AI Coding Discord

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

  • International Medical Education Directory

    International Medical Education Directory

    The International Medical Education Directory (IMED) was a public database of worldwide medical schools. The IMED was published as a joint collaboration of the Educational Commission for Foreign Medical Graduates (ECFMG) and the Foundation for Advancement of International Medical Education and Research (FAIMER). The information available in IMED was derived from data collected by the Educational Commission for Foreign Medical Graduates (ECFMG) throughout its history of evaluating the medical education credentials of international medical graduates. Using these data as a starting point, Foundation for Advancement of International Medical Education and Research (FAIMER) began developing IMED in 2001 and made it publicly available in April 2002. In April 2014, IMED was merged with the Avicenna Directory to create the World Directory of Medical Schools. The World Directory is now the definitive list of medical schools in the world, as IMED and Avicenna were discontinued in 2015.

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  • GOFAI

    GOFAI

    In the philosophy of artificial intelligence, GOFAI (good old-fashioned artificial intelligence) is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea. Haugeland coined the term to address two questions: Can GOFAI produce human-level artificial intelligence in a machine? Is GOFAI the primary method that brains use to display intelligence? AI founder Herbert A. Simon speculated in 1963 that the answers to both these questions was "yes". His evidence was the performance of programs he had co-written, such as Logic Theorist and the General Problem Solver, and his psychological research on human problem solving. AI research in the 1950s and 60s had an enormous influence on intellectual history: it inspired the cognitive revolution, led to the founding of the academic field of cognitive science, and was the essential example in the philosophical theories of computationalism, functionalism and cognitivism in ethics and the psychological theories of cognitivism and cognitive psychology. The specific aspect of AI research that led to this revolution was what Haugeland called "GOFAI". In AI development and technology, GOFAI is used to refer to programs that are built with deliberate, explicit instructions for a single task. This is in contrast to approaches that use machine learning. Examples of GOFAI applications include AlphaGo and Apple's initial Siri design. == Western rationalism == Haugeland places GOFAI within the rationalist tradition in western philosophy, which holds that abstract reason is the "highest" faculty, that it is what separates man from the animals, and that it is the most essential part of our intelligence. This assumption is present in Plato and Aristotle, in Shakespeare, Hobbes, Hume and Locke, it was central to the Enlightenment, to the logical positivists of the 1930s, and to the computationalists and cognitivists of the 1960s. As Shakespeare wrote: What a piece of work is a man, How noble in reason, how infinite in faculty ... In apprehension how like a god, The beauty of the world, The paragon of animals. Symbolic AI in the 1960s was able to successfully simulate the process of high-level reasoning, including logical deduction, algebra, geometry, spatial reasoning and means-ends analysis, all of them in precise English sentences, just like the ones humans used when they reasoned. Many observers, including philosophers, psychologists and the AI researchers themselves became convinced that they had captured the essential features of intelligence. This was not just hubris or speculation -- this was entailed by rationalism. If it was not true, then it brings into question a large part of the entire Western philosophical tradition. Continental philosophy, which included Nietzsche, Husserl, Heidegger and others, rejected rationalism and argued that our high-level reasoning was limited and prone to error, and that most of our abilities come from our intuitions, culture, and instinctive feel for the situation. Philosophers who were familiar with this tradition were the first to criticize GOFAI and the assertion that it was sufficient for intelligence, such as Hubert Dreyfus and Haugeland. == Haugeland's GOFAI == Critics and supporters of Haugeland's position, from philosophy, psychology, or AI research have found it difficult to define "GOFAI" precisely, and thus the literature contains a variety of interpretations. Drew McDermott, for example, finds Haugeland's description of GOFAI "incoherent" and argues that GOFAI is a "myth". Haugeland coined the term GOFAI in order to examine the philosophical implications of “the claims essential to all GOFAI theories”, which he listed as: 1. our ability to deal with things intelligently is due to our capacity to think about them reasonably (including sub-conscious thinking); and 2. our capacity to think about things reasonably amounts to a faculty for internal “automatic” symbol manipulation This is very similar to the sufficient side of the physical symbol systems hypothesis proposed by Herbert A. Simon and Allen Newell in 1963: "A physical symbol system has the necessary and sufficient means for general intelligent action." It is also similar to Hubert Dreyfus' "psychological assumption": "The mind can be viewed as a device operating on bits of information according to formal rules. " Haugeland's description of GOFAI refers to symbol manipulation governed by a set of instructions for manipulating the symbols. The "symbols" he refers to are discrete physical things that are assigned a definite semantics -- like and . They do not refer to signals, or unidentified numbers, or matrixes of unidentified numbers, or the zeros and ones of digital machinery. Thus, Haugeland's GOFAI does not include "good old fashioned" techniques such as cybernetics, perceptrons, dynamic programming or control theory or modern techniques such as neural networks or support vector machines. These questions ask if GOFAI is sufficient for general intelligence -- they ask if there is nothing else required to create fully intelligent machines. Thus GOFAI, for Haugeland, does not include systems that combine symbolic AI with other techniques, such as neuro-symbolic AI, and also does not include narrow symbolic AI systems that are designed only to solve a specific problem and are not expected to exhibit general intelligence. == Replies == === Replies from AI scientists === Russell and Norvig wrote, in reference to Dreyfus and Haugeland:The technology they criticized came to be called Good Old-Fashioned AI (GOFAI). GOFAI corresponds to the simplest logical agent design ... and we saw ... that it is indeed difficult to capture every contingency of appropriate behavior in a set of necessary and sufficient logical rules; we called that the qualification problem. Later symbolic AI work after the 1980's incorporated more robust approaches to open-ended domains such as probabilistic reasoning, non-monotonic reasoning, and machine learning. Currently, most AI researchers believe deep learning, and more likely, a synthesis of neural and symbolic approaches (neuro-symbolic AI), will be required for general intelligence.

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  • Anthropic–United States Department of Defense dispute

    Anthropic–United States Department of Defense dispute

    Since January 2026, the United States Department of Defense has conflicted with the artificial intelligence company Anthropic over the use of its products for military purposes and mass domestic surveillance. == Background == === Artificial intelligence in the U.S. military === The United States Department of Defense began developing lethal autonomous weapons as early as the Reagan administration. The Department of Defense established a policy on the use of artificial intelligence in 2012, Directive 3000.09. Efforts to utilize artificial intelligence intensified under the term of secretary Ash Carter. The Department of Defense's use of artificial intelligence for Project Maven prompted concerns within Google in 2018, leading to protests and mass resignations. === Anthropic in the second Trump administration === In Donald Trump's second presidency, Anthropic publicly disagreed with the administration's policies and initiatives. In January 2025, Anthropic chief executive Dario Amodei criticized the artificial intelligence investment project Stargate as "chaotic" and opposed Trump's rescission of president Joe Biden's Executive Order on Artificial Intelligence, but noted that Anthropic had held discussions with Trump officials about artificial intelligence policy. Amid discussions over the One Big Beautiful Bill Act, Anthropic privately lobbied for Congress to vote against a bill preventing states from regulating artificial intelligence and expressed opposition to an artificial intelligence agreement signed among Gulf states in Trump's visit to the Middle East in May. According to Semafor, Trump officials chastised Anthropic's hiring of several officials involved in the Biden administration, including Elizabeth Kelly, the former director of the Artificial Intelligence Safety Institute; Tarun Chhabra, the coordinator for technology and national security in the National Security Council; and Ben Buchanan, Biden's advisor for artificial intelligence. The following month, Amodei wrote an op-ed in The New York Times describing the artificial intelligence regulation bill, then tied to the One Big Beautiful Bill Act, as "far too blunt an instrument". Prior to the dispute, the Trump administration had integrated Anthropic's services. By November 2024, Anthropic had already partnered with Palantir and Amazon Web Services, companies that offered services with FedRAMP authorization. In the Biden administration, Anthropic had reached an agreement with the AI Safety Institute and had participated in a nuclear information safety evaluation. The Department of Homeland Security authorized its workers to use commercial artificial intelligence systems, including Anthropic's Claude, until May 2025. Through its interoperability with Palantir, a company heavily involved in data analysis and analytics at the Department of Defense, Anthropic's technology achieved relatively widespread usage in the U.S. military. The following month, Anthropic announced that it would allow national security customers to use Claude Gov. Anthropic's orthogonal usage policy to the surveillance systems implemented at the Federal Bureau of Investigation, the Secret Service, and Immigration and Customs Enforcement led to a conflict between Anthropic and the Trump administration by September. That month, Amodei criticized Trump's approach to export restrictions on semiconductors. Anthropic's strategy has mirrored Amodei's views towards Trump; in a Facebook post ahead of the 2024 presidential election, Amodei urged his associates to vote for vice president Kamala Harris over Trump, describing him as a "feudal warlord". As the Trump administration targeted law firms, Amodei cut ties with the firms Skadden, Arps, Slate, Meagher & Flom and Latham & Watkins, which reached agreements with the Trump administration to avoid punishment. David Sacks, Trump's advisor for artificial intelligence and cryptocurrency, said on All-In (2020–present) that Anthropic was among several "AI doomers" that support regulation he saw as overly restrictive. According to The Wall Street Journal, officials close to Sacks examined whether Anthropic's Claude was a "woke AI"; in July, Trump signed an executive order "Preventing Woke AI in the Federal Government ". Sacks viewed Amodei's decision to attend the World Economic Forum over Trump's second inauguration; his hiring of Biden officials; and Anthropic's association with the philanthropic initiative Open Philanthropy as evidence that Anthropic would not support Trump's agenda. In October 2025, Sacks stated that Anthropic was "running a sophisticated regulatory capture strategy based on fear-mongering." That month, Amodei published a blog post rebuffing "inaccurate claims" from the Trump administration on Anthropic's policies, intensifying the dispute. Amodei's statement included views explicitly espoused by vice president JD Vance. In December, Amodei met with Trump officials and several senators in an effort to improve Anthropic's relationship with the Trump administration. == Dispute == In December 2025, secretary of defense Pete Hegseth announced GenAI.mil, an artificial intelligence platform for the Department of Defense. The department initially contracted Google Gemini for the platform, then OpenAI's ChatGPT. The following month, Hegseth announced that the Department of Defense would additionally contract xAI's Grok for use in the military, decrying "woke AI." In January 2026, Semafor reported that the Department of Defense had conflicted with Anthropic over its policies on lethal military force and that Hegseth's comment on woke AI was a reference to Anthropic. According to Reuters, Anthropic representatives opposed the use of the company's products for surveillance or to develop lethal autonomous weapons. The dispute between Anthropic and the Department of Defense resulted in the termination of a contract worth an estimated US$200 million. In February 2026, Emil Michael, the under secretary of defense for research and engineering, stated that the Department of Defense would expand access to commercial artificial intelligence systems, including Anthropic's Claude, to unclassified and classified domains. That month, Axios reported that the Department of Defense had used Claude in the United States intervention in Venezuela. Anthropic told Axios that it would reassess its partnership with the Department of Defense after the revelations. After Anthropic refused to agree to allow the Department of Defense to use Claude for "all lawful purposes," the department threatened to cancel its contracts with the company. Hegseth additionally moved to label Anthropic a "supply chain risk," which would have forced military contractors to cut ties with Anthropic. A federal judge blocked this designation, describing it as punitive. Michael told reporters that Anthropic should "cross the Rubicon" and allow the Department of Defense to dictate the terms of how its technology is used. The position of the Department of Defense, and its tactics during the dispute, were widely criticized on grounds including violating the principles of rule-of-law, market independence and national security. == Impact == The dispute caused 1789 Capital, a venture capital firm associated with Donald Trump Jr., to abandon an investment in Anthropic worth hundreds of millions of dollars. Following the government's actions against Anthropic, OpenAI "rushed", hours before the US started the 2026 Iran war, to get a deal without the constraints that Anthropic had sought. == Lawsuits == In March 2026, Judge Rita F. Lin granted a preliminary injunction against the government. Lin wrote: The Department of War’s records show that it designated Anthropic as a supply chain risk because of its “hostile manner through the press.” Punishing Anthropic for bringing public scrutiny to the government’s contracting position is classic illegal First Amendment retaliation. (...) At bottom, Anthropic has shown that these broad punitive measures were likely unlawful and that it is suffering irreparable harm from them. Numerous amici have also described wide-ranging harm to the public interest, including the chilling of open discussion about important topics in AI safety. In April 2026, the Court of Appeals for the D.C. Circuit in a per curiam order denied Anthropic's motion to lift the designation. The April order is not final. The court's order said lifting the designation "would force the United States military to prolong its dealings with an unwanted vendor of critical AI services in the middle of a significant ongoing military conflict". According to Wired, "Several experts in government contracting and corporate rights" said "Anthropic has a strong case against the government, but the courts sometimes refuse to overrule the White House on matters related to national security."

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  • DREAM Challenges

    DREAM Challenges

    DREAM Challenges (Dialogue for Reverse Engineering Assessment and Methods) is a non-profit initiative for advancing biomedical and systems biology research via crowd-sourced competitions. Started in 2006, DREAM challenges collaborate with Sage Bionetworks to provide a platform for competitions run on the Synapse platform. Over 60 DREAM challenges have been conducted over the span of over 15 years. == Overview == DREAM Challenges were founded in 2006 by Gustavo Stolovizky from IBM Research and Andrea Califano from Columbia University. Current chair of the DREAM organization is Paul Boutros from University of California. Further organization spans emeritus chairs Justin Guinney and Gustavo Stolovizky, and multiple DREAM directors. Individual challenges focus on tackling a specific biomedical research question, typically narrowed down to a specific disease. A prominent disease focus has been on oncology, with multiple past challenges focused on breast cancer, acute myeloid leukemia, and prostate cancer or similar diseases. The data involved in an individual challenge reflects the disease context; while cancers typically involve data such as mutations in the human genome, gene expression and gene networks in transcriptomics, and large scale proteomics, newer challenges have shifted towards single cell sequencing technologies as well as emerging gut microbiome related research questions, thus reflecting trends in the wider research community. Motivation for DREAM Challenges is that via crowd-sourcing data to a larger audience via competitions, better models and insight is gained than if the analysis was conducted by a single entity. Past competitions have been published in such scientific venues as the flagship journals of the Nature Portfolio and PLOS publishing groups. Results of DREAM challenges are announced via web platforms, and the top performing participants are invited to present their results in the annual RECOMB/ISCB Conferences with RSG/DREAM organized by the ISCB. While DREAM Challenges have emphasized open science and data, in order to mitigate issues rising from highly sensitive data such as genomics in patient cohorts, "model to data" approaches have been adopted. In such challenges participants submit their models via containers such as Docker or Singularity. This allows retaining confidentiality of the original data as these containers are then run by the organizers on the confidential data. This differs from the more traditional open data model, where participants submit predictions directly based on the provided open data. == Challenge organization == DREAM challenge comprises a core DREAM/Sage Bionetworks organization group as well as an extended scientific expert group, who may have contributed to creation and conception of the challenge or by providing key data. Additionally, new DREAM challenges may be proposed by the wider research community. Pharmaceutical companies or other private entities may also be involved in DREAM challenges, for example in providing data. == Challenge structure == Timelines for key stages (such as introduction webinars, model submission deadlines, and final deadline for participation) are provided in advance. After the winners are announced, organizers start collaborating with the top performing participants to conduct post hoc analyses for a publication describing key findings from the competition. Challenges may be split into sub-challenges, each addressing a different subtopic within the research question. For example, regarding cancer treatment efficacy predictions, these may be separate predictions for progression-free survival, overall survival, best overall response according to RECIST, or exact time until event (progression or death). == Participation == During DREAM challenges, participants typically build models on provided data, and submit predictions or models that are then validated on held-out data by the organizers. While DREAM challenges avoid leaking validation data to participants, there are typically mid-challenge submission leaderboards available to assist participants in evaluating their performance on a sub-sampled or scrambled dataset. DREAM challenges are free for participants. During the open phase anybody can register via Synapse to participate either individually or as a team. A person may only register once and may not use any aliases. There are some exceptions, which disqualify an individual from participating, for example: Person has privileged access to the data for the particular challenge, thus providing them with an unfair advantage. Person has been caught or is under suspicion of cheating or abusing previous DREAM Challenges. Person is a minor (under age 18 or the age of majority in jurisdiction of residence). This may be alleviated via parental consent.

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  • Self-supervised learning

    Self-supervised learning

    Self-supervised learning (SSL) is a paradigm in machine learning where a model is trained on a task using the data itself to generate supervisory signals, rather than relying on externally-provided labels. In the context of neural networks, self-supervised learning aims to leverage inherent structures or relationships within the input data to create meaningful training signals. SSL tasks are designed so that solving them requires capturing essential features or relationships in the data. The input data is typically augmented or transformed in a way that creates pairs of related samples, where one sample serves as the input, and the other is used to formulate the supervisory signal. This augmentation can involve introducing noise, cropping, rotation, or other transformations. Self-supervised learning more closely imitates the way humans learn to classify objects. During SSL, the model learns in two steps. First, the task is solved based on an auxiliary or pretext classification task using pseudo-labels, which help to initialize the model parameters. Next, the actual task is performed with supervised or unsupervised learning. Self-supervised learning has produced promising results in recent years, and has found practical application in fields such as audio processing, and is being used by Facebook and others for speech recognition. == Pseudo-labels == Pseudo-labels are automatically generated labels that a model assigns to unlabeled data based on its own predictions. They are widely used in self-supervised and semi-supervised learning, where ground-truth annotations are limited or unavailable. By treating predicted labels as surrogate ground truth, learning algorithms can make use of large quantities of unlabeled data in the training process. Pseudo-labeling also plays an important role in systems that must adapt to concept drift, where the statistical properties of the data change over time. In these scenarios, the model may detect that an incoming instance deviates from previously learned behavior. The system then generates a classification result for that instance, and this predicted class is used as a pseudo-label for updating or retraining model components that are becoming outdated. This approach enables continuous adaptation in dynamic environments without requiring manual annotation. In many adaptive learning pipelines, pseudo-labels are chosen when the classifier produces sufficiently confident predictions, reducing the risk of propagating errors. These pseudo-labeled instances are then incorporated into training to refresh or evolve the model's understanding of emerging data patterns, particularly when existing components show signs of “aging” due to drift or distributional shifts. This strategy reduces reliance on manual labeling while helping maintain long-term model performance. == Types == === Autoassociative self-supervised learning === Autoassociative self-supervised learning is a specific category of self-supervised learning where a neural network is trained to reproduce or reconstruct its own input data. In other words, the model is tasked with learning a representation of the data that captures its essential features or structure, allowing it to regenerate the original input. The term "autoassociative" comes from the fact that the model is essentially associating the input data with itself. This is often achieved using autoencoders, which are a type of neural network architecture used for representation learning. Autoencoders consist of an encoder network that maps the input data to a lower-dimensional representation (latent space), and a decoder network that reconstructs the input from this representation. The training process involves presenting the model with input data and requiring it to reconstruct the same data as closely as possible. The loss function used during training typically penalizes the difference between the original input and the reconstructed output (e.g. mean squared error). By minimizing this reconstruction error, the autoencoder learns a meaningful representation of the data in its latent space. === Contrastive self-supervised learning === For a binary classification task, training data can be divided into positive examples and negative examples. Positive examples are those that match the target. For example, if training a classifier to identify birds, the positive training data would include images that contain birds. Negative examples would be images that do not. Contrastive self-supervised learning uses both positive and negative examples. The loss function in contrastive learning is used to minimize the distance between positive sample pairs, while maximizing the distance between negative sample pairs. An early example uses a pair of 1-dimensional convolutional neural networks to process a pair of images and maximize their agreement. Contrastive Language-Image Pre-training (CLIP) allows joint pretraining of a text encoder and an image encoder, such that a matching image-text pair have image encoding vector and text encoding vector that span a small angle (having a large cosine similarity). InfoNCE (Noise-Contrastive Estimation) is a method to optimize two models jointly, based on Noise Contrastive Estimation (NCE). Given a set X = { x 1 , … x N } {\displaystyle X=\left\{x_{1},\ldots x_{N}\right\}} of N {\displaystyle N} random samples containing one positive sample from p ( x t + k ∣ c t ) {\displaystyle p\left(x_{t+k}\mid c_{t}\right)} and N − 1 {\displaystyle N-1} negative samples from the 'proposal' distribution p ( x t + k ) {\displaystyle p\left(x_{t+k}\right)} , it minimizes the following loss function: L N = − E X [ log ⁡ f k ( x t + k , c t ) ∑ x j ∈ X f k ( x j , c t ) ] {\displaystyle {\mathcal {L}}_{\mathrm {N} }=-\mathbb {E} _{X}\left[\log {\frac {f_{k}\left(x_{t+k},c_{t}\right)}{\sum _{x_{j}\in X}f_{k}\left(x_{j},c_{t}\right)}}\right]} === Non-contrastive self-supervised learning === Non-contrastive self-supervised learning (NCSSL) uses only positive examples. Counterintuitively, NCSSL converges on a useful local minimum rather than reaching a trivial solution, with zero loss. For the example of binary classification, it would trivially learn to classify each example as positive. Effective NCSSL requires an extra predictor on the online side that does not back-propagate on the target side. === Joint-Embedding and Predictive Architectures === A major class of self-supervised learning moves beyond contrastive pairs, instead maximizing the agreement between views while preventing collapse through statistical constraints. Rooted in Deep Canonical Correlation Analysis (Deep CCA), this approach includes Joint-Embedding Architectures (JEA) like Barlow Twins and VICReg, which enforce covariance constraints to learn invariant representations without negative sampling. Deep Latent Variable Path Modelling (DLVPM) generalizes this to multimodal systems, using path models to enforce correlation and orthogonality across diverse data types. In 2022 Yann LeCun introduced Joint-Embedding Predictive Architectures (JEPA) as a step towards decision making, reasoning, and autonomous human intelligence in machines, including self-improvement through autonomous learning. Founded in representation learning, LeCun included the concept of a “world model” in JEPA which aims to enable machines to replicate human intellect by providing machines with a concept for the world in which they exist. Unlike autoencoders, JEPAs operate entirely in latent space, avoiding pixel-level noise to focus on semantic structure. Rather than just learning invariance, JEPAs learn by predicting masked latent representations from visible context. JEPA has been applied to domains such as image analysis, audio processing, and motion in images and video. == Comparison with other forms of machine learning == SSL belongs to supervised learning methods insofar as the goal is to generate a classified output from the input. At the same time, however, it does not require the explicit use of labeled input-output pairs. Instead, correlations, metadata embedded in the data, or domain knowledge present in the input are implicitly and autonomously extracted from the data. These supervisory signals, extracted from the data, can then be used for training. SSL is similar to unsupervised learning in that it does not require labels in the sample data. Unlike unsupervised learning, however, learning is not done using inherent data structures. Semi-supervised learning combines supervised and unsupervised learning, requiring only a small portion of the learning data be labeled. In transfer learning, a model designed for one task is reused on a different task. Training an autoencoder intrinsically constitutes a self-supervised process, because the output pattern needs to become an optimal reconstruction of the input pattern itself. However, in current jargon, the term 'self-supervised' often refers to tasks based on a pretext-task training setup

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  • Automatic1111

    Automatic1111

    AUTOMATIC1111 Stable Diffusion Web UI (SD WebUI, A1111, or Automatic1111) is an open source generative artificial intelligence program that allows users to generate images from a text prompt. It uses Stable Diffusion as the base model for its image capabilities together with a large set of extensions and features to customize its output. == History == SD WebUI was released on GitHub on August 22, 2022, by AUTOMATIC1111, 1 month after the initial release of Stable Diffusion. At the time, Stable Diffusion could only be run via the command line. SD WebUI quickly rose in popularity and has been described as "the most popular tool for running diffusion models locally." SD WebUI is one of the most popular user interfaces for Stable Diffusion, together with ComfyUI. In February 2024, a book was published by ja:Gijutsu Hyoronsha on using Stable Diffusion with SD WebUI in Japanese. As of July 2024, the project had 136,000 stars on GitHub. == Features == SD WebUI uses Gradio for its user interface. Each parameter in the Stable Diffusion program is exposed via a UI interface within SD WebUI. SD WebUI contains additional parameters not included in Stable Diffusion itself, such as support for Low-rank adaptations, ControlNet and custom variational autoencoders. SD WebUI supports prompt weighting, image-to-image based generation, inpainting, outpainting and image scaling. It supports over 20 samplers including DDIM, Euler, Euler a, DPM++ 2M Karras, and UniPC. It is also used for its various optimizations over the base Stable Diffusion. == Stable Diffusion WebUI Forge == Stable Diffusion WebUI Forge (Forge) is a notable fork of SD WebUI started by Lvmin Zhang, who is also the creator of ControlNet and Fooocus. The initial goal of Forge was to improve the performance and features of SD WebUI with the intention to upstream changes back to SD WebUI. One of Forge's optimizations allowed users with low VRAM to generate images faster on some versions of Stable Diffusion. It improved generation speed for users with 8GB and 6GB VRAM by 30-45% and 60-75%, respectively. Forge also includes extra features such as support for more samplers than standard SD WebUI. Some of Forge's optimizations were borrowed from ComfyUI, and others were developed by the Forge team. In August 2024, Forge added support for the Flux diffusion model developed by Black Forest Labs, which is not yet supported by SD WebUI.

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  • Cleverpath AION Business Rules Expert

    Cleverpath AION Business Rules Expert

    Cleverpath AION Business Rules Expert (formerly Platinum AIONDS, and before that Trinzic AIONDS, and originally Aion) is an expert system and Business rules engine owned by Computer Associates by 2000. == History == The product was created around 1986 as "Aion" by the Aion company. In its initial release Aion was multi-platform and continues to be deliverable to the PC, Unixs, and Mainframe computer's. In addition it ties in seamlessly with a variety of databases including Oracle, Microsoft SQL Server, and ODBC. Aion was founded by Harry Reinstein, Larry Cohn, Garry Hallee, Scott Grinis, and others. From Scott Grinis's bio: Scott founded Aion, a company that developed expert systems and whose advanced inference engine and object technology were used by financial services and insurance firms to develop risk-scoring and underwriting applications. Harry Reinstein was quoted as saying: “Our biggest competitor was not AICorp, it was COBOL” Trinzic owned AION by 1993. A reference in a 1993 announcement indicates that Trinzic's formation was the result of a merger (paraphased): Trinzic set three development initiatives shortly after its formation from the merger of Aion Corp. and AICorp. The other initiatives -- adding SQL extensions to Aion/DS and evaluating the unbundling of some of that product's object-oriented programming capabilities -- are still active. Writing in 1993 Judith Hodges and Deborah Melewski give the date for the merger: Two rival artificial intelligence software vendors -- AICorp, Inc. and Aion Corp. -- merged in September 1992 to form Trinzic Corp. As part of the merger, redundant jobs were eliminated (20% of the combined work force), leaving a total work force of 245 employees worldwide. The new firm also boasted a combined installed base of more than 1,200 sites representing more than 10,000 software licenses. Although in the merger, technically AICorp bought Aion, as AICorp was a public company and Aion was still private, the reality was that Aion's leadership and technology subsumed AICorp's. Jim Gagnard, the CEO of Aion, became CEO of Trinzic and AICorp's flagship product, KBMS, was discontinued, while the Aion Development System continued to be enhanced and KBMS customers were assisted in converting to AIONDS, under the continued technical leadership of Garry Hallee and Scott Grinis. On August 1, 1994 Trinzic released version 6.4 of AIONDS saying, in part: Trinzic Corp., Palo Alto, Calif., has unveiled The Aion Development System (AionDS) Version 6.4, an upgrade to the company's development environment for building business process automation applications. Version 6.4 provides a visual development environment for Microsoft Windows or OS/2 PM applications using business rules. Trinzic was acquired by PLATINUM Technologies in 1995 which retained at least some of Trinzic's acquisitions Platinum Technologies was acquired by Computer Associates in 1999. CA changed the system's name to CA Aion Business Rules Expert" on or before 2009. It is currently (June 2011) at Release 11 on a wide range of supported platforms. == Applications using Aion == Aion has been used in a variety of industries including Energy, Insurance, Military, Aviation, and Banking. At one point an Aion expert system application written by Covia, LLC existed to do airport gate assignment. Colossus, a computer program, developed by Computer Sciences Corporation is the insurance industry’s leading expert system for assisting adjusters in the evaluation of bodily injury claims (aka "pain and suffering"). Colossus helps adjusters reduce variance in payouts on similar bodily injury claims through objective use of industry standard rules.

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  • AI Dungeon

    AI Dungeon

    AI Dungeon is a single-player/multiplayer text adventure game which uses artificial intelligence (AI) to generate content and allows players to create and share adventures and custom prompts. The game's first version was made available in May 2019, and its second version (initially called AI Dungeon 2) was released on Google Colaboratory in December 2019. It was later ported that same month to its current cross-platform web application. The AI model was then reformed in July 2020. == Gameplay == AI Dungeon is a text adventure game that uses artificial intelligence to generate random storylines in response to player-submitted stimuli. In the game, players are prompted to choose a setting for their adventure (e.g. fantasy, mystery, apocalyptic, cyberpunk, zombies), followed by other options relevant to the setting (such as character class for fantasy settings). After beginning an adventure, four main interaction methods can be chosen for the player's text input: Do: Must be followed by a verb, allowing the player to perform an action. Say: Must be followed by dialogue sentences, allowing players to communicate with other characters. Story: Can be followed by sentences describing something that happens to progress the story, or that players want the AI to know for future events. See: Must be followed by a description, allowing the player to perceive events, objects, or characters. Using this command creates an AI generated image, and does not affect gameplay. The game adapts and responds to most actions the player enters. Providing blank inputs can be used to prompt the AI to generate further content, and the game also provides players with options to undo or redo or modify recent events to improve the game's narrative. Players can also tell the AI what elements to "remember" for reference in future parts of their playthrough. === User-generated content === In addition to AI Dungeon's pre-configured settings, players can create custom "adventures" from scratch by describing the setting in text format, which the AI will then generate a setting from. These custom adventures can be published for others to play, with an interface for browsing published adventures and leaving comments under them. === Multiplayer === AI Dungeon includes a multiplayer mode in which different players each have their own character and take turns interacting with the AI within the same game session. Multiplayer supports both online play across multiple devices or local play using a shared device. The game's hosts are able to supervise the AI and modify its output. Unlike the single-player game, in which actions and stories use second person narration, multiplayer game stories are presented using third-person narration. === Worlds === AI Dungeon allows players to set their adventures within specific "Worlds" that give context to the broader environment where the adventure takes place. This feature was first released with two different worlds available for selection: Xaxas, a "world of peace and prosperity"; and Kedar, a "world of dragons, demons, and monsters". == Development == === AI Dungeon Classic (Early GPT-2) === The first version of AI Dungeon (sometimes referred to as AI Dungeon Classic) was designed and created by Nick Walton of Brigham Young University's "Perception, Control, and Cognition" deep learning laboratory in March 2019 during a hackathon. Before this, Walton had been working as an intern for several companies in the field of autonomous vehicles. This creation used an early version of the GPT-2 natural-language-generating neural network, created by OpenAI, allowing it to generate its original adventure narratives. During his first interactions with GPT-2, Walton was partly inspired by the tabletop game Dungeons & Dragons (D&D), which he had played for the first time with his family a few months earlier: I realized that there were no games available that gave you the same freedom to do anything that I found in [Dungeons & Dragons] ... You can be so creative compared to other games. This led him to wonder if an AI could function as a dungeon master. Unlike later versions of AI Dungeon, the original did not allow players to specify any action they wanted. Instead, it generated a finite list of possible actions to choose from. This first version of the game was released to the public in May 2019. It is not to be confused with another GPT-2-based adventure game, GPT Adventure, created by Northwestern University neuroscience postgraduate student Nathan Whitmore, also released on Google Colab several months after the public release of AI Dungeon. === AI Dungeon 2 (Full GPT-2) === In November 2019, a new, "full" version of GPT-2 was released by OpenAI. This new model included support for 1.5 billion parameters (which determine the accuracy with which a machine learning model can perform a task), compared with the 126 million parameter version used in the earliest stages of AI Dungeon's development. The game was recreated by Walton, leveraging this new version of the model, and temporarily rebranded as AI Dungeon 2. AI Dungeon 2's AI was given more focused training compared to its predecessor, using genre-specific text. This training material included approximately 30 megabytes of content web-scraped from chooseyourstory.com (an online community website of content inspired by interactive gamebooks, written by contributors of multiple skill levels, using logic of differing complexity) and multiple D&D rulebooks and adventures. The new version was released in December 2019 as open-source software available on GitHub. It was accessible via Google Colab, an online tool for data scientists and AI researchers that allows for free execution of code on Google-hosted machines. It could also be run locally on a PC, but in both cases, it required players to download the full model, around 5 gigabytes of data. Within days of the initial release, this mandatory download resulted in bandwidth charges of over $20,000, forcing the temporary shut-down of the game until a peer-to-peer alternative solution was established. Due to the game's sudden and explosive growth that same month, however, it became closed-source, proprietary software and was relaunched by Walton's start-up development team, Latitude (with Walton taking on the role of CTO). This relaunch constituted mobile apps for iOS and Android (built by app developer Braydon Batungbacal) on December 17. Other members of this team included Thorsten Kreutz for the game's long-term strategy and the creator's brother, Alan Walton, for hosting infrastructure. At this time, Nick Walton also established a Patreon campaign to support the game's further growth (such as the addition of multiplayer and voice support, along with longer-term plans to include music and image content) and turn the game into a commercial endeavor, which Walton felt was necessary to cover the costs of delivering a higher-quality version of the game. AI Dungeon was one of the only known commercial applications to be based upon GPT-2. Following its first announcement in December 2019, a multiplayer mode was added to the game in April 2020. Hosting a game in this mode was originally restricted to premium subscribers, although any players could join a hosted game. === Dragon model release (GPT-3) === In July 2020, the developers introduced a premium-exclusive version of the AI model, named Dragon, which uses OpenAI's API for leveraging the GPT-3 model without maintaining a local copy (released on June 11, 2020). GPT-3 was trained with 570 gigabytes of text content (approximately one trillion words, with a $12 million development cost) and can support 175 billion parameters, compared to the 40 gigabytes of training content and 1.5 billion parameters of GPT-2. The free model was also upgraded to a less-advanced version of GPT-3 and was named Griffin. Speaking shortly after this release, on the differences between GPT-2 and GPT-3, Walton stated: [GPT-3 is] one of the most powerful AI models in the world... It's just much more coherent in terms of understanding who the characters are, what they're saying, what's going on in the story and just being able to write an interesting and believable story. In the latter half of 2020, the "Worlds" feature was added to AI Dungeon, providing players with a selection of overarching worlds in which their adventures can take place. In February 2021, it was announced that AI Dungeon's developers, Latitude, had raised $3.3 million in seed funding (led by NFX, with participation from Album VC and Griffin Gaming Partners) to "build games with 'infinite' story possibilities." This funding intended to move AI content creation beyond the purely text-based nature of AI Dungeon as it existed at the time. After its announcement on August 20, a new "See" interaction mode was made available for all players and added to the game on August 30, 2022. AI Dungeon was retired from Steam on March 12, 2024. == Reception == Approximate

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  • Hierarchical navigable small world

    Hierarchical navigable small world

    Hierarchical navigable small world (HNSW) is an algorithm for approximate nearest neighbor search. It is used to find items that are similar to a query item in a large collection, without comparing the query with every item one by one. The algorithm is commonly used for searching vector data. In these systems, an item such as a document, image, song, or user profile is represented by a list of numbers called a vector. Items with similar vectors are treated as similar according to the model that produced the vectors. HNSW provides a way to search these vectors quickly, especially in large datasets. HNSW stores vectors in a graph. Each vector is a node, and links connect it to some nearby vectors. The graph has several layers: upper layers contain fewer nodes and act like a rough map, while the bottom layer contains all nodes and gives a more detailed view. A search starts in an upper layer, follows links toward nodes that are closer to the query, and then repeats the process in lower layers until it finds a set of likely nearest neighbors. == Background == The nearest neighbor search problem asks which items in a dataset are closest to a query item. A direct search can compare the query with every item in the dataset, but this becomes slow when the dataset is large. Exact search methods based on spatial trees, such as the k-d tree and R-tree, can also become less effective for high-dimensional data, a problem often associated with the curse of dimensionality. Approximate nearest neighbor methods trade some exactness for speed or lower resource use. Instead of always guaranteeing the exact closest item, they try to return close items quickly. Other approximate methods include locality-sensitive hashing and product quantization. HNSW builds on research into small-world networks and navigable graphs. In a small-world graph, most nodes can be reached from other nodes through a short chain of links. In a navigable graph, a search procedure can use local information to move toward a target. Jon Kleinberg's work on navigation in small-world networks is an important example of this research area. Later work studied ways to add links that make graphs easier to navigate greedily. The HNSW algorithm extends earlier navigable small world methods for similarity search by adding a hierarchy of graph layers. This hierarchy helps the algorithm find a good region of the graph before doing a more detailed search in the bottom layer. == Algorithm == HNSW is based on a proximity graph. In this graph, nearby vectors are connected by edges. The algorithm uses these edges to move through the dataset, rather than scanning every vector. The graph is hierarchical. Every vector appears in the bottom layer. Some vectors are also placed in higher layers, with fewer vectors appearing as the layers go upward. The upper layers allow long-range movement across the dataset, while the lower layers allow a more detailed search near promising candidates. A typical search proceeds as follows: The search begins from an entry point in the highest layer. At each step, the algorithm looks at neighboring nodes and moves to a neighbor that is closer to the query. When it cannot find a closer neighbor in that layer, it moves down to the next layer. In the bottom layer, it explores a wider set of candidate nodes and returns the nearest candidates found. This search strategy is often described as greedy navigation. The algorithm repeatedly chooses locally better nodes, using the graph structure to approach the query point. == Construction and parameters == The HNSW graph is built incrementally. When a new vector is inserted, the algorithm assigns it a maximum layer, searches for nearby existing nodes, and connects the new node to selected neighbors in each layer where it appears. Implementations usually expose parameters that control the trade-off between speed, accuracy, memory use, and construction time. A higher number of graph connections can improve recall but requires more memory. A larger search candidate list can improve accuracy but makes queries slower. A larger construction candidate list can improve the quality of the graph but makes index building slower. Because HNSW is approximate, its results are not always identical to a full exact search. Its practical performance depends on the dataset, distance measure, implementation, and parameter settings. Benchmarking studies have found HNSW-based libraries to be strong performers among approximate nearest neighbor methods, although worst-case performance can differ from performance on common benchmark datasets. == Use in vector search systems == HNSW is used as an index in systems that store and search high-dimensional vectors. These systems include vector databases, search engines, and database extensions. Typical uses include semantic search, recommender systems, image similarity search, and retrieval-augmented generation. Several software projects implement or support HNSW. Libraries include hnswlib, which is associated with the original HNSW authors, and FAISS. Database and search systems that document HNSW support include Apache Lucene, Chroma, ClickHouse, DuckDB, MariaDB, Milvus, pgvector, Qdrant, and Redis.

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • Production Rule Representation

    Production Rule Representation

    The Production Rule Representation (PRR) is a proposed standard of the Object Management Group (OMG) that aims to define a vendor-neutral model for representing production rules within the Unified Modeling Language (UML), specifically for use in forward-chaining rule engines. == History == The OMG set up a Business Rules Working Group in 2002 as the first standards body to recognize the importance of the "Business Rules Approach". It issued 2 main RFPs in 2003 – a standard for modeling production rules (PRR), and a standard for modeling business rules as business documentation (BSBR, now SBVR). PRR was mostly defined by and for vendors of Business Rule Engines (BREs) (sometimes termed Business Rules Engine(s), like in Wikipedia). Contributors have included all the major BRE vendors, members of RuleML, and leading UML vendors. == Evolution == The PRR RFP originally suggested that PRR use a combination of UML OCL and Action Semantics for rule conditions and actions. However, expecting modellers to learn 2 relatively obscure UML languages in order to define a production rule proved unpalatable. Therefore, PRR OCL was defined that included OCL extensions for simple rule actions (as well as external functions). PRR OCL is currently considered "non-normative" i.e. is not part of the PRR standard per se. PRR beta applies just to a PRR Core that excludes an explicit expression language. The PRR RFP envisaged covering both forward and backward chaining rule engines. However, the lack of vendor support for / interest in backward chaining caused this to be revise to forward chaining and "sequential" semantics. The latter is simply the scripting mode provided by many BPM tools, where rules are listed and executed sequentially as if programmed. This provides PRR with better compatibility with typical BPM scripting engines (and acknowledges the fact that most BREs today support a "sequential" mode of operation, improving performance in some circumstances). == Status == PRR is currently at version 1.0.

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  • Embodied cognition

    Embodied cognition

    Embodied cognition represents a diverse group of theories which investigate how cognition is shaped by the bodily state and capacities of the organism. These embodied factors include the motor system, the perceptual system, bodily interactions with the environment (situatedness), and the assumptions about the world that shape the functional structure of the brain and body of the organism. Embodied cognition suggests that these elements are essential to a wide spectrum of cognitive functions, such as perception biases, memory recall, comprehension and high-level mental constructs (such as meaning attribution and categories) and performance on various cognitive tasks (reasoning or judgment). The embodied mind thesis challenges other theories, such as cognitivism, computationalism, and Cartesian dualism. It is closely related to the extended mind thesis, situated cognition, and enactivism. The modern version depends on understandings drawn from up-to-date research in psychology, linguistics, cognitive science, dynamical systems, artificial intelligence, robotics, animal cognition, plant cognition, and neurobiology. == Theory == Proponents of the embodied cognition thesis emphasize the active and significant role the body plays in the shaping of cognition and in the understanding of an agent's mind and cognitive capacities. In philosophy, embodied cognition holds that an agent's cognition, rather than being the product of mere (innate) abstract representations of the world, is strongly influenced by aspects of an agent's body beyond the brain itself. An embodied model of cognition opposes the disembodied Cartesian model, according to which all mental phenomena are non-physical and, therefore, not influenced by the body. With this opposition the embodiment thesis intends to reintroduce an agent's bodily experiences into any account of cognition. It is a rather broad thesis and encompasses both weak and strong variants of embodiment. In an attempt to reconcile cognitive science with human experience, the enactive approach to cognition defines "embodiment" as follows: By using the term embodied we mean to highlight two points: first that cognition depends upon the kinds of experience that come from having a body with various sensorimotor capacities, and second, that these individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological and cultural context. This double sense attributed to the embodiment thesis emphasizes the many aspects of cognition that researchers in different fields—such as philosophy, cognitive science, artificial intelligence, psychology, and neuroscience—are involved with. This general characterization of embodiment faces some difficulties: a consequence of this emphasis on the body, experience, culture, context, and the cognitive mechanisms of an agent in the world is that often distinct views and approaches to embodied cognition overlap. The theses of extended cognition and situated cognition, for example, are usually intertwined and not always carefully separated. And since each of the aspects of the embodiment thesis is endorsed to different degrees, embodied cognition should be better seen "as a research program rather than a well-defined unified theory". Some authors explain the embodiment thesis by arguing that cognition depends on an agent's body and its interactions with a determined environment. From this perspective, cognition in real biological systems is not an end in itself; it is constrained by the system's goals and capacities. Such constraints do not mean cognition is set by adaptive behavior (or autopoiesis) alone, but instead that cognition requires "some kind of information processing... the transformation or communication of incoming information". The acquiring of such information involves the agent's "exploration and modification of the environment". It would be a mistake, however, to suppose that cognition consists simply of building maximally accurate representations of input information...the gaining of knowledge is a stepping stone to achieving the more immediate goal of guiding behavior in response to the system's changing surroundings. Another approach to understanding embodied cognition comes from a narrower characterization of the embodiment thesis. The following narrower view of embodiment avoids any compromises to external sources other than the body and allows differentiating between embodied cognition, extended cognition, and situated cognition. Thus, the embodiment thesis can be specified as follows: Many features of cognition are embodied in that they are deeply dependent upon characteristics of the physical body of an agent, such that the agent's beyond-the-brain body plays a significant causal role, or a physically constitutive role, in that agent's cognitive processing. This thesis points out the core idea that an agent's body plays a significant role in shaping different features of cognition, such as perception, attention, memory, reasoning—among others. Likewise, these features of cognition depend on the kind of body an agent has. The thesis omits direct mention of some aspects of the "more encompassing biological, psychological and cultural context" included in the enactive definition, making it possible to separate embodied cognition, extended cognition, and situated cognition. In contrast to the embodiment thesis, the extended mind thesis limits cognitive processing neither to the brain nor even to the body, it extends it outward into the agent's world. Situated cognition emphasizes that this extension is not just a matter of including resources outside the head but stressing the role of probing and changing interactions with the agent's world. Cognition is situated in that it is inherently dependent upon the cultural and social contexts within which it takes place. This conceptual reframing of cognition as an activity influenced by the body has had significant implications. For instance, the view of cognition inherited by most contemporary cognitive neuroscience is internalist in nature. An agent's behavior along with its capacity to maintain (accurate) representations of the surrounding environment were considered as the product of "powerful brains that can maintain the world models and devise plans". From this perspective, cognizing was conceived as something that an isolated brain did. In contrast, accepting the role the body plays during cognitive processes allows us to account for a more encompassing view of cognition. This shift in perspective within neuroscience suggests that successful behavior in real-world scenarios demands the integration of several sensorimotor and cognitive (as well as affective) capacities of an agent. Thus, cognition emerges in the relationship between an agent and the affordances provided by the environment rather than in the brain alone. In 2002, a collection of positive characterizations summarizing what the embodiment thesis entails for cognition were offered. Professor of Cognitive Psychology Margaret Wilson argues that the general outlook of embodied cognition "displays an interesting co-variation of multiple observations and houses a number of different claims: (1) cognition is situated; (2) cognition is time-pressured; (3) we off-load cognitive work onto the environment; (4) the environment is part of the cognitive system; (5) cognition is for action; (6) offline cognition is bodily-based". According to Wilson, the first three and the fifth claim appear to be at least partially true, while the fourth claim is deeply problematic in that all things that have an impact on the elements of a system are not necessarily considered part of the system. The sixth claim has received the least attention in the literature on embodied cognition, yet it might be the most significant of the six claims as it shows how certain human cognitive capabilities, that previously were thought to be highly abstract, now appear to be leaning towards an embodied approach for their explanation. Wilson also describes at least five main (abstract) categories that combine both sensory and motor skills (or sensorimotor functions). The first three are working memory, episodic memory, and implicit memory; the fourth is mental imagery, and finally, the fifth concerns reasoning and problem solving. == History == The theory of embodied cognition, along with the multiple aspects it comprises, can be regarded as the imminent result of an intellectual skepticism towards the flourishment of the disembodied theory of mind put forth by René Descartes in the 17th century. According to Cartesian dualism, the mind is entirely distinct from the body and can be successfully explained and understood without reference to the body or to its processes. Research has been done to identify the set of ideas that would establish what could be considered as the early stages of embodied cognition around inquiries regarding the mind-body-soul rel

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  • Mistral Vibe

    Mistral Vibe

    Mistral Vibe or Vibe (Le Chat until May 2026), is a chatbot that uses generative artificial intelligence developed in France by Mistral AI. Mistral Vibe is available in iOS and Android. Its services are operated on a freemium model. == History == In February 2024, Mistral AI released Le Chat. In January 2025, Mistral AI made a content deal with Agence France-Presse (AFP) that lets Le Chat query AFP's entire archive dating back to 1983. On 6 February 2025, a mobile app for Le Chat was released for iOS and Android, and a subscription tier, Pro, was introduced at a cost of $14.99 per month. In July 2025, Mistral AI released Voxtral, an open-source language model that understands and generates audio. Mistral introduced a voice mode for chatting that uses Voxtral, and projects, which allows grouping chats and files. In September 2025, Le Chat introduced the capability to remember previous conversations. In May 2026, Mistral AI announced the rebrand from Le Chat to Mistral Vibe and new features were introduced at the same time.

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  • National Security Commission on Artificial Intelligence

    National Security Commission on Artificial Intelligence

    The National Security Commission on Artificial Intelligence (NSCAI) was an independent commission of the United States of America from 2018 to 2021. Its mission was to make recommendations to the President and Congress to "advance the development of artificial intelligence, machine learning, and associated technologies to comprehensively address the national security and defense needs of the United States". The commission's 15 members were nominated by the United States Congress. The NSCAI was dissolved on 1 October 2021. == History and reporting == The NSCAI began working in March 2019 and by November 2019 it had received more than 200 classified and unclassified briefings to help with the creation of its final report due in 2021.On 4 November 2019, the NSCAI shared its interim report with Congress, where it explained the 27 initial judgements to base its ongoing work. In the interim report the commission also agreed on seven principles: Global leadership in AI technology is a national security priority AI adoption is an urgent imperative for national security A shared sense of responsibility for the American peoples security must be created from government officials and private sector leaders. It needs to find local AI talent and use it to attract the world’s best minds Actions used for the protection of America’s AI leadership against foreign threats needs to follow the principles of free enterprise, free inquiry and free flow of ideas. The technical limitations of AI are universally known, however, a strong desire remains for powerful, dependable, and secure AI systems. United States used AI must follow American values including the rule of law Fundamental areas of effort for the preservation of U.S. advantages were also agreed upon in the interim report of 2019. The NSCAI released its first report of recommendations in March 2020, most of which were included in the 2021 National Defense Authorization Act. In July 2020, the commission published the second report to Congress. It identified 35 actions for both Executive and Legislative branches, which were focused on six fundamental areas. This report was available to the public. In January 2021, a draft of the final report was presented at a panel led by Schmidt. The report recommended the US to use AI technology for military use and development. It issued its final report in March 2021, saying that the U.S. is not sufficiently prepared to defend or compete against China in the AI era. It was broken up into two parts, the first titled “Defending America in the AI Era”, and the second “Winning the Technology Competition”. The report spoke about China’s efforts and investments into integration and that it could very well take the lead in AI in the next few years. Additional suggestions were made to concentrate on AI in everything we do and to implement it into US national security on multiple levels, as well as focus on bringing in new talent to develop AI and to introduce it to the working force on both civilian and military levels. Another recommendation of the NSCAI report was to develop and provide China and Russia with alternative models that are based on norms and democratic values. The final report also included a proposed $40 billion budget for government spending. On 14 April 2021, NSCAI executive director Ylli Bajraktari and director of Research and Analysis Justin Lynch participated in an event held by the Center for Security and Emerging Technology (CSET) to discuss the final report findings. In October 2021, NSCAI chair Eric Schmidt founded the bipartisan, non-profit Special Competitive Studies Project (SCSP) through his family led non-profit Eric & Wendy Schmidt Fund for Strategic Innovation in order to carry on the NSCAI’s efforts and expand beyond national security. The Foundation for Defense of Democracies held an event in June 2023, called “Thinking Forward After the NSCAI and CSC: A Discussion on AI and Cyber Policy”, with former members of NSCAI on the moderation panel, including Eric Schmidt and Ylli Bajraktari. == Members == Members of the National Security Commission on Artificial Intelligence: Eric Schmidt (chair), former CEO of Google Robert Work (Vice Chair), former Deputy Secretary of Defense Mignon Clyburn, former Commissioner of the Federal Communications Commission Chris Darby, CEO of In-Q-Tel Kenneth M. Ford, CEO of the Florida Institute for Human and Machine Cognition Jose-Marie Griffiths, President of Dakota State University Eric Horvitz, Technical Fellow at Microsoft Katrina G. McFarland, former Assistant Secretary of Defense for Acquisition Jason Matheny, Director of the Center for Security and Emerging Technology at Georgetown University Gilman Louie, partner at Alsop Louie Partners William Mark, vice president at SRI International Andy Jassy, CEO of Amazon Web Services (AWS) Safra Catz, CEO of Oracle Steve Chien, Technical Fellow at Jet Propulsion Laboratory (JPL) Andrew Moore, Google/Alphabet == Recommendations == The report's recommendations include: Dramatically increasing non-defense federal spending on AI research and development, doubling every year from $2 billion in 2022, to $32 billion in 2026. That would bring it up to a level similar to spending on biomedical research A dramatic increase in undergraduate scholarship and graduate studies fellowships in AI Creation of a Digital Corps to bring skilled tech workers into government Founding of a Digital Service Academy: an accredited university providing subsidized education in exchange for a commitment to work for a time in government Include civil rights and civil liberty reports for new AI systems or major updates to existing systems Expanding allocations of employment-based green cards, and giving them to every AI PhD graduate from an accredited U.S. university Reforming the acquisition management system Department of Defense to make it faster and easier to introduce new technologies == Transparency == In December 2019, a ruling was made under the Freedom of Information Act (FOIA) that the NSCAI must also provide historical documents upon request. The Electronic Privacy Information Center (EPIC) filed the lawsuit against the NSCAI in September 2019 after being refused information about the upcoming meetings and prepared records of the commission under FOIA and the Federal Advisory Committee Act (FACA). The U.S. District Court for the District of Columbia ruled in June 2020 that the NSCAI must comply with FACA and therefore hold open meetings and provide records to the public. The lawsuit was also filed by EPIC.

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  • Mittens (chess)

    Mittens (chess)

    Mittens is a chess engine developed by Chess.com. It was released on January 1, 2023, alongside four other engines, all of them given cat-related names. The engine became a viral sensation in the chess community due to exposure through content made by chess streamers and a social media marketing campaign, later contributing to record levels of traffic to the Chess.com website and causing issues with database scalability. Mittens was given a rating of one point by Chess.com, although it was evidently stronger than that. Various chess masters played matches against the engine, with players such as Hikaru Nakamura and Levy Rozman drawing and losing their games respectively. A month after its release, Mittens was removed from the website on February 1, as expected through Chess.com's monthly bot cycles. In December 2023, Mittens was brought back in a group of Chess.com's most popular bots of 2023. In January 2024, Mittens was removed again. == Release == Mittens was released on January 1, 2023, as part of a New Year event on Chess.com. It was one of five engines released, all with names related to cats. The other engines released were named Scaredy Cat, rated 800; Angry Cat, rated 1000; Mr. Grumpers, rated 1200 and Catspurrov (a pun on Garry Kasparov), rated 1400. As part of the announcement, a picture of each engine was accompanied by a short description of its character. The description given for Mittens suggested that the engine was hiding something, reading: Mittens likes chess… But how good is she? Of the five engines released, Mittens was by far the most popular. In December 2023, Chess.com re-released Mittens as part of a "best of 2023" group of chess bots made to showcase their most popular bots of the year. == Design == Mittens was conceptualized by Chess.com employee Will Whalen. Appearing as a kitten, Mittens trash talked its opponents with a selection of voice lines: these lines included quotes from J. Robert Oppenheimer, Vincent van Gogh and Friedrich Nietzsche, as well as the 1967 film Le Samouraï. The engine's "personality" was devised by a writing team headed by Sean Becker, and Marija Casic provided the engine's graphics. Chess.com did not disclose any information about the software running the engine. It may be based on Chess.com's Komodo Dragon 3 engine. Mittens' strategy was to slowly grind down an opponent, a tactic likened to the playing style of Anatoly Karpov. Becker stated that the design team believed it would be "way more demoralizing and funny" for the engine to play this way. According to Hikaru Nakamura, Mittens sometimes missed the best move (or winning positions). == Rating == On Chess.com, Mittens had a rating of one point. However, the engine's playing style and tactics showed that it was stronger than that; Mittens was able to beat or draw against many top human players. In an interview with CNN Business, Whalen stated that the idea behind giving Mittens a rating of one was to surprise its opponents, giving it the upper hand psychologically. Estimates of Mittens' true rating range from an Elo of 3200 to 3500, because of its ability to beat other engines of around that level. An upper bound of the engine's rating was found after Levy Rozman made Mittens play against Stockfish 15, a 3700 rated engine. Mittens lost the two games that the engines played. The range of Mittens' possible ratings was summarized by Dot Esports, who stated: It seems like she’s around the 3200–3500 rating range (in Chess.com terms, where the best human players, like Magnus Carlsen and Hikaru Nakamura, sport a 3000–3100 rating in the faster formats), as evidenced by her victories over the site’s otherwise strongest, 3200-rated bots, and her defeat to Stockfish 15, which is currently rated around 3700. == Games == Against human players, Mittens won over 99 percent of the millions of games it played. Chess players such as Hikaru Nakamura, Benjamin Bok, Levy Rozman and Eric Rosen struggled against Mittens; while Rozman and Rosen both lost against the engine, Nakamura and Bok were both able to make a draw. In particular, Nakamura's game against the engine lasted 166 moves; he was playing as White. Bok, Benjamin Finegold and Rozman later went on to win against Mittens, the latter with engine assistance from Stockfish. Magnus Carlsen publicly refused to play the engine, calling it a "transparent marketing trick" and "a soulless computer". Against other chess engines, Mittens participated in the Chess.com Computer Chess Championship as a side act. In the competition, Mittens played 150 games against an engine named after the film M3GAN and won overall with a score of 81.5 to 68.5. This equated to 54 percent of the games played. During the event, an estimate of Mittens' rating was made at 3515 points. == Impact == Mittens went viral in the chess community due to its concept and design: according to an announcement by Chess.com, a combined total of 120 million games were played against the cat engines over the course of January, with around 40 million played against Mittens. The popularity of the engine was helped by the social media exposure created by Chess.com. This included creating an official Twitter account to promote the engine. Chess streamers like Rozman and Nakamura helped cultivate this by creating content around the engine. A video by Nakamura entitled "Mittens the chess bot will make you quit chess" gained over 3.5 million views on YouTube. On January 11, Chess.com reported issues with database scalability due to record levels of traffic: 40 percent more games had been played on Chess.com in January 2023 than any other month since the website's release. According to The Wall Street Journal, the popularity spike was more than the similar surge following the release of Netflix's The Queen's Gambit. The popularity of Mittens was cited by Chess.com as a reason for this instability. The problems continued throughout January; Chess.com stated that they would have to upgrade their servers and invest more in cloud computing to solve the problems caused by the website's popularity surge. On February 1, 2023, Mittens and the other cat engines were removed from the computer section of Chess.com. They were replaced with five new engines themed around artificial intelligence. A tweet was posted on the Mittens's Twitter account after the engine's removal, reading "This is just the beginning. Goodbye for now."

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