics and widescreen support, in comparison to the original game's static 800x600 resolution and 4:3 aspect ratio. Replanted now has full controller support and features local multiplayer modes ported from the original game's seventh generation console ports: co-op, where two players play together with assigned roles; and Versus, where one plays as the plants and the other as the zombies. No online multiplayer is planned, however support for Steam Remote Play was later added in a patch as an alternative for Windows users. Replanted also contains quality-of-life features. Gameplay can now be sped up by the player's will, with a max speed increase of 2.5x. Sun icons can now be mass collected using the "Sun Magnet." On Windows, players can quick-select plants from their seed bank using the number keys as hotkeys. Replanted also introduces two new additional game modes. "Cloudy Day" is a set of non-linear levels in the Adventure campaign. These levels only allow Sunflowers as sun-producing plants. During these levels, the amount of sun dropped from the sky and produced by plants are lowered. At certain times, rain clouds will move over the lawn. While these clouds are present, sun will stop appearing from the sky and from Sunflowers. However, all plants will cost around half their original price and have significantly faster recharge times. "R.I.P. Mode" is a harder difficulty of the Adventure campaign, but the player is forced back to the beginning if they lose a single level. Replanted additionally features "bonus levels" included as non-linear levels in the Adventure campaign. These include 10 new minigames that were previously unused in the original game. In a later update, Replanted added "Survival: Endless" levels to all five areas of the game instead of just the daytime pool. == Development == The existence of a Plants vs. Zombies remaster was revealed in an interview with Janet Robin from The String Revolution, who they did a vinyl collaboration with the franchise in 2025 with Iam8bit. Janet stated that EA commissioned them to record an acoustic composition of the track "Crazy Dave" to be used for an "anniversary edition" of the game. The song would be additionally be a tribute to the song "Bad Guy", which artist Billie Eilish has stated to be somewhat similar to the track. Plants vs. Zombies Replanted was officially announced in a Nintendo Direct presentation in late July 2025. As an incentive, people who pre-ordered the game are given an in-game retro-styled skin of the Peashooter. Replanted was showcased at PAX West on August 25, 2025. A dev diary for Plants vs. Zombies: Replanted was uploaded to YouTube on October 17, 2025. The video features Nick Reinhart, Jake Neri, and Matt Townsend. A developer panel for the game was available during TwitchCon 2025. == Release == Plants vs. Zombies: Replanted was released for Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and Series S, and personal computers on October 23, 2025. It was leaked onto the internet on October 17, 2025. Players discovered multiple software bugs, and multiple assets alleged to be upscaled by generative artificial intelligence were found, leading to backlash. Numerous bugs were fixed in a day-one patch on October 23, 2025. == Reception == === Critical response === The versions of Plants vs. Zombies: Replanted for Windows, PlayStation 5, and Nintendo Switch 2 received "generally favorable" reviews from critics, according to review aggregator website Metacritic, while the Xbox Series X version received "mixed or average" reviews. According to OpenCritic, 57% of critics recommended it. IGN's Alessandro Fillari called it "a good way to get re-acquainted with one of the quirkiest puzzle-strategy games of the 2000s", while acknowledging its questionable decisions. Shacknews' David Craddock said it was his favorite version of Plants vs. Zombies, stating, "it packs everything fans loved about the original game, plus lots more" while justifying its US$20 price. The Verge described Replanted as "a time capsule from a simpler, happier time". Kyle Hilliard from Game Informer praised its faithfulness, complimenting the new animations and character designs that did not alter its memorability. Noah Hunter for Final Weapon described the remake as solid, though criticized the lack of certain features and containing bugs that gate it from being excellent. Ben Lyons from Gamereactor stated Replanted is the same as the original overall, despite believing the £18 price is not justified. === Original developers === Rich Werner, the original game's character designer, claims that some concept art contained in the game, speculated to be for Plants vs. Zombies: Garden Warfare (2014), did not originate from the original's development. Werner also stated that concept art for the Disco Zombie is fabricated; the design for the Disco Zombie was created after the estate of Michael Jackson requested the original Dancing Zombie, who resembles Michael Jackson from his Thriller music video, be removed from the game. On October 19, 2026, composer Laura Shigihara expressed her dissatisfaction with the lack of dynamic music in the game. Dynamic music would later be implemented in a later patch. In an interview featuring Rich Werner and user interface designer Matt Holmberg on April 29, 2026, Werner revealed that he and Shigihara were contacted by EA to make a music video to market Replanted. However, after the game was leaked, Werner's response on social media led EA to cancel the collaboration.

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  • Predicate (logic)

    Predicate (logic)

    In logic, a predicate is a non-logical symbol that represents a property or a relation, though, formally, does not need to represent anything at all. For instance, in the first-order formula P ( a ) {\displaystyle P(a)} , the symbol P {\displaystyle P} is a predicate that applies to the individual constant a {\displaystyle a} which evaluates to either true or false. Similarly, in the formula R ( a , b ) {\displaystyle R(a,b)} , the symbol R {\displaystyle R} is a predicate that applies to the individual constants a {\displaystyle a} and b {\displaystyle b} . Predicates are considered a primitive notion of first-order, and higher-order logic and are therefore not defined in terms of other more basic concepts. The term derives from the grammatical term "predicate", meaning a word or phrase that represents a property or relation. In the semantics of logic, predicates are interpreted as relations. For instance, in a standard semantics for first-order logic, the formula R ( a , b ) {\displaystyle R(a,b)} would be true on an interpretation if the entities denoted by a {\displaystyle a} and b {\displaystyle b} stand in the relation denoted by R {\displaystyle R} . Since predicates are non-logical symbols, they can denote different relations depending on the interpretation given to them. While first-order logic only includes predicates that apply to individual objects, other logics may allow predicates that apply to collections of objects defined by other predicates. Strictly speaking, a predicate does not need to be given any interpretation, so long as its syntactic properties are well-defined. For example, equality may be understood solely through its reflexive and substitution properties (cf. Equality (mathematics) § Axioms). Other properties can be derived from these, and they are sufficient for proving theorems in mathematics. Similarly, set membership can be understood solely through the axioms of Zermelo–Fraenkel set theory. == Predicates in different systems == A predicate is a statement or mathematical assertion that contains variables, sometimes referred to as predicate variables, and may be true or false depending on those variables’ value or values. In propositional logic, atomic formulas are sometimes regarded as zero-place predicates. In a sense, these are nullary (i.e. 0-arity) predicates. In first-order logic, a predicate is a non-logical relation symbol, which forms an atomic formula when applied to an appropriate number of terms. In set theory with the law of excluded middle, predicates are understood to be characteristic functions or set indicator functions (i.e., functions from a set element to a truth value). Set-builder notation makes use of predicates to define sets. In autoepistemic logic, which rejects the law of excluded middle, predicates may be true, false, or simply unknown. In particular, a given collection of facts may be insufficient to determine the truth or falsehood of a predicate. In fuzzy logic, the strict true/false valuation of the predicate is replaced by a quantity interpreted as the degree of truth.

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  • Doubao

    Doubao

    Doubao (Chinese: 豆包) is an artificial intelligence assistant developed by ByteDance. == History == The chatbot was launched in August 2023. By November 2024, it had become China's most popular AI chatbot, with approximately 60 million monthly active users according to industry analytics. == Design == Doubao is powered by Volcano Engine (Volcengine), 120 trillion tokens consumed per day. == Variants == === Dola === The international version of Doubao is Dola which was launched in August 2023 as Cici. Dola is powered by OpenAI's GPT series of large language models and by Google's Gemini.

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  • Autonomic computing

    Autonomic computing

    Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth. == Description == The AC system concept is designed to make adaptive decisions, using high-level policies. It will constantly check and optimize its status and automatically adapt itself to changing conditions. An autonomic computing framework is composed of autonomic components (AC) interacting with each other. An AC can be modeled in terms of two main control schemes (local and global) with sensors (for self-monitoring), effectors (for self-adjustment), knowledge and planner/adapter for exploiting policies based on self- and environment awareness. This architecture is sometimes referred to as Monitor-Analyze-Plan-Execute (MAPE). Driven by such vision, a variety of architectural frameworks based on "self-regulating" autonomic components has been recently proposed. A similar trend has recently characterized significant research in the area of multi-agent systems. However, most of these approaches are typically conceived with centralized or cluster-based server architectures in mind and mostly address the need of reducing management costs rather than the need of enabling complex software systems or providing innovative services. Some autonomic systems involve mobile agents interacting via loosely coupled communication mechanisms. Autonomy-oriented computation is a paradigm proposed by Jiming Liu in 2001 that uses artificial systems imitating social animals' collective behaviours to solve difficult computational problems. For example, ant colony optimization could be studied in this paradigm. == Problem of growing complexity == Forecasts suggested that the computing devices in use would grow at 38% per year and the average complexity of each device was increasing. This volume and complexity was managed by highly skilled humans; but the demand for skilled IT personnel was already outstripping supply, with labour costs exceeding equipment costs by a ratio of up to 18:1. Computing systems have brought great benefits of speed and automation but there is now an overwhelming economic need to automate their maintenance. In a 2003 IEEE Computer article, Kephart and Chess warn that the dream of interconnectivity of computing systems and devices could become the "nightmare of pervasive computing" in which architects are unable to anticipate, design and maintain the complexity of interactions. They state the essence of autonomic computing is system self-management, freeing administrators from low-level task management while delivering better system behavior. A general problem of modern distributed computing systems is that their complexity, and in particular the complexity of their management, is becoming a significant limiting factor in their further development. Large companies and institutions are employing large-scale computer networks for communication and computation. The distributed applications running on these computer networks are diverse and deal with multiple tasks, ranging from internal control processes to presenting web content to customer support. Additionally, mobile computing is pervading these networks at an increasing speed: employees need to communicate with their companies while they are not in their office. They do so by using laptops, personal digital assistants, or mobile phones with diverse forms of wireless technologies to access their companies' data. This creates an enormous complexity in the overall computer network which is hard to control manually by human operators. Manual control is time-consuming, expensive, and error-prone. The manual effort needed to control a growing networked computer-system tends to increase quickly. 80% of such problems in infrastructure happen at the client specific application and database layer. Most 'autonomic' service providers guarantee only up to the basic plumbing layer (power, hardware, operating system, network and basic database parameters). == Characteristics of autonomic systems == A possible solution could be to enable modern, networked computing systems to manage themselves without direct human intervention. The Autonomic Computing Initiative (ACI) aims at providing the foundation for autonomic systems. It is inspired by the autonomic nervous system of the human body. This nervous system controls important bodily functions (e.g. respiration, heart rate, and blood pressure) without any conscious intervention. In a self-managing autonomic system, the human operator takes on a new role: instead of controlling the system directly, he/she defines general policies and rules that guide the self-management process. For this process, IBM defined the following four types of property referred to as self-star (also called self-, self-x, or auto-) properties. Self-configuration: Automatic configuration of components; Self-healing: Automatic discovery, and correction of faults; Self-optimization: Automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements; Self-protection: Proactive identification and protection from arbitrary attacks. Others such as Poslad and Nami and Sharifi have expanded on the set of self-star as follows: Self-regulation: A system that operates to maintain some parameter, e.g., Quality of service, within a reset range without external control; Self-learning: Systems use machine learning techniques such as unsupervised learning which does not require external control; Self-awareness (also called Self-inspection and Self-decision): System must know itself. It must know the extent of its own resources and the resources it links to. A system must be aware of its internal components and external links in order to control and manage them; Self-organization: System structure driven by physics-type models without explicit pressure or involvement from outside the system; Self-creation (also called Self-assembly, Self-replication): System driven by ecological and social type models without explicit pressure or involvement from outside the system. A system's members are self-motivated and self-driven, generating complexity and order in a creative response to a continuously changing strategic demand; Self-management (also called self-governance): A system that manages itself without external intervention. What is being managed can vary dependent on the system and application. Self -management also refers to a set of self-star processes such as autonomic computing rather than a single self-star process; Self-description (also called self-explanation or Self-representation): A system explains itself. It is capable of being understood (by humans) without further explanation. IBM has set forth eight conditions that define an autonomic system: The system must know itself in terms of what resources it has access to, what its capabilities and limitations are and how and why it is connected to other systems; be able to automatically configure and reconfigure itself depending on the changing computing environment; be able to optimize its performance to ensure the most efficient computing process; be able to work around encountered problems by either repairing itself or routing functions away from the trouble; detect, identify and protect itself against various types of attacks to maintain overall system security and integrity; adapt to its environment as it changes, interacting with neighboring systems and establishing communication protocols; rely on open standards and cannot exist in a proprietary environment; anticipate the demand on its resources while staying transparent to users. Even though the purpose and thus the behaviour of autonomic systems vary from system to system, every autonomic system should be able to exhibit a minimum set of properties to achieve its purpose: Automatic: This essentially means being able to self-control its internal functions and operations. As such, an autonomic system must be self-contained and able to start-up and operate without any manual intervention or external help. Again, the knowledge required to bootstrap the system (Know-how) must be inherent to the system. Adaptive: An autonomic system must be able to change its operation (i.e., its configuration, state and functions). This will allow the system to cope with temporal and spatial changes in its operational context either long term (environment customisation/optimisation) or short term (exceptional conditions such as malicious attacks, faults, etc.). Aware: An autonomic system must be able to monitor (sense) its operational context as well as its internal state in order to be able to asses

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  • Neural architecture search

    Neural architecture search

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

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  • Mark I Perceptron

    Mark I Perceptron

    The Mark I Perceptron was a pioneering supervised image classification learning system developed by Frank Rosenblatt in 1958. It was the first implementation of an artificial intelligence (AI) machine. It differs from the Perceptron which is a software architecture proposed in 1943 by Warren McCulloch and Walter Pitts, which was also employed in Mark I, and enhancements of which have continued to be an integral part of cutting edge AI technologies like the Transformer. == Architecture == The Mark I Perceptron was organized into three layers: A set of sensory units which receive optical input A set of association units, each of which fire based on input from multiple sensory units A set of response units, which fire based on input from multiple association units The connection between sensory units and association units were random. The working of association units was very similar to the response units. Different versions of the Mark I used different numbers of units in each of the layers. == Capabilities == In his 1957 proposal for funding for development of the "Cornell Photoperceptron", Rosenblatt claimed:"Devices of this sort are expected ultimately to be capable of concept formation, language translation, collation of military intelligence, and the solution of problems through inductive logic."With the first version of the Mark I Perceptron as early as 1958, Rosenblatt demonstrated a simple binary classification experiment, namely distinguishing between sheets of paper marked on the right versus those marked on the left side. One of the later experiments distinguished a square from a circle printed on paper. The shapes were perfect and their sizes fixed; the only variation was in their position and orientation. The Mark I Perceptron achieved 99.8% accuracy on a test dataset with 500 neurons in a single layer. The size of the training dataset was 10,000 example images. It took 3 seconds for the training pipeline to go through a single image. Higher accuracy was observed with thick outline figures compared to solid figures, likely because outline figures reduced overfitting. Another experiment distinguished between a square and a diamond for which 100% accuracy was achieved with only 60 training images, with a Perceptron having 1,000 neurons in a single layer. The time taken to process each training input for this larger perceptron was 15 seconds. The only variation was in position of the image, since rotation would have been ambiguous. In that same experiment, it could distinguish between the letters X and E with 100% accuracy when trained with only 20 images (10 images of each letter). Variations in the images included both position and rotation by up to 30 degrees. When variation in rotation was increased to any angle (both in training and test datasets), the accuracy reduced to 90% with 60 training images (30 images of each letter). For distinguishing between the letters E and F, a more challenging problem due to their similarity, the same 1,000 neuron perceptron achieved an accuracy of more than 80% with 60 training images. Variation was only in the position of the image, with no rotation.

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  • Multi-agent reinforcement learning

    Multi-agent reinforcement learning

    Multi-agent reinforcement learning (MARL) is a sub-field of reinforcement learning. It focuses on studying the behavior of multiple learning agents that coexist in a shared environment. Each agent is motivated by its own rewards, and does actions to advance its own interests; in some environments these interests are opposed to the interests of other agents, resulting in complex group dynamics. Multi-agent reinforcement learning is closely related to game theory and especially repeated games, as well as multi-agent systems. Its study combines the pursuit of finding ideal algorithms that maximize rewards with a more sociological set of concepts. While research in single-agent reinforcement learning is concerned with finding the algorithm that gets the biggest number of points for one agent, research in multi-agent reinforcement learning evaluates and quantifies social metrics, such as cooperation, reciprocity, equity, social influence, language and discrimination. == Definition == Similarly to single-agent reinforcement learning, multi-agent reinforcement learning is modeled as some form of a Markov decision process (MDP). Fix a set of agents I = { 1 , . . . , N } {\displaystyle I=\{1,...,N\}} . We then define: A set S {\displaystyle S} of environment states. One set A i {\displaystyle {\mathcal {A}}_{i}} of actions for each of the agents i ∈ I = { 1 , … , N } {\displaystyle i\in I=\{1,\dots ,N\}} . P a → ( s , s ′ ) = Pr ( s t + 1 = s ′ ∣ s t = s , a → t = a → ) {\displaystyle P_{\vec {a}}(s,s')=\Pr(s_{t+1}=s'\mid s_{t}=s,{\vec {a}}_{t}={\vec {a}})} is the probability of transition (at time t {\displaystyle t} ) from state s {\displaystyle s} to state s ′ {\displaystyle s'} under joint action a → {\displaystyle {\vec {a}}} . R → a → ( s , s ′ ) {\displaystyle {\vec {R}}_{\vec {a}}(s,s')} is the immediate joint reward after the transition from s {\displaystyle s} to s ′ {\displaystyle s'} with joint action a → {\displaystyle {\vec {a}}} . In settings with perfect information, such as the games of chess and Go, the MDP would be fully observable. In settings with imperfect information, especially in real-world applications like self-driving cars, each agent would access an observation that only has part of the information about the current state. In the partially observable setting, the core model is the partially observable stochastic game in the general case, and the decentralized POMDP in the cooperative case. == Cooperation vs. competition == When multiple agents are acting in a shared environment their interests might be aligned or misaligned. MARL allows exploring all the different alignments and how they affect the agents' behavior: In pure competition settings, the agents' rewards are exactly opposite to each other, and therefore they are playing against each other. Pure cooperation settings are the other extreme, in which agents get the exact same rewards, and therefore they are playing with each other. Mixed-sum settings cover all the games that combine elements of both cooperation and competition. === Pure competition settings === When two agents are playing a zero-sum game, they are in pure competition with each other. Many traditional games such as chess and Go fall under this category, as do two-player variants of video games like StarCraft. Because each agent can only win at the expense of the other agent, many complexities are stripped away. There is no prospect of communication or social dilemmas, as neither agent is incentivized to take actions that benefit its opponent. The Deep Blue and AlphaGo projects demonstrate how to optimize the performance of agents in pure competition settings. One complexity that is not stripped away in pure competition settings is autocurricula. As the agents' policy is improved using self-play, multiple layers of learning may occur. === Pure cooperation settings === MARL is used to explore how separate agents with identical interests can communicate and work together. Pure cooperation settings are explored in recreational cooperative games such as Overcooked, as well as real-world scenarios in robotics. In pure cooperation settings all the agents get identical rewards, which means that social dilemmas do not occur. In pure cooperation settings, oftentimes there are an arbitrary number of coordination strategies, and agents converge to specific "conventions" when coordinating with each other. The notion of conventions has been studied in language and also alluded to in more general multi-agent collaborative tasks. === Mixed-sum settings === Most real-world scenarios involving multiple agents have elements of both cooperation and competition. For example, when multiple self-driving cars are planning their respective paths, each of them has interests that are diverging but not exclusive: Each car is minimizing the amount of time it's taking to reach its destination, but all cars have the shared interest of avoiding a traffic collision. Zero-sum settings with three or more agents often exhibit similar properties to mixed-sum settings, since each pair of agents might have a non-zero utility sum between them. Mixed-sum settings can be explored using classic matrix games such as prisoner's dilemma, more complex sequential social dilemmas, and recreational games such as Among Us, Diplomacy and StarCraft II. Mixed-sum settings can give rise to communication and social dilemmas. == Social dilemmas == As in game theory, much of the research in MARL revolves around social dilemmas, such as prisoner's dilemma, chicken and stag hunt. While game theory research might focus on Nash equilibria and what an ideal policy for an agent would be, MARL research focuses on how the agents would learn these ideal policies using a trial-and-error process. The reinforcement learning algorithms that are used to train the agents are maximizing the agent's own reward; the conflict between the needs of the agents and the needs of the group is a subject of active research. Various techniques have been explored in order to induce cooperation in agents: Modifying the environment rules, adding intrinsic rewards, and more. === Sequential social dilemmas === Social dilemmas like prisoner's dilemma, chicken and stag hunt are "matrix games". Each agent takes only one action from a choice of two possible actions, and a simple 2x2 matrix is used to describe the reward that each agent will get, given the actions that each agent took. In humans and other living creatures, social dilemmas tend to be more complex. Agents take multiple actions over time, and the distinction between cooperating and defecting is not as clear cut as in matrix games. The concept of a sequential social dilemma (SSD) was introduced in 2017 as an attempt to model that complexity. There is ongoing research into defining different kinds of SSDs and showing cooperative behavior in the agents that act in them. == Autocurricula == An autocurriculum (plural: autocurricula) is a reinforcement learning concept that's salient in multi-agent experiments. As agents improve their performance, they change their environment; this change in the environment affects themselves and the other agents. The feedback loop results in several distinct phases of learning, each depending on the previous one. The stacked layers of learning are called an autocurriculum. Autocurricula are especially apparent in adversarial settings, where each group of agents is racing to counter the current strategy of the opposing group. The Hide and Seek game is an accessible example of an autocurriculum occurring in an adversarial setting. In this experiment, a team of seekers is competing against a team of hiders. Whenever one of the teams learns a new strategy, the opposing team adapts its strategy to give the best possible counter. When the hiders learn to use boxes to build a shelter, the seekers respond by learning to use a ramp to break into that shelter. The hiders respond by locking the ramps, making them unavailable for the seekers to use. The seekers then respond by "box surfing", exploiting a glitch in the game to penetrate the shelter. Each "level" of learning is an emergent phenomenon, with the previous level as its premise. This results in a stack of behaviors, each dependent on its predecessor. Autocurricula in reinforcement learning experiments are compared to the stages of the evolution of life on Earth and the development of human culture. A major stage in evolution happened 2-3 billion years ago, when photosynthesizing life forms started to produce massive amounts of oxygen, changing the balance of gases in the atmosphere. In the next stages of evolution, oxygen-breathing life forms evolved, eventually leading up to land mammals and human beings. These later stages could only happen after the photosynthesis stage made oxygen widely available. Similarly, human culture could not have gone through the Industrial Revolution in the 18th century without the resources and insights gaine

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  • KitKat (cat)

    KitKat (cat)

    KitKat was a bodega cat from the Mission District of San Francisco who was killed by a Waymo car on October 27, 2025. Locals built altars and the death has raised comments about the safety of self-driving cars. == Life == Mike Zeidan, the owner of Randa's Market, adopted KitKat as a stray to help keep rodents out of his store. KitKat lived in Randa's Market for six years and was well-loved by the neighborhood, including an appearance on a shop cats map that went viral in 2022 as a "particularly friendly cat". After KitKat arrived at the bodega, customers were said to come more often, and regularly brought the cat food and gifts. == Death == At around 11:40 pm on October 27, 2025, witnesses saw KitKat sitting in front of a stopped Waymo car for seven seconds. He walked under the car as the car pulled out, and the right rear tire ran over the back half of his body. A bartender who was taking a cigarette break used a sandwich board sign as a stretcher and took KitKat to an emergency animal clinic. An hour later, KitKat was pronounced dead. Waymo confirmed that the cat was killed by one of its vehicles on October 30. Surveillance footage of the incident was released in December. From Waymo's report to the National Highway Traffic Safety Administration (NHTSA): The Waymo AV was stopped next to the curb for a passenger pickup facing east on 16th Street. As the passengers were boarding the Waymo AV, a cat approached the Waymo AV from the southern sidewalk of 16th Street and sat in the roadway partially under the front right corner of the Waymo AV. A pedestrian approached the Waymo AV from the east on the southern sidewalk of 16th Street and began crouching near the front of the Waymo AV, stepping partially into the roadway, appearing to reach for the cat. As they did so, the cat moved farther from the sidewalk under the Waymo AV and the pedestrian stepped back onto the sidewalk. The Waymo AV then departed the pickup location and the rear right tire made contact with the cat. At the time of impact, the Waymo AV's Level 4 ADS was engaged in autonomous mode. Waymo later received notice that the cat did not survive. The passengers in the Waymo AV did not have seatbelts fastened at the time, having just boarded the Waymo AV. Prior to KitKat's death, the NHTSA had logged 14 collisions between Waymo cars and animals, of which 5 were confirmed fatalities. == Aftermath == After KitKat's death, an altar was created outside Randa's Market. People left flowers, candles, cat food, written notes, and Kit Kat candy bars in the cat's honor. A city worker took down the memorial for fire safety reasons, but neighbors built it again. Local supervisor Jackie Fielder held a rally called "Justice for KitKat" in support of a non-binding San Francisco resolution to shift decision-making about the operation of self-driving cars from the state to individual counties. Critics say that the resolution is performative because it is non-binding, that local control would make autonomous vehicle operation impractical, and that Waymo is still far less dangerous to animals than human drivers. Elon Musk commented that "many pets will be saved by autonomy". There are multiple meme coins inspired by KitKat.

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  • Dartmouth workshop

    Dartmouth workshop

    The Dartmouth Summer Research Project on Artificial Intelligence was a 1956 summer workshop widely considered to be the founding event of artificial intelligence as a field. The workshop has been referred to as "the Constitutional Convention of AI". The project's four organizers, Claude Shannon, John McCarthy, Nathaniel Rochester and Marvin Minsky, are considered some of the "founding fathers" of AI. However it was not the first conference devoted to what would now be described as the question of artificial intelligence: it postdated meetings such as the 1951 Paris cybernetics conference and the Macy meetings. The project lasted approximately six to eight weeks and consisted largely of brainstorming sessions. Eleven mathematicians and scientists originally planned to attend; not all of them attended, but more than ten others came for short times. == Background == In the early 1950s, there were various names for the field of "thinking machines": cybernetics, automata theory, and complex information processing. The variety of names suggests the variety of conceptual orientations. In 1955, John McCarthy, then a young Assistant Professor of Mathematics at Dartmouth College, decided to organize a group to clarify and develop ideas about thinking machines. He picked the name 'Artificial Intelligence' for the new field. He chose the name partly for its neutrality; avoiding a focus on narrow automata theory, and avoiding cybernetics which was heavily focused on analog feedback, as well as him potentially having to accept the assertive Norbert Wiener as guru or having to argue with him. In early 1955, McCarthy approached the Rockefeller Foundation to request funding for a summer seminar at Dartmouth for about 10 participants. In June, he and Claude Shannon, a founder of information theory then at Bell Labs, met with Robert Morison, Director of Biological and Medical Research to discuss the idea and possible funding, though Morison was unsure whether money would be made available for such a visionary project. On September 2, 1955, the project was formally proposed by McCarthy, Marvin Minsky, Nathaniel Rochester and Claude Shannon. The proposal is credited with introducing the term 'artificial intelligence'. The Proposal states: We propose that a 2-month, 10-man study of artificial intelligence be carried out during the summer of 1956 at Dartmouth College in Hanover, New Hampshire. The study is to proceed on the basis of the conjecture that every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it. An attempt will be made to find how to make machines use language, form abstractions and concepts, solve kinds of problems now reserved for humans, and improve themselves. We think that a significant advance can be made in one or more of these problems if a carefully selected group of scientists work on it together for a summer. The proposal goes on to discuss computers, natural language processing, neural networks, theory of computation, abstraction and creativity (these areas within the field of artificial intelligence are considered still relevant to the work of the field). On May 26, 1956, McCarthy notified Robert Morison of the planned 11 attendees: For the full period: 1) Dr. Marvin Minsky 2) Dr. Julian Bigelow 3) Professor D.M. Mackay 4) Mr. Ray Solomonoff 5) Mr. John Holland 6) Dr. John McCarthy For four weeks: 7) Dr. Claude Shannon 8) Mr. Nathaniel Rochester 9) Mr. Oliver Selfridge For the first two weeks: 10) Dr. Allen Newell 11) Professor Herbert Simon He noted, "we will concentrate on a problem of devising a way of programming a calculator to form concepts and to form generalizations. This of course is subject to change when the group gets together." The actual participants came at different times, mostly for much shorter times. Trenchard More replaced Rochester for three weeks and MacKay and Holland did not attend—but the project was set to begin. Around June 18, 1956, the earliest participants (perhaps only Ray Solomonoff, maybe with Tom Etter) arrived at the Dartmouth campus in Hanover, N.H., to join John McCarthy who already had an apartment there. Solomonoff and Minsky stayed at Professors' apartments, but most would stay at the Hanover Inn. == Dates == The Dartmouth Workshop is usually said to have run for six weeks. Ray Solomonoff's notes taken during the workshop, however, indicate that it ran for roughly eight weeks, from about June 18 to August 17. Solomonoff's notes start on June 22; June 28 mentions Minsky, June 30 mentions Hanover, N.H., July 1 mentions Tom Etter. On August 17, Solomonoff gave a final talk. == Participants == Initially, McCarthy lost his list of attendees. Instead, after the workshop, McCarthy sent Solomonoff a preliminary list of participants and visitors plus those interested in the subject. 47 people were listed. Solomonoff, however, made a list of participants in his notes of the summer project: Ray Solomonoff Marvin Minsky John McCarthy Claude Shannon Trenchard More Nat Rochester Oliver Selfridge Julian Bigelow W. Ross Ashby W.S. McCulloch Abraham Robinson Tom Etter John Nash David Sayre Arthur Samuel Kenneth R. Shoulders Shoulders' friend Alex Bernstein Herbert Simon Allen Newell Shannon attended Solomonoff's talk on July 10 and Bigelow gave a talk on August 15. Solomonoff doesn't mention Bernard Widrow, but in 1994 Widrow said that he and an unidentified colleague from the same lab in MIT had attended for one week. In the same interview Widrow recalled that "I think [Wesley] Clark and [Belmont] Farley were there from Lincoln Lab." Trenchard mentions R. Culver and Solomonoff mentions Bill Shutz. Herb Gelernter didn't attend, but was influenced later by what Rochester learned. In an article in IEEE Spectrum, Grace Solomonoff additionally identifies Peter Milner in a photo taken by Nathaniel Rochester in front of Dartmouth Hall. Ray Solomonoff, Marvin Minsky, and John McCarthy were the only three who stayed for the full time. Trenchard took attendance during two weeks of his three-week visit. From three to about eight people would attend the daily sessions. == Event and aftermath == They had the entire top floor of the Dartmouth Math Department to themselves, and most weekdays they would meet at the main math classroom where someone might lead a discussion focusing on his ideas, or more frequently, a general discussion would be held. It was not a directed group research project; discussions covered many topics, but several directions are considered to have been initiated or encouraged by the Workshop: the rise of symbolic methods, systems focused on limited domains (early expert systems), and deductive systems versus inductive systems. One participant, Arthur Samuel, said, "It was very interesting, very stimulating, very exciting". Ray Solomonoff kept notes giving his impression of the talks and the ideas from various discussions. === McCarthy's 1956 AI distribution list === This is the list in the "People Interested in the Artificial Intelligence Problem" document which McCarthy produced in 1956, partly in lieu of a list of attendees at the Dartmouth workshop. According to McCarthy the list was "being sent to the people on the list and a few others", and its purpose was "to let those on it know who is interested in receiving documents on the problem" of artificial intelligence. McCarthy also promised to deliver them a report on the Dartmouth conference, and to send an updated list soon afterwards. It includes people who did not attend the conference and does not include everyone who did attend it.

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