AI Coding Book

AI Coding Book — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Halite AI Programming Competition

    Halite AI Programming Competition

    Halite is an open-source computer programming contest developed by the hedge fund/tech firm Two Sigma in partnership with a team at Cornell Tech. Programmers can see the game environment and learn everything they need to know about the game. Participants are asked to build bots in whichever language they choose to compete on a two-dimensional virtual battle field. == History == Benjamin Spector and Michael Truell created the first Halite competition in 2016, before partnering with Two Sigma later that year. === Halite I === Halite I asked participants to conquer territory on a grid. It launched in November 2016 and ended in February 2017. Halite I attracted about 1,500 players. === Halite II === Halite II was similar to Halite I, but with a space-war theme. It ran from October 2017 until January 2018. The second installment of the competition attracted about 6,000 individual players from more than 100 countries. Among the participants were professors, physicists and NASA engineers, as well as high school and university students. === Halite III === Halite III launched in mid-October 2018. It ran from October 2018 to January 2019, with an ocean themed playing field. Players were asked to collect and manage Halite, an energy resource. By the end of the competition, Halite III included more than 4000 players and 460 organizations. === Halite IV === Halite IV was hosted by Kaggle, and launched in mid-June 2020.

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  • Supermind AI

    Supermind AI

    Supermind is a state-funded Chinese artificial intelligence platform that tracks scientists and researchers internationally. The platform is the flagship project of Shenzhen's International Science and Technology Information Center. It mines data from science and technology databases such as Springer, Wiley, Clarivate and Elsevier. It is intended to detect technological breakthroughs and to identify possible sources of talent as part of China's efforts to advance technologically. The platform also uses government data security and security intelligence organizations such as Peng Cheng Laboratory, the China National GeneBank, BGI Group and the Key Laboratory of New Technologies of Security Intelligence. According to Hong Kong-based Asia Times, the platform, "While not an overt espionage tool...may be used to identify key personnel who could be bribed, deceived or manipulated into divulging classified information". The Organisation for Economic Co-operation and Development (OECD) flagged the project as an incident, meaning it may be of interest to policymakers and other stakeholders. US technology group American Edge Project criticized the project as a global risk of China's security services using the platform to place agents in jobs with access to important information, recruit technical personnel, and identify targets for hacking operations.

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  • Feature hashing

    Feature hashing

    In machine learning, feature hashing, also known as the hashing trick (by analogy to the kernel trick), is a fast and space-efficient way of vectorizing features, i.e. turning arbitrary features into indices in a vector or matrix. It works by applying a hash function to the features and using their hash values as indices directly (after a modulo operation), rather than looking the indices up in an associative array. In addition to its use for encoding non-numeric values, feature hashing can also be used for dimensionality reduction. This trick is often attributed to Weinberger et al. (2009), but there exists a much earlier description of this method published by John Moody in 1989. == Motivation == === Motivating example === In a typical document classification task, the input to the machine learning algorithm (both during learning and classification) is free text. From this, a bag of words (BOW) representation is constructed: the individual tokens are extracted and counted, and each distinct token in the training set defines a feature (independent variable) of each of the documents in both the training and test sets. Machine learning algorithms, however, are typically defined in terms of numerical vectors. Therefore, the bags of words for a set of documents is regarded as a term-document matrix where each row is a single document, and each column is a single feature/word; the entry i, j in such a matrix captures the frequency (or weight) of the j'th term of the vocabulary in document i. (An alternative convention swaps the rows and columns of the matrix, but this difference is immaterial.) Typically, these vectors are extremely sparse—according to Zipf's law. The common approach is to construct, at learning time or prior to that, a dictionary representation of the vocabulary of the training set, and use that to map words to indices. Hash tables and tries are common candidates for dictionary implementation. E.g., the three documents John likes to watch movies. Mary likes movies too. John also likes football. can be converted, using the dictionary to the term-document matrix ( John likes to watch movies Mary too also football 1 1 1 1 1 0 0 0 0 0 1 0 0 1 1 1 0 0 1 1 0 0 0 0 0 1 1 ) {\displaystyle {\begin{pmatrix}{\textrm {John}}&{\textrm {likes}}&{\textrm {to}}&{\textrm {watch}}&{\textrm {movies}}&{\textrm {Mary}}&{\textrm {too}}&{\textrm {also}}&{\textrm {football}}\\1&1&1&1&1&0&0&0&0\\0&1&0&0&1&1&1&0&0\\1&1&0&0&0&0&0&1&1\end{pmatrix}}} (Punctuation was removed, as is usual in document classification and clustering.) The problem with this process is that such dictionaries take up a large amount of storage space and grow in size as the training set grows. On the contrary, if the vocabulary is kept fixed and not increased with a growing training set, an adversary may try to invent new words or misspellings that are not in the stored vocabulary so as to circumvent a machine learned filter. To address this challenge, Yahoo! Research attempted to use feature hashing for their spam filters. Note that the hashing trick isn't limited to text classification and similar tasks at the document level, but can be applied to any problem that involves large (perhaps unbounded) numbers of features. === Mathematical motivation === Mathematically, a token is an element t {\displaystyle t} in a finite (or countably infinite) set T {\displaystyle T} . Suppose we only need to process a finite corpus, then we can put all tokens appearing in the corpus into T {\displaystyle T} , meaning that T {\displaystyle T} is finite. However, suppose we want to process all possible words made of the English letters, then T {\displaystyle T} is countably infinite. Most neural networks can only operate on real vector inputs, so we must construct a "dictionary" function ϕ : T → R n {\displaystyle \phi :T\to \mathbb {R} ^{n}} . When T {\displaystyle T} is finite, of size | T | = m ≤ n {\displaystyle |T|=m\leq n} , then we can use one-hot encoding to map it into R n {\displaystyle \mathbb {R} ^{n}} . First, arbitrarily enumerate T = { t 1 , t 2 , . . , t m } {\displaystyle T=\{t_{1},t_{2},..,t_{m}\}} , then define ϕ ( t i ) = e i {\displaystyle \phi (t_{i})=e_{i}} . In other words, we assign a unique index i {\displaystyle i} to each token, then map the token with index i {\displaystyle i} to the unit basis vector e i {\displaystyle e_{i}} . One-hot encoding is easy to interpret, but it requires one to maintain the arbitrary enumeration of T {\displaystyle T} . Given a token t ∈ T {\displaystyle t\in T} , to compute ϕ ( t ) {\displaystyle \phi (t)} , we must find out the index i {\displaystyle i} of the token t {\displaystyle t} . Thus, to implement ϕ {\displaystyle \phi } efficiently, we need a fast-to-compute bijection h : T → { 1 , . . . , m } {\displaystyle h:T\to \{1,...,m\}} , then we have ϕ ( t ) = e h ( t ) {\displaystyle \phi (t)=e_{h(t)}} . In fact, we can relax the requirement slightly: It suffices to have a fast-to-compute injection h : T → { 1 , . . . , n } {\displaystyle h:T\to \{1,...,n\}} , then use ϕ ( t ) = e h ( t ) {\displaystyle \phi (t)=e_{h(t)}} . In practice, there is no simple way to construct an efficient injection h : T → { 1 , . . . , n } {\displaystyle h:T\to \{1,...,n\}} . However, we do not need a strict injection, but only an approximate injection. That is, when t ≠ t ′ {\displaystyle t\neq t'} , we should probably have h ( t ) ≠ h ( t ′ ) {\displaystyle h(t)\neq h(t')} , so that probably ϕ ( t ) ≠ ϕ ( t ′ ) {\displaystyle \phi (t)\neq \phi (t')} . At this point, we have just specified that h {\displaystyle h} should be a hashing function. Thus we reach the idea of feature hashing. == Algorithms == === Feature hashing (Weinberger et al. 2009) === The basic feature hashing algorithm presented in (Weinberger et al. 2009) is defined as follows. First, one specifies two hash functions: the kernel hash h : T → { 1 , 2 , . . . , n } {\displaystyle h:T\to \{1,2,...,n\}} , and the sign hash ζ : T → { − 1 , + 1 } {\displaystyle \zeta :T\to \{-1,+1\}} . Next, one defines the feature hashing function: ϕ : T → R n , ϕ ( t ) = ζ ( t ) e h ( t ) {\displaystyle \phi :T\to \mathbb {R} ^{n},\quad \phi (t)=\zeta (t)e_{h(t)}} Finally, extend this feature hashing function to strings of tokens by ϕ : T ∗ → R n , ϕ ( t 1 , . . . , t k ) = ∑ j = 1 k ϕ ( t j ) {\displaystyle \phi :T^{}\to \mathbb {R} ^{n},\quad \phi (t_{1},...,t_{k})=\sum _{j=1}^{k}\phi (t_{j})} where T ∗ {\displaystyle T^{}} is the set of all finite strings consisting of tokens in T {\displaystyle T} . Equivalently, ϕ ( t 1 , . . . , t k ) = ∑ j = 1 k ζ ( t j ) e h ( t j ) = ∑ i = 1 n ( ∑ j : h ( t j ) = i ζ ( t j ) ) e i {\displaystyle \phi (t_{1},...,t_{k})=\sum _{j=1}^{k}\zeta (t_{j})e_{h(t_{j})}=\sum _{i=1}^{n}\left(\sum _{j:h(t_{j})=i}\zeta (t_{j})\right)e_{i}} ==== Geometric properties ==== We want to say something about the geometric property of ϕ {\displaystyle \phi } , but T {\displaystyle T} , by itself, is just a set of tokens, we cannot impose a geometric structure on it except the discrete topology, which is generated by the discrete metric. To make it nicer, we lift it to T → R T {\displaystyle T\to \mathbb {R} ^{T}} , and lift ϕ {\displaystyle \phi } from ϕ : T → R n {\displaystyle \phi :T\to \mathbb {R} ^{n}} to ϕ : R T → R n {\displaystyle \phi :\mathbb {R} ^{T}\to \mathbb {R} ^{n}} by linear extension: ϕ ( ( x t ) t ∈ T ) = ∑ t ∈ T x t ζ ( t ) e h ( t ) = ∑ i = 1 n ( ∑ t : h ( t ) = i x t ζ ( t ) ) e i {\displaystyle \phi ((x_{t})_{t\in T})=\sum _{t\in T}x_{t}\zeta (t)e_{h(t)}=\sum _{i=1}^{n}\left(\sum _{t:h(t)=i}x_{t}\zeta (t)\right)e_{i}} There is an infinite sum there, which must be handled at once. There are essentially only two ways to handle infinities. One may impose a metric, then take its completion, to allow well-behaved infinite sums, or one may demand that nothing is actually infinite, only potentially so. Here, we go for the potential-infinity way, by restricting R T {\displaystyle \mathbb {R} ^{T}} to contain only vectors with finite support: ∀ ( x t ) t ∈ T ∈ R T {\displaystyle \forall (x_{t})_{t\in T}\in \mathbb {R} ^{T}} , only finitely many entries of ( x t ) t ∈ T {\displaystyle (x_{t})_{t\in T}} are nonzero. Define an inner product on R T {\displaystyle \mathbb {R} ^{T}} in the obvious way: ⟨ e t , e t ′ ⟩ = { 1 , if t = t ′ , 0 , else. ⟨ x , x ′ ⟩ = ∑ t , t ′ ∈ T x t x t ′ ⟨ e t , e t ′ ⟩ {\displaystyle \langle e_{t},e_{t'}\rangle ={\begin{cases}1,{\text{ if }}t=t',\\0,{\text{ else.}}\end{cases}}\quad \langle x,x'\rangle =\sum _{t,t'\in T}x_{t}x_{t'}\langle e_{t},e_{t'}\rangle } As a side note, if T {\displaystyle T} is infinite, then the inner product space R T {\displaystyle \mathbb {R} ^{T}} is not complete. Taking its completion would get us to a Hilbert space, which allows well-behaved infinite sums. Now we have an inner product space, with enough structure to describe the geometry of the feature hashing function ϕ : R T → R n {\displaystyle \phi :\ma

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  • World model (artificial intelligence)

    World model (artificial intelligence)

    A world model in artificial intelligence is a machine learning system that builds an internal representation of an environment. The model predicts how that environment changes over time in response to actions. Researchers design world models to help agents plan, reason, and act without constant real-world trial and error. World models differ from systems that merely classify or generate outputs. They simulate dynamics such as physics, object interactions, and causality. Early ideas date to the 1990s. Modern versions power robots, autonomous driving, and interactive video generation. == History == Jürgen Schmidhuber introduced the term world model in machine learning in 1990. He proposed recurrent neural networks that predict future states from observations and use those predictions to train agents. David Ha and Schmidhuber revived the concept in a 2018 paper. Their agents learned to drive virtual cars and play video games inside self-generated simulations. Yann LeCun advanced the idea in a 2022 position paper titled "A Path Towards Autonomous Machine Intelligence". He argued that intelligence requires predictive models of the world rather than pure pattern matching. LeCun proposed the joint embedding predictive architecture (JEPA) as a practical foundation. LeCun and collaborators developed several JEPA variants. V-JEPA 2 reached state-of-the-art performance on video understanding and physical reasoning at the time. It supports zero-shot robot control in unfamiliar environments. Introduced in March 2026, LeWorldModel trains stably end-to-end from raw pixels and uses two loss terms and avoids hand-crafted heuristics. LeCun founded Advanced Machine Intelligence Labs in 2026 to further develop world models. Google DeepMind introduced Genie in 2024. The model learned interactive environments from unlabeled internet videos. Genie 2 followed in late 2024 and added three-dimensional generation. The Genie series set benchmarks for general-purpose simulation. Genie 3 was introduced in August 2025. It produces photorealistic, real-time interactive worlds from text prompts which are displayed at 24 frames per second and explored in real time with text or image prompts. The model supports persistent three-dimensional worlds and real-time interaction. Waymo adopted Genie 3 in February 2026 and used it to create a specialized world model for autonomous driving simulation, called the Waymo World Model. It produces synchronized camera and lidar outputs and creates edge cases that real robotaxis rarely encounter. The edge cases were reported to be unusual by PCMag. General Intuition announced a $133.7 million seed round. World Labs raised $1 billion. AMI raised $1.03 billion. In April 2026, Alibaba announced Happy Oyster, its world model designed for real-time and “flowy” world model. It includes a directing mode for world building based on text and image prompts and a wandering mode for exploring the resulting world. It can generate 3-minute in-world video clips. Also in April, World Labs, co-founded by Li Fei Fei, unveiled Spark 2.0, an open-source 3D Gaussian splatting rendering engine that targets smartphone-class devices. In June 2026, Nvidia released Cosmos 3, a family of open-weight models. It combines previously independent physical reasoning, world simulation, and action generation. Cosmos 3 integrates can process and generate text, image, video, audio, and action sequences. The model employs a Mixture-of-Transformers" (MoT) approach. An autoregressive (AR) transformer handles reasoning and next-token prediction, while a diffusion transformer (DT) does multimodal generation. Encoders (ViT for vision, VAE for visual/audio, and domain-specific for actions) and generate a shared representation space using 3D multi-dimensional rotary position embedding (mRoPE) for spatial and temporal information. The family includes Cosmos3-Nano (16B parameters) for workstations; Cosmos3-Super (64B parameters) for research. == Architecture == World models process raw sensory data such as video frames or lidar scans. They compress this input into compact latent representations. The system then predicts future representations rather than pixel-by-pixel reconstructions. Many modern world models use joint embedding predictive architecture (JEPA). An encoder turns observations into embeddings. A predictor estimates one or a suite of embeddings from the current one and an action. In some cases a critic chooses one embedding as the best result. A regularizer keeps embeddings well-behaved. The model trains by minimizing prediction error in embedding space. This approach avoids the high cost of generating every detail. Some architectures add explicit components. A fast reactive path handles immediate responses. A slower deliberative path performs longer-horizon planning. Video prediction accuracy or robot success rates are key metrics, but do not always predict real-world performance. Generative world models such as Genie 3 combine these with a simulator. They accept text prompts or layouts and output consistent video, lidar, or three-dimensional scenes. World models often train with self-supervised learning. They use large unlabeled datasets of video or robot interactions. Self-supervised learning can speed learning. Reinforcement learning can fine-tune a model for specific tasks. == Applications == World models support robot learning. Agents train inside simulations and transfer skills to the physical world. This reduces the need for dangerous or expensive real-world trials. Autonomous vehicles use world models to test rare events. Waymo's system simulates tornadoes or unusual pedestrian behavior. Companies train planners without putting vehicles on public roads. Interactive entertainment benefits from world models. Genie 3 lets users generate playable environments from simple descriptions. Game studios prototype levels faster. Scientific simulation gains from these models. Researchers model physical systems or biological processes at scale. Planners in logistics or urban design test strategies inside accurate digital twins. == Comparison with large language models == Both world models and large language models (LLMs) use inferencing on their inputs to make predictions. LLMs operate on textual inputs. They predict the next token in text sequences. They excel at language-oriented tasks such as translation or summarization. However, they lack understanding of physics. World models operate on sensor inputs such as pixels. They predict state changes in that data in latent space. This design supports planning and causal reasoning. LLMs generate fluent text but often fail at consistent physical predictions. Their architecture employs transformers with refinements such as mixture of experts. World models divide an inferencing task into work performed by encoders, predictors, simulators, and other pieces. They typically handle multimodal inputs such as video, lidar, radar, and audio, guided by textual prompting. LLMs power chatbots and code assistants. World models drive embodied agents that act in dynamic environments, such as autonomous driving. The two may be combined in hybrid systems. For example, a LLM handles instructions, while a world model manages low-level control. World model proponents such as LeCun claim that because LLMs are trained only on text, they have no ability to predict anything beyond text, such as real-world events. == Benchmarks == World model benchmarks test physical understanding, long-term consistency, planning, and generalization from sensor data. Meta introduced three benchmarks for V-JEPA 2. IntPhys 2 measures a model's ability to detect physics violations. It presents pairs of videos that diverge when one breaks physical rules. Humans score near 100% accuracy. V-JEPA 2 achieves little better than random chance on many conditions. Minimal Video Pairs (MVPBench) tests physical understanding through multiple-choice questions based on short video clips. It probes object interactions and causality. Something-Something tests action recognition. Epic-Kitchens-100 tests human action anticipation. DeepMind benchmark: Interactive evaluation measures consistency over minutes of interaction, memory of off-screen objects, and response to user actions or text prompts. Waymo benchmark: Output generation quality: Metrics include realism, controllability (via text prompts), and usefulness for training planners in simulated worlds. However, pixel reconstruction error rate with episodic rewards often fails. Other: Epic-Kitchens-100 (often measured with Recall@5) Ego4D 50 Salads, Breakfast, etc. Potential benchmarks: Zero-shot transfer to robots Long-horizon planning Implausible prediction rate

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  • Adobe PhotoDeluxe

    Adobe PhotoDeluxe

    PhotoDeluxe was a consumer-oriented image editing software line published by Adobe Systems from 1996 until July 8, 2002. At that time it was replaced by Adobe's newly launched consumer-oriented image editing software Photoshop Elements. Adobe no longer provides technical support for the PhotoDeluxe software line. PhotoDeluxe had a range of image processing capabilities for the home photographer and image handler. These included removing red-eye, cropping, and adjusting brightness, contrast, and sharpness. It also included software to extract pictures from an image scanner. Among the functionality included was the ability to dynamically resize photos and export them in a wide range of formats. It also had a range of printing options including printing multiple copies of an image on the same page. It was often bundled free with Epson scanners or as free software with new computers. == Features == Despite the critical concerns regarding the quality of the setup, Photo Deluxe supports layering, blurs, sharpening, cloning, gradient fills, color and background switches, color variations, resizing options, and many other features. Another drawback of PhotoDeluxe was that it was designed for Mac computers, so working on Windows PC was a problem for those who were unable to customize their preferences. == Versions == === Adobe PhotoDeluxe 1.0 === The first version was released in 1996 for Windows and Macintosh computers. In one year, it sold over one million copies. === Adobe PhotoDeluxe 2.0 === The new version was released in 1997 and had added features such as a Clone Tool, red-eye removal, and sample templates for making posters, cards, and calendars. It also had new special effect features. === Adobe PhotoDeluxe 3.0 === The 3rd version was released in 1998. The new features included customizable clipart settings, the ability to import photos on the web, enhanced repair activities following Guided Activities, and Adobe Connectables to add new activities. === Adobe PhotoDeluxe Home Edition (4.0) === Version 4.0 was created by the makers of Photoshop. It had advanced abilities such as tools to add animation, voice, and music to a picture. It also had features to restore photos to their original position. == History == Adobe PhotoDeluxe 1.0 was released in 1996 for Macintosh computers, initially retailing for an MSRP of $49. The software did quite well, reportedly selling over a million copies by February of the next year, primarily due to bundles with companies like Apple and Hewlett-Packard. PhotoDeluxe was primarily advertised to consumers as a way to do basic photo manipulation, such as cropping and rotating images, or creating simple cards and calendars. PhotoDeluxe 2.0 was released in 1997, and was the last version of PhotoDeluxe that Adobe made that worked on Macs. PhotoDeluxe 2.0 became the "number one selling consumer photo-editing software product in the world." PhotoDeluxe 3.0 was released in 1998, where it was rebranded as "3.0 Home Edition", as Adobe released PhotoDeluxe Business Edition later that year for a higher price. PhotoDeluxe Home Edition, unofficially called PhotoDeluxe 4.0, was released in 1999 and was the last version of PhotoDeluxe to be released. Adobe officially cancelled PhotoDeluxe on July 8, 2002, citing the presence of Photoshop and Photoshop Elements, with support being officially cancelled in mid-2003. No version of PhotoDeluxe is compatible with Windows 10, rendering the program obsolete. == Pricing == All home versions of PhotoDeluxe retailed for an MSRP of $49. PhotoDeluxe 2.0 and onwards allowed users to upgrade from a previous version of PhotoDeluxe or a competing piece of graphics software for $39. Additionally PhotoDeluxe Business Edition allowed a similar deal, allowing users to upgrade from other versions of PhotoDeluxe or a competing software for $59, instead of its normal price of $99. Adobe also offered a bundle allowing users of 1.0 or 2.0 to get 3.0 and Business Edition for $79.

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  • Data-driven model

    Data-driven model

    Data-driven models are a class of computational models that primarily rely on historical data collected throughout a system's or process' lifetime to establish relationships between input, internal, and output variables. Commonly found in numerous articles and publications, data-driven models have evolved from earlier statistical models, overcoming limitations posed by strict assumptions about probability distributions. These models have gained prominence across various fields, particularly in the era of big data, artificial intelligence, and machine learning, where they offer valuable insights and predictions based on the available data. == Background == These models have evolved from earlier statistical models, which were based on certain assumptions about probability distributions that often proved to be overly restrictive. The emergence of data-driven models in the 1950s and 1960s coincided with the development of digital computers, advancements in artificial intelligence research, and the introduction of new approaches in non-behavioural modelling, such as pattern recognition and automatic classification. == Key Concepts == Data-driven models encompass a wide range of techniques and methodologies that aim to intelligently process and analyse large datasets. Examples include fuzzy logic, fuzzy and rough sets for handling uncertainty, neural networks for approximating functions, global optimization and evolutionary computing, statistical learning theory, and Bayesian methods. These models have found applications in various fields, including economics, customer relations management, financial services, medicine, and the military, among others. Machine learning, a subfield of artificial intelligence, is closely related to data-driven modelling as it also focuses on using historical data to create models that can make predictions and identify patterns. In fact, many data-driven models incorporate machine learning techniques, such as regression, classification, and clustering algorithms, to process and analyse data. In recent years, the concept of data-driven models has gained considerable attention in the field of water resources, with numerous applications, academic courses, and scientific publications using the term as a generalization for models that rely on data rather than physics. This classification has been featured in various publications and has even spurred the development of hybrid models in the past decade. Hybrid models attempt to quantify the degree of physically based information used in hydrological models and determine whether the process of building the model is primarily driven by physics or purely data-based. As a result, data-driven models have become an essential topic of discussion and exploration within water resources management and research. The term "data-driven modelling" (DDM) refers to the overarching paradigm of using historical data in conjunction with advanced computational techniques, including machine learning and artificial intelligence, to create models that can reveal underlying trends, patterns, and, in some cases, make predictions Data-driven models can be built with or without detailed knowledge of the underlying processes governing the system behavior, which makes them particularly useful when such knowledge is missing or fragmented.

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  • Automation in construction

    Automation in construction

    Automation in construction is the combination of methods, processes, and systems that allow for greater machine autonomy in construction activities. Construction automation may have multiple goals, including but not limited to, reducing jobsite injuries, decreasing activity completion times, and assisting with quality control and quality assurance. Some systems may be fielded as a direct response to increasing skilled labor shortages in some countries. Opponents claim that increased automation may lead to less construction jobs and that software leaves heavy equipment vulnerable to hackers. Research insights on this subject are today published in several journals such as Automation in Construction by Elsevier. == Uses of automation in construction == Equipment control and management: Automation can be used to control and monitor construction equipment, such as cranes, excavators, and bulldozers. Material handling: Automated systems can be used to handle, transport, and place materials such as concrete, bricks, and stones. Surveying: Automated survey equipment and drones can be used to collect and analyze data on construction sites. Quality control: Automated systems can be used to monitor and control the quality of materials and construction processes. Safety management: Automated systems can be used to monitor and control safety conditions on construction sites. Scheduling and planning: Automated systems can be used to manage schedules, resources, and costs. Waste management: Automated systems can be used to manage and dispose of waste materials generated during construction. 3D printing: Automated 3D printing can be used to create prototypes, models, and even full-scale building components. == Autonomous heavy equipment == Advances in sensors, machine learning, and autonomous vehicle technology have led to the development of self-operating construction equipment and retrofit systems designed to automate excavators, bulldozers, tracked loaders, skid steer loaders, and haul trucks, allowing them to perform tasks with limited human supervision. Since 2017, tech companies have developed autonomous or semi-autonomous retrofit kits that can be installed on existing construction machinery. Examples include Bedrock Robotics, Built Robotics, and SafeAI, which develop sensor and software systems that enable excavators and other earthmoving machines to operate with varying degrees of autonomy. Major equipment manufacturers have also introduced autonomous capabilities: Caterpillar and John Deere have developed autonomous or semi-autonomous systems for construction and mining equipment, including haul trucks and earthmoving machines. == Transportation сonstruction == Kratos Defense & Security Solutions fielded the world’s first Autonomous Truck-Mounted Attenuator (ATMA) in 2017, in conjunction with Royal Truck & Equipment. == Benefits of automation in construction == The use of automation in construction has become increasingly prevalent in recent years due to its numerous benefits. Automation in construction refers to the use of machinery, software, and other technologies to perform tasks that were previously done manually by workers. One of the most significant benefits of automation in construction is increased productivity. Automation can help speed up construction processes, reduce project completion times, and improve overall efficiency. For example, using automated machinery for tasks such as concrete pouring, bricklaying, and welding can significantly increase the speed and accuracy of these tasks, allowing for more work to be completed in a shorter amount of time. Another benefit of automation in construction is improved safety. By automating tasks that are hazardous to workers, such as demolition or working at height, companies can reduce the risk of accidents and injuries on site. Automation can also help to reduce worker fatigue, which can be a significant factor in accidents and mistakes. Overall, the use of automation in construction can improve productivity, reduce costs, increase safety, and improve the quality of construction projects. As technology continues to advance, the use of automation is likely to become even more prevalent in the construction industry.

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  • AlphaChip (controversy)

    AlphaChip (controversy)

    The AlphaChip controversy refers to a series of public, scholarly, and legal disputes surrounding a 2021 Nature paper by Google-affiliated researchers. The paper describes an approach to macro placement, a stage of chip floorplanning, based on reinforcement learning (RL), a machine learning method in which a system iteratively improves its decisions by optimizing performance-based reward signals. The primary technical question is whether the new techniques are better than existing (non-AI) techniques. Both internal Google studies and external attempts to replicate the algorithm have failed to show the claimed benefits. No head-to-head comparison is available because the data used in the paper is proprietary, and Google has not released any results from running its algorithm on public benchmarks. This has resulted in considerable skepticism over the paper's claims. In addition, the inability of others (both inside and outside of Google) to replicate the claimed results have sparked concerns about the paper’s methodology, reproducibility, and scientific integrity. The lead researchers of the Nature paper were affiliated with Google Brain, which became part of Google DeepMind, and later spun off into the company Ricursive. == Motivation for research: Macro placement in chip layout == Chip design for modern integrated circuits is a complex, expert-driven process that relies on electronic design automation. It determines the performance of the final chip, and takes weeks or months to complete. Advances that produce better designs, or complete the process faster, are commercially and academically significant. Macro placement is a step during chip design that determines the locations of large circuit components (macros) within a chip. It is followed by detailed placement, which places the far more numerous but much smaller standard cells. Alternatively, mixed-size placement simultaneously places both large macros and millions of small cells, requiring algorithms to handle objects that differ by several orders of magnitude in area and mobility. The number of macros per circuit typically ranges from several to thousands. Wiring must be performed after placement, and the details of this wiring strongly influence the power, performance, and area (PPA) of the completed chip. The full wiring calculation is very resource intensive, so placement tools typically use a proxy cost, a simplified objective function used to guide the placement algorithm during training and evaluation. The faithfulness of the chosen proxy cost to the final objective cost is a critical aspect of placer performance. === State of the art as of 2021 === Chips have been designed since the 1960s, so there were many existing methods as of 2021. Available options included manual design, academic tools, and commercial offerings. Academic methods include combinatorial optimization techniques such as simulated annealing, analytical placement, hierarchical heuristics, and as of 2019 reinforcement learning and broader machine learning techniques.. Existing (non-AI) academic tools for solving the same problem include APlace, NTUplace3, ePlace, RePlace, and DREAMPlace. Commercial EDA vendors also offered automated software tools for floorplanning and mixed-size placement. For instance, as of 2019 Cadence’s Innovus implementation software offered a Concurrent Macro Placer (CMP) feature to automatically place large blocks and standard cells. == The 2021 Nature paper and its claims == In 2021, Nature published a paper under the title “A graph‑placement methodology for fast chip design” co‑authored by 21 Google-affiliated researchers. The paper reported that an RL agent could generate macro placements for integrated circuits "in under six hours" and achieve improvements over human-designed layouts in power, timing performance, and area (PPA), standard chip-quality metrics referring respectively to energy consumption, chip operating speed, and silicon footprint (evaluated after wire routing). It introduced a sequential macro placement algorithm in which macros are placed one at a time instead of optimizing their locations concurrently. At each step, the algorithm selects a location for a single macro on a discretized chip canvas, conditioning its decision on the placements of previously placed macros. This sequential formulation converts macro placement into a long-horizon decision process in which early placement choices constrain later ones. After macro placement, force-directed placement is applied to place standard cells connected to the macros. Deep reinforcement learning is used to train a policy network to place macros by maximizing a reward that reflects final placement quality (for example, wirelength and congestion). Policy learning occurs during self‑play for one or multiple circuit designs. Further placement optimizations refine the overall layout by balancing wirelength, density, and overlap constraints, while treating the macro locations produced by the RL policy as fixed obstacles. The approach relies on pre-training, in which the RL model is first trained on a corpus of prior designs (twenty in the Nature paper) to learn general placement patterns before being fine-tuned on a specific chip. Circuit examples used in the study were parts of proprietary Google TPU designs, called blocks (or floorplan partitions). The paper reported results on five blocks and described the approach as generalizable across chip designs. == Controversy == Soon after the paper's publication, controversy arose over whether the claims were true, whether they were sufficiently proven, and whether academic standards were followed. These controversies arose both within Google and among external academic experts. === Internal dispute at Google and legal proceedings === In 2022, Satrajit Chatterjee, a Google engineer involved in reviewing the AlphaChip work, raised concerns internally and drafted an alternative analysis, (Stronger Baselines) arguing that established methods outperformed the RL approach under fair comparison. In March 2022, Google declined to publish this analysis and terminated Chatterjee's employment. Chatterjee filed a wrongful dismissal lawsuit, alleging that representations related to the AlphaChip research involved fraud and scientific misconduct. According to court documents, Chatterjee's study was conducted "in the context of a large potential Google Cloud deal". He noted that it "would have been unethical to imply that we had revolutionary technology when our tests showed otherwise" and claimed Google was deliberately withholding material information. Furthermore, the committee that reviewed his paper and disapproved its publication was allegedly chaired by subordinates of Jeff Dean, a senior co-author of the Nature paper. Google’s subsequent motion to dismiss was denied, holding that Chatterjee had plausibly alleged retaliation for refusing to engage in conduct he believed would violate state or federal law. === External controversy === The external questions can be summarized in four main points: (a) Are the claims supported by the evidence provided? (b) Did the paper provide enough information to allow the results to be independently reproduced and verified? If so, are the results an improvement over existing academic and commercial tools? (c) Were the comparisons in the paper done fairly and with full disclosure? (d) Were academic standards followed? Each of these is discussed below. ==== Are the claims supported by the evidence provided? ==== The Nature paper described the reduction in design-process time as going from "days or weeks" to "hours", but did not provide per-design time breakdowns or specify the number of engineers, their level of expertise, or the baseline tools and workflow against which this comparison was made. It was also unclear whether the "days or weeks" baseline included time spent on other tasks such as functional design changes. The paper also evaluated the method on fewer benchmarks (five) than is common in the field, and showed mixed results across different evaluation goals While the approach was described as improving circuit area, this claim seems unsupported, as the RL optimization did not alter the overall circuit area, as it adjusted only the locations of fixed-shape non-overlapping circuit components within a fixed rectangular layout boundary. ==== Comparison with existing methods, and replicating the algorithm ==== Because macro placement is largely geometric and its fundamental algorithms are not tied to a specific process node, competing approaches can be evaluated on public benchmarks (tests) across technologies, rather than primarily on proprietary internal designs. This is standard procedure when comparing academic placers, see . In contrast, Google has only reported results only on internal proprietary designs, and as of 2026 has not offered comparisons with prior methods on common benchmarks. Researchers at the University of Califor

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  • Coupled pattern learner

    Coupled pattern learner

    Coupled Pattern Learner (CPL) is a machine learning algorithm which couples the semi-supervised learning of categories and relations to forestall the problem of semantic drift associated with boot-strap learning methods. == Coupled Pattern Learner == Semi-supervised learning approaches using a small number of labeled examples with many unlabeled examples are usually unreliable as they produce an internally consistent, but incorrect set of extractions. CPL solves this problem by simultaneously learning classifiers for many different categories and relations in the presence of an ontology defining constraints that couple the training of these classifiers. It was introduced by Andrew Carlson, Justin Betteridge, Estevam R. Hruschka Jr. and Tom M. Mitchell in 2009. == CPL overview == CPL is an approach to semi-supervised learning that yields more accurate results by coupling the training of many information extractors. Basic idea behind CPL is that semi-supervised training of a single type of extractor such as ‘coach’ is much more difficult than simultaneously training many extractors that cover a variety of inter-related entity and relation types. Using prior knowledge about the relationships between these different entities and relations CPL makes unlabeled data as a useful constraint during training. For e.g., ‘coach(x)’ implies ‘person(x)’ and ‘not sport(x)’. == CPL description == === Coupling of predicates === CPL primarily relies on the notion of coupling the learning of multiple functions so as to constrain the semi-supervised learning problem. CPL constrains the learned function in two ways. Sharing among same-arity predicates according to logical relations Relation argument type-checking === Sharing among same-arity predicates === Each predicate P in the ontology has a list of other same-arity predicates with which P is mutually exclusive. If A is mutually exclusive with predicate B, A’s positive instances and patterns become negative instances and negative patterns for B. For example, if ‘city’, having an instance ‘Boston’ and a pattern ‘mayor of arg1’, is mutually exclusive with ‘scientist’, then ‘Boston’ and ‘mayor of arg1’ will become a negative instance and a negative pattern respectively for ‘scientist.’ Further, Some categories are declared to be a subset of another category. For e.g., ‘athlete’ is a subset of ‘person’. === Relation argument type-checking === This is a type checking information used to couple the learning of relations and categories. For example, the arguments of the ‘ceoOf’ relation are declared to be of the categories ‘person’ and ‘company’. CPL does not promote a pair of noun phrases as an instance of a relation unless the two noun phrases are classified as belonging to the correct argument types. === Algorithm description === Following is a quick summary of the CPL algorithm. Input: An ontology O, and a text corpus C Output: Trusted instances/patterns for each predicate for i=1,2,...,∞ do foreach predicate p in O do EXTRACT candidate instances/contextual patterns using recently promoted patterns/instances; FILTER candidates that violate coupling; RANK candidate instances/patterns; PROMOTE top candidates; end end ==== Inputs ==== A large corpus of Part-Of-Speech tagged sentences and an initial ontology with predefined categories, relations, mutually exclusive relationships between same-arity predicates, subset relationships between some categories, seed instances for all predicates, and seed patterns for the categories. ==== Candidate extraction ==== CPL finds new candidate instances by using newly promoted patterns to extract the noun phrases that co-occur with those patterns in the text corpus. CPL extracts, Category Instances Category Patterns Relation Instances Relation Patterns ==== Candidate filtering ==== Candidate instances and patterns are filtered to maintain high precision, and to avoid extremely specific patterns. An instance is only considered for assessment if it co-occurs with at least two promoted patterns in the text corpus, and if its co-occurrence count with all promoted patterns is at least three times greater than its co-occurrence count with negative patterns. ==== Candidate ranking ==== CPL ranks candidate instances using the number of promoted patterns that they co-occur with so that candidates that occur with more patterns are ranked higher. Patterns are ranked using an estimate of the precision of each pattern. ==== Candidate promotion ==== CPL ranks the candidates according to their assessment scores and promotes at most 100 instances and 5 patterns for each predicate. Instances and patterns are only promoted if they co-occur with at least two promoted patterns or instances, respectively. == Meta-Bootstrap Learner == Meta-Bootstrap Learner (MBL) was also proposed by the authors of CPL. Meta-Bootstrap learner couples the training of multiple extraction techniques with a multi-view constraint, which requires the extractors to agree. It makes addition of coupling constraints on top of existing extraction algorithms, while treating them as black boxes, feasible. MBL assumes that the errors made by different extraction techniques are independent. Following is a quick summary of MBL. Input: An ontology O, a set of extractors ε Output: Trusted instances for each predicate for i=1,2,...,∞ do foreach predicate p in O do foreach extractor e in ε do Extract new candidates for p using e with recently promoted instances; end FILTER candidates that violate mutual-exclusion or type-checking constraints; PROMOTE candidates that were extracted by all extractors; end end Subordinate algorithms used with MBL do not promote any instance on their own, they report the evidence about each candidate to MBL and MBL is responsible for promoting instances. == Applications == In their paper authors have presented results showing the potential of CPL to contribute new facts to existing repository of semantic knowledge, Freebase

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  • Smart object

    Smart object

    A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analysed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product. It can not only refer to interaction with physical world objects but also to interaction with virtual (computing environment) objects. A smart physical object may be created either as an artifact or manufactured product or by embedding electronic tags such as RFID tags or sensors into non-smart physical objects. Smart virtual objects are created as software objects that are intrinsic when creating and operating a virtual or cyber world simulation or game. The concept of a smart object has several origins and uses, see History. There are also several overlapping terms, see also smart device, tangible object or tangible user interface and Thing as in the Internet of things. == History == In the early 1990s, Mark Weiser, from whom the term ubiquitous computing originated, referred to a vision "When almost every object either contains a computer or can have a tab attached to it, obtaining information will be trivial", Although Weiser did not specifically refer to an object as being smart, his early work did imply that smart physical objects are smart in the sense that they act as digital information sources. Hiroshi Ishii and Brygg Ullmer refer to tangible objects in terms of tangibles bits or tangible user interfaces that enable users to "grasp & manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces. The smart object concept was introduced by Marcelo Kallman and Daniel Thalmann as an object that can describe its own possible interactions. The main focus here is to model interactions of smart virtual objects with virtual humans, agents, in virtual worlds. The opposite approach to smart objects is 'plain' objects that do not provide this information. The additional information provided by this concept enables far more general interaction schemes, and can greatly simplify the planner of an artificial intelligence agent. In contrast to smart virtual objects used in virtual worlds, Lev Manovich focuses on physical space filled with electronic and visual information. Here, "smart objects" are described as "objects connected to the Net; objects that can sense their users and display smart behaviour". More recently in the early 2010s, smart objects are being proposed as a key enabler for the vision of the Internet of things. The combination of the Internet and emerging technologies such as near field communications, real-time localization, and embedded sensors enables everyday objects to be transformed into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of things and enable novel computing applications. In 2018, one of the world's first smart houses was built in Klaukkala, Finland in the form of a five-floor apartment block, using the Kone Residential Flow solution created by KONE, allowing even a smartphone to act as a home key. == Characteristics == Although we can view interaction with physical smart object in the physical world as distinct from interaction with virtual smart objects in a virtual simulated world, these can be related. Poslad considers the progression of: how humans use models of smart objects situated in the physical world to enhance human to physical world interaction; versus how smart physical objects situated in the physical world can model human interaction in order to lessen the need for human to physical world interaction; versus how virtual smart objects by modelling both physical world objects and modelling humans as objects and their subsequent interactions can form a predominantly smart virtual object environment. === Smart physical objects === The concept smart for a smart physical object simply means that it is active, digital, networked, can operate to some extent autonomously, is reconfigurable and has local control of the resources it needs such as energy, data storage, etc. Note, a smart object does not necessarily need to be intelligent as in exhibiting a strong essence of artificial intelligence—although it can be designed to also be intelligent. Physical world smart objects can be described in terms of three properties: Awareness: is a smart object's ability to understand (that is, sense, interpret, and react to) events and human activities occurring in the physical world. Representation: refers to a smart object's application and programming model—in particular, programming abstractions. Interaction: denotes the object's ability to converse with the user in terms of input, output, control, and feedback. Based upon these properties, these have been classified into three types: Activity-Aware Smart Objects: Are objects that can record information about work activities and its own use. Policy-Aware Smart Objects: Are objects that are activity-aware Objects can interpret events and activities with respect to predefined organizational policies. Process-Aware Smart Objects: Processes play a fundamental role in industrial work management and operation. A process is a collection of related activities or tasks that are ordered according to their position in time and space. === Smart virtual objects === For the virtual object in a virtual world case, an object is called smart when it has the ability to describe its possible interactions. This focuses on constructing a virtual world using only virtual objects that contain their own interaction information. There are four basic elements to constructing such a smart virtual object framework. Object properties: physical properties and a text description Interaction information: position of handles, buttons, grips, and the like Object behavior: different behaviors based on state variables Agent behaviors: description of the behavior an agent should follow when using the object Some versions of smart objects also include animation information in the object information, but this is not considered to be an efficient approach, since this can make objects inappropriately oversized. === Categorization === The terms smart, connected product or smart product can be confusing as it is used to cover a broad range of different products, ranging from smart home appliances (e.g., smart bathroom scales or smart light bulbs) to smart cars (e.g., Tesla). While these products share certain similarities, they often differ substantially in their capabilities. Raff et al. developed a conceptual framework that distinguishes different smart products based on their capabilities, which features 4 types of smart product archetypes (in ascending order of "smartness"). Digital Connected Responsive Intelligent == Advantages == Smart, connected products have three primary components: Physical – made up of the product's mechanical and electrical parts. Smart – made up of sensors, microprocessors, data storage, controls, software, and an embedded operating system with enhanced user interface. Connectivity – made up of ports, antennae, and protocols enabling wired/wireless connections that serve two purposes, it allows data to be exchanged with the product and enables some functions of the product to exist outside the physical device. Each component expands the capabilities of one another resulting in "a virtuous cycle of value improvement". First, the smart components of a product amplify the value and capabilities of the physical components. Then, connectivity amplifies the value and capabilities of the smart components. These improvements include: Monitoring of the product's conditions, its external environment, and its operations and usage. Control of various product functions to better respond to changes in its environment, as well as to personalize the user experience. Optimization of the product's overall operations based on actual performance data, and reduction of downtimes through predictive maintenance and remote service. Autonomous product operation, including learning from their environment, adapting to users' preferences and self-diagnosing and service. === The Internet of things (IoT) === The Internet of things is the network of physical objects that contain embedded technology to communicate and sense or interact with their internal states or the external environment. The phrase "Internet of things" reflects the gro

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  • Machine learning in video games

    Machine learning in video games

    Artificial intelligence and machine learning techniques are used in video games for a wide variety of applications such as non-player character (NPC) control, procedural content generation (PCG) and deep learning-based content generation. Machine learning is a subset of artificial intelligence that uses historical data to build predictive and analytical models. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning. == Overview of relevant machine learning techniques == === Deep learning === Deep learning is a subset of machine learning which focuses heavily on the use of artificial neural networks (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on. ==== Convolutional neural networks ==== Convolutional neural networks (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games. === Recurrent neural network === Recurrent neural networks are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as speech recognition and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of long term memory due to the vanishing gradient problem, thus it is rarely used over newer implementations. ==== Long short-term memory ==== A long short-term memory (LSTM) network is a specific implementation of a RNN that is designed to deal with the vanishing gradient problem seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games. === Reinforcement learning === Reinforcement learning is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as Q-learning, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and robotics. === Neuroevolution === Neuroevolution involves the use of both neural networks and evolutionary algorithms. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques. == Deep learning agents == Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed gameplay. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents. === Chess === Chess is a turn-based strategy game that is considered a difficult AI problem due to the computational complexity of its board space. Similar strategy games are often solved with some form of a Minimax Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997 Deep Blue versus Garry Kasparov match. Since then, machine learning agents have shown ever greater success than previous AI agents. === Go === Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur. ==== AlphaGo ==== Google's 2015 AlphaGo was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a Monte Carlo tree search (MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself. ==== AlphaGo Zero ==== AlphaGo Zero, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent. === StarCraft series === StarCraft and its sequel StarCraft II are real-time strategy (RTS) video games that have become popular environments for AI research. Blizzard and DeepMind have worked together to release a public StarCraft 2 environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game. ==== Alphastar ==== Alphastar was the first AI agent to beat professional StarCraft 2 players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup. === Dota 2 === Dota 2 is a multiplayer online battle arena (MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on Dota 2 is OpenAI's deep learning Five agent. ==== OpenAI Five ==== OpenAI Five utilized separate long short-term memory networks to learn each hero. It trained using a reinforcement learning technique known as Proximal Policy Learning running on a system containing 256 GPUs and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 Dota 2 esports champion team in a 2019 series of games. === Planetary Annihilation === Planetary Annihilation is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent. === Supreme Commander 2 === Supreme Commander 2 is a real-time strategy (RTS) video game. The game uses Multilayer Perceptrons (MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval

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  • Data-driven model

    Data-driven model

    Data-driven models are a class of computational models that primarily rely on historical data collected throughout a system's or process' lifetime to establish relationships between input, internal, and output variables. Commonly found in numerous articles and publications, data-driven models have evolved from earlier statistical models, overcoming limitations posed by strict assumptions about probability distributions. These models have gained prominence across various fields, particularly in the era of big data, artificial intelligence, and machine learning, where they offer valuable insights and predictions based on the available data. == Background == These models have evolved from earlier statistical models, which were based on certain assumptions about probability distributions that often proved to be overly restrictive. The emergence of data-driven models in the 1950s and 1960s coincided with the development of digital computers, advancements in artificial intelligence research, and the introduction of new approaches in non-behavioural modelling, such as pattern recognition and automatic classification. == Key Concepts == Data-driven models encompass a wide range of techniques and methodologies that aim to intelligently process and analyse large datasets. Examples include fuzzy logic, fuzzy and rough sets for handling uncertainty, neural networks for approximating functions, global optimization and evolutionary computing, statistical learning theory, and Bayesian methods. These models have found applications in various fields, including economics, customer relations management, financial services, medicine, and the military, among others. Machine learning, a subfield of artificial intelligence, is closely related to data-driven modelling as it also focuses on using historical data to create models that can make predictions and identify patterns. In fact, many data-driven models incorporate machine learning techniques, such as regression, classification, and clustering algorithms, to process and analyse data. In recent years, the concept of data-driven models has gained considerable attention in the field of water resources, with numerous applications, academic courses, and scientific publications using the term as a generalization for models that rely on data rather than physics. This classification has been featured in various publications and has even spurred the development of hybrid models in the past decade. Hybrid models attempt to quantify the degree of physically based information used in hydrological models and determine whether the process of building the model is primarily driven by physics or purely data-based. As a result, data-driven models have become an essential topic of discussion and exploration within water resources management and research. The term "data-driven modelling" (DDM) refers to the overarching paradigm of using historical data in conjunction with advanced computational techniques, including machine learning and artificial intelligence, to create models that can reveal underlying trends, patterns, and, in some cases, make predictions Data-driven models can be built with or without detailed knowledge of the underlying processes governing the system behavior, which makes them particularly useful when such knowledge is missing or fragmented.

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  • Zardoz (computer security)

    Zardoz (computer security)

    In computer security, the Security-Digest list, better known as the Zardoz list, was a semi-private full disclosure mailing list run by Neil Gorsuch from 1989 through 1991. It identified weaknesses in systems and gave directions on where to find them. It was a perennial target for computer hackers, who sought archives of the list for information on undisclosed software vulnerabilities. == Membership restrictions == Access to Zardoz was approved on a case-by-case basis by Gorsuch, principally by reference to the user account used to send subscription requests; requests were approved for root users, valid UUCP owners, or system administrators listed at the NIC. The openness of the list to users other than Unix system administrators was a regular topic of conversation, with participants expressing concern that vulnerabilities and exploitation details disclosed on the list were liable to spread to hackers. The circulation of Zardoz postings was an open secret among computer hackers, and mocked in a Phrack parody of an IRC channel populated by security experts. == Notable participants == Keith Bostic discussed BSD Sendmail vulnerabilities Chip Salzenberg discussed Peter Honeyman's posting of a UUCP worm, and shell script security Gene Spafford discussed VMS and Ultrix bugs, and relayed law enforcement enquiries about the Morris Worm Tom Christiansen discussed SUID shell scripts Chris Torek discussed devising exploits from general descriptions of vulnerabilities Henry Spencer discussed Unix security Brendan Kehoe discussed systems security Alec Muffett announced Crack, the Unix password cracker The majority of Zardoz participants were Unix systems administrators and C software developers. Neil Gorsuch and Gene Spafford were the most prolific contributors to the list.

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  • Artificial intelligence of things

    Artificial intelligence of things

    Artificial Intelligence of Things (AIoT) is the combination of artificial intelligence (AI) technologies with the Internet of things (IoT) infrastructure to create systems capable of sensing, learning, and acting on data without continuous human intervention. While IoT focuses on connectivity and sensor data collection, AI enables IoT devices to analyse data in real time and produce actionable outputs, including automated decisions at the edge. == Applications == === Manufacturing and predictive maintenance === Manufacturing accounts for the largest share of AIoT adoption by industry vertical. A common application is predictive maintenance, where sensors measuring vibration, temperature, current draw, and acoustic emissions feed machine learning models trained to detect signatures that precede equipment failure. These systems can flag developing faults weeks or months in advance, and in more advanced deployments can autonomously adjust machine parameters such as motor speed or cooling cycles to delay or prevent failure. === Other industries === In healthcare, AIoT enables remote patient monitoring through wearable devices that collect vital signs and apply AI models to detect anomalies or predict deterioration. In logistics, GPS and telematics sensors combined with AI models support real-time route optimisation, vehicle maintenance prediction, and fuel cost forecasting. Smart building systems use occupancy, temperature, and energy sensors with AI to dynamically adjust HVAC and lighting, reducing energy consumption. == Architecture == AIoT systems typically operate across three layers: a device layer of sensors and actuators that collect data, a connectivity layer that transmits data via protocols such as MQTT or HTTP, and a compute layer where AI models process the data either in the cloud or at the edge. The trend toward edge-based processing, where inference runs on low-cost processors near the data source rather than in a centralised cloud, has accelerated as hardware costs have fallen and applications increasingly require sub-second response times. == Market == Market sizing estimates for AIoT vary significantly depending on scope and definition. Fortune Business Insights valued the AIoT market at USD 35.65 billion in 2023, projecting growth to USD 253.86 billion by 2030 at a compound annual growth rate of 32.4%. Grand View Research estimated the broader market at USD 171.4 billion in 2024 with a CAGR of 31.7% through 2030, reflecting a wider definition that includes AI-integrated hardware components. North America accounted for approximately 40% of global market share in 2024, with the Asia-Pacific region projected as the fastest-growing market.

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  • AI-assisted software development

    AI-assisted software development

    AI-assisted software development is the use of artificial intelligence (AI) to augment software development. It uses large language models (LLMs), AI agents and other AI technologies to assist software developers. It helps in a range of tasks of the software development life cycle, from code generation to debugging, editing, testing, UI design, understanding the code, and documentation. Agentic coding denotes the use of AI agents for software development. == Technologies == === Source code generation === Large language models trained or fine-tuned on source-code corpora can generate source code from natural-language descriptions, comments, or docstrings. Research on code-generation systems often evaluates generated programs by functional correctness, such as whether the output passes automated test cases, rather than by syntax alone. Such tools can be features or extensions of integrated development environments (IDEs). === Intelligent code completion === AI agents using pre-trained and fine-tuned LLMs can predict and suggest code completions based on context. According to Husein, Aburajouh & Catal in a 2025 literature review in Computer Standards & Interfaces, "LLMs significantly enhance code completion performance across several programming languages and contexts, and their capability to predict relevant code snippets based on context and partial input boosts developer productivity substantially." === Testing, debugging, code review and analysis === AI is used to automatically generate test cases, identify potential bugs and security vulnerabilities, and suggest fixes. AI can also be used to perform static code analysis and suggest potential performance improvements. == Limitations == Both ownership of and responsibility for AI-generated code is disputed. According to a report from the German Federal Office for Information Security, the use of AI coding assistants without careful oversight from experienced developers can introduce both minor and major security vulnerabilities, and any potential gain in productivity should be weighed against the cost of additional quality control and security measures. According to Deloitte, outputs from AI-assisted software development must be validated through a combination of automated testing, static analysis tools and human review, creating a governance layer to improve quality and accountability. == Vibe coding ==

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