AI Content Improver Free Online

AI Content Improver Free Online — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Image stitching

    Image stitching

    Image stitching or photo stitching is the process of combining multiple photographic images with overlapping fields of view to produce a segmented panorama or high-resolution image. Commonly performed through the use of computer software, most approaches to image stitching require nearly exact overlaps between images and identical exposures to produce seamless results, although some stitching algorithms actually benefit from differently exposed images by doing high-dynamic-range imaging in regions of overlap. Some digital cameras can stitch their photos internally. == Applications == Image stitching is widely used in modern applications, such as the following: Document mosaicing Image stabilization feature in camcorders that use frame-rate image alignment High-resolution image mosaics in digital maps and satellite imagery Medical imaging Multiple-image super-resolution imaging Video stitching Object insertion == Process == The image stitching process can be divided into three main components: image registration, calibration, and blending. === Image stitching algorithms === In order to estimate image alignment, algorithms are needed to determine the appropriate mathematical model relating pixel coordinates in one image to pixel coordinates in another. Algorithms that combine direct pixel-to-pixel comparisons with gradient descent (and other optimization techniques) can be used to estimate these parameters. Distinctive features can be found in each image and then efficiently matched to rapidly establish correspondences between pairs of images. When multiple images exist in a panorama, techniques have been developed to compute a globally consistent set of alignments and to efficiently discover which images overlap one another. A final compositing surface onto which to warp or projectively transform and place all of the aligned images is needed, as are algorithms to seamlessly blend the overlapping images, even in the presence of parallax, lens distortion, scene motion, and exposure differences. === Image stitching issues === Since the illumination in two views cannot be guaranteed to be identical, stitching two images could create a visible seam. Other reasons for seams could be the background changing between two images for the same continuous foreground. Other major issues to deal with are the presence of parallax, lens distortion, scene motion, and exposure differences. In a non-ideal real-life case, the intensity varies across the whole scene, and so does the contrast and intensity across frames. Additionally, the aspect ratio of a panorama image needs to be taken into account to create a visually pleasing composite. For panoramic stitching, the ideal set of images will have a reasonable amount of overlap (at least 15–30%) to overcome lens distortion and have enough detectable features. The set of images will have consistent exposure between frames to minimize the probability of seams occurring. === Keypoint detection === Feature detection is necessary to automatically find correspondences between images. Robust correspondences are required in order to estimate the necessary transformation to align an image with the image it is being composited on. Corners, blobs, Harris corners, and differences of Gaussians of Harris corners are good features since they are repeatable and distinct. One of the first operators for interest point detection was developed by Hans Moravec in 1977 for his research involving the automatic navigation of a robot through a clustered environment. Moravec also defined the concept of "points of interest" in an image and concluded these interest points could be used to find matching regions in different images. The Moravec operator is considered to be a corner detector because it defines interest points as points where there are large intensity variations in all directions. This often is the case at corners. However, Moravec was not specifically interested in finding corners, just distinct regions in an image that could be used to register consecutive image frames. Harris and Stephens improved upon Moravec's corner detector by considering the differential of the corner score with respect to direction directly. They needed it as a processing step to build interpretations of a robot's environment based on image sequences. Like Moravec, they needed a method to match corresponding points in consecutive image frames, but were interested in tracking both corners and edges between frames. SIFT and SURF are recent key-point or interest point detector algorithms but a point to note is that SURF is patented and its commercial usage restricted. Once a feature has been detected, a descriptor method like SIFT descriptor can be applied to later match them. === Registration === Image registration involves matching features in a set of images or using direct alignment methods to search for image alignments that minimize the sum of absolute differences between overlapping pixels. When using direct alignment methods one might first calibrate one's images to get better results. Additionally, users may input a rough model of the panorama to help the feature matching stage, so that e.g. only neighboring images are searched for matching features. Since there are smaller group of features for matching, the result of the search is more accurate and execution of the comparison is faster. To estimate a robust model from the data, a common method used is known as RANSAC. The name RANSAC is an abbreviation for "RANdom SAmple Consensus". It is an iterative method for robust parameter estimation to fit mathematical models from sets of observed data points which may contain outliers. The algorithm is non-deterministic in the sense that it produces a reasonable result only with a certain probability, with this probability increasing as more iterations are performed. It being a probabilistic method means that different results will be obtained for every time the algorithm is run. The RANSAC algorithm has found many applications in computer vision, including the simultaneous solving of the correspondence problem and the estimation of the fundamental matrix related to a pair of stereo cameras. The basic assumption of the method is that the data consists of "inliers", i.e., data whose distribution can be explained by some mathematical model, and "outliers" which are data that do not fit the model. Outliers are considered points which come from noise, erroneous measurements, or simply incorrect data. For the problem of homography estimation, RANSAC works by trying to fit several models using some of the point pairs and then checking if the models were able to relate most of the points. The best model – the homography, which produces the highest number of correct matches – is then chosen as the answer for the problem; thus, if the ratio of number of outliers to data points is very low, the RANSAC outputs a decent model fitting the data. === Calibration === Image calibration aims to minimize differences between an ideal lens models and the camera-lens combination that was used, optical defects such as distortions, exposure differences between images, vignetting, camera response and chromatic aberrations. If feature detection methods were used to register images and absolute positions of the features were recorded and saved, stitching software may use the data for geometric optimization of the images in addition to placing the images on the panosphere. Panotools and its various derivative programs use this method. ==== Alignment ==== Alignment may be necessary to transform an image to match the view point of the image it is being composited with. Alignment, in simple terms, is a change in the coordinates system so that it adopts a new coordinate system which outputs image matching the required viewpoint. The types of transformations an image may go through are pure translation, pure rotation, a similarity transform which includes translation, rotation and scaling of the image which needs to be transformed, Affine or projective transform. Projective transformation is the farthest an image can transform (in the set of two dimensional planar transformations), where only visible features that are preserved in the transformed image are straight lines whereas parallelism is maintained in an affine transform. Projective transformation can be mathematically described as x ′ = H ⋅ x , {\displaystyle x'=H\cdot x,} where x {\displaystyle x} is points in the old coordinate system, x ′ {\displaystyle x'} is the corresponding points in the transformed image and H {\displaystyle H} is the homography matrix. Expressing the points x {\displaystyle x} and x ′ {\displaystyle x'} using the camera intrinsics ( K {\displaystyle K} and K ′ {\displaystyle K'} ) and its rotation and translation [ R t ] {\displaystyle [R\,t]} to the real-world coordinates X {\displaystyle X} and < m a t h > x {\displaystyle x} and x ′ {\displaystyle x'} ', we get Using the abo

    Read more →
  • Data-centric AI

    Data-centric AI

    Data-centric AI is an approach within artificial intelligence that emphasizes on improving the quality, consistency and representativeness of the data used to train machine learning models, rather than focusing primarily on optimizing model architectures or algorithms. This idea has gained traction as researchers and practitioners have come to believe that many performance limitations of machine learning systems stem from issues such as noisy labels, biased datasets, and lack of coverage in the data. Data-centric AI involves disciplined approach to data cleaning, augmentation, labeling, and governance that improves model performance and reliability in applications such as computer vision, natural language processing, and further.

    Read more →
  • Grokking (machine learning)

    Grokking (machine learning)

    In machine learning, grokking, or delayed generalization, is a phenomenon observed in some settings where a model abruptly transitions from overfitting (performing well only on training data) to generalizing (performing well on both training and test data), after many training iterations with little or no improvement on the held-out data. This contrasts with what is typically observed in machine learning, where generalization occurs gradually alongside improved performance on training data. == Origin == Grokking was introduced by OpenAI researcher Alethea Power and colleagues in the January 2022 paper "Grokking: Generalization Beyond Overfitting on Small Algorithmic Datasets". It is derived from the word grok coined by Robert Heinlein in his novel Stranger in a Strange Land. In ML research, "grokking" is not used as a synonym for "generalization"; rather, it names a sometimes-observed delayed‑generalization training phenomenon in which training and held‑out performance do not improve in tandem, and in which held‑out performance rises abruptly later. Authors also analyze the "grokking time", the epoch or step at which this transition occurs in those scenarios. == Interpretations == Grokking can be understood as a phase transition during the training process. In particular, recent work has shown that grokking may be due to a complexity phase transition in the model during training. While grokking has been thought of as largely a phenomenon of relatively shallow models, grokking has been observed in deep neural networks and non-neural models and is the subject of active research. One potential explanation is that the weight decay (a component of the loss function that penalizes higher values of the neural network parameters, also called regularization) slightly favors the general solution that involves lower weight values, but that is also harder to find. According to Neel Nanda, the process of learning the general solution may be gradual, even though the transition to the general solution occurs more suddenly later. Recent theories have hypothesized that grokking occurs when neural networks transition from a "lazy training" regime where the weights do not deviate far from initialization, to a "rich" regime where weights abruptly begin to move in task-relevant directions. Follow-up empirical and theoretical work has accumulated evidence in support of this perspective, and it offers a unifying view of earlier work as the transition from lazy to rich training dynamics is known to arise from properties of adaptive optimizers, weight decay, initial parameter weight norm, and more. This perspective is complementary to a unifying "pattern learning speeds" framework that links grokking and double descent; within this view, delayed generalization can arise across training time ("epoch‑wise") or across model size ("model‑wise"), and the authors report "model‑wise grokking".

    Read more →
  • Feature (machine learning)

    Feature (machine learning)

    In machine learning and pattern recognition, a feature is an individual measurable property or characteristic of a data set. Choosing informative, discriminating, and independent features is crucial to producing effective algorithms for pattern recognition, classification, and regression tasks. Features are usually numeric, but other types such as strings and graphs are used in syntactic pattern recognition, after some pre-processing step such as one-hot encoding. The concept of "features" is related to that of explanatory variables used in statistical techniques such as linear regression. == Feature types == In feature engineering, two types of features are commonly used: numerical and categorical. Numerical features are continuous values that can be measured on a scale. Examples of numerical features include age, height, weight, and income. Numerical features can be used in machine learning algorithms directly. Categorical features are discrete values that can be grouped into categories. Examples of categorical features include gender, color, and zip code. Categorical features typically need to be converted to numerical features before they can be used in machine learning algorithms. This can be done using a variety of techniques, such as one-hot encoding, label encoding, and ordinal encoding. The type of feature that is used in feature engineering depends on the specific machine learning algorithm that is being used. Some machine learning algorithms, such as decision trees, can handle both numerical and categorical features. Other machine learning algorithms, such as linear regression, can only handle numerical features. == Classification == A numeric feature can be conveniently described by a feature vector. One way to achieve binary classification is using a linear predictor function (related to the perceptron) with a feature vector as input. The method consists of calculating the scalar product between the feature vector and a vector of weights, qualifying those observations whose result exceeds a threshold. Algorithms for classification from a feature vector include nearest neighbor classification, neural networks, and statistical techniques such as Bayesian approaches. == Examples == In character recognition, features may include histograms counting the number of black pixels along horizontal and vertical directions, number of internal holes, stroke detection and many others. In speech recognition, features for recognizing phonemes can include noise ratios, length of sounds, relative power, filter matches, logarithmic Mel-scale spectral vectors and Mel-frequency cepstral coefficients, which represent the frequency characteristics of audio signals. In spam detection algorithms, features may include the presence or absence of certain email headers, the email structure, the language, the frequency of specific terms, the grammatical correctness of the text. In computer vision, there are a large number of possible features, such as edges and objects. == Feature vectors == In pattern recognition and machine learning, a feature vector is an n-dimensional vector of numerical features that represent some object. Many algorithms in machine learning require a numerical representation of objects, since such representations facilitate processing and statistical analysis. When representing images, the feature values might correspond to the pixels of an image, while when representing texts the features might be the frequencies of occurrence of textual terms. Feature vectors are equivalent to the vectors of explanatory variables used in statistical procedures such as linear regression. Feature vectors are often combined with weights using a dot product in order to construct a linear predictor function that is used to determine a score for making a prediction. The vector space associated with these vectors is often called the feature space. In order to reduce the dimensionality of the feature space, a number of dimensionality reduction techniques can be employed. Higher-level features can be obtained from already available features and added to the feature vector; for example, for the study of diseases the feature 'Age' is useful and is defined as Age = 'Year of death' minus 'Year of birth' . This process is referred to as feature construction. Feature construction is the application of a set of constructive operators to a set of existing features resulting in construction of new features. Examples of such constructive operators include checking for the equality conditions {=, ≠}, the arithmetic operators {+,−,×, /}, the array operators {max(S), min(S), average(S)} as well as other more sophisticated operators, for example count(S, C) that counts the number of features in the feature vector S satisfying some condition C or, for example, distances to other recognition classes generalized by some accepting device. Feature construction has long been considered a powerful tool for increasing both accuracy and understanding of structure, particularly in high-dimensional problems. Applications include studies of disease and emotion recognition from speech. == Selection and extraction == The initial set of raw features can be redundant and large enough that estimation and optimization is made difficult or ineffective. Therefore, a preliminary step in many applications of machine learning and pattern recognition consists of selecting a subset of features, or constructing a new and reduced set of features to facilitate learning, and to improve generalization and interpretability. Extracting or selecting features is a combination of art and science; developing systems to do so is known as feature engineering. It requires the experimentation of multiple possibilities and the combination of automated techniques with the intuition and knowledge of the domain expert. Automating this process is feature learning, where a machine not only uses features for learning, but learns the features itself.

    Read more →
  • Render layers

    Render layers

    When creating computer-generated imagery, final scenes appearing in movies and television productions are usually produced by rendering more than one "layer" or "pass," which are multiple images designed to be put together through digital compositing to form a completed frame. Rendering in passes is based on a traditions in motion control photography which predate CGI. As an example, for a visual effects shot, a camera could be programmed to move past a physical model of a spaceship in one pass to film the fully lit beauty pass of the ship, and then to repeat exactly the same camera move passing the ship again to photograph additional elements such as the illuminated windows in the ship or its thrusters. Once all of the passes were filmed, they could then be optically printed together to form a completed shot. The terms render layers and render passes are sometimes used interchangeably. However, rendering in layers refers specifically to separating different objects into separate images, such as a layer each for foreground characters, sets, distant landscape, and sky. On the other hand, rendering in passes refers to separating out different aspects of the scene, such as shadows, highlights, or reflections, into separate images.

    Read more →
  • Highway network

    Highway network

    In machine learning, the Highway Network was the first working very deep feedforward neural network with hundreds of layers, much deeper than previous neural networks. It uses skip connections modulated by learned gating mechanisms to regulate information flow, inspired by long short-term memory (LSTM) recurrent neural networks. The advantage of the Highway Network over other deep learning architectures is its ability to overcome or partially prevent the vanishing gradient problem, thus improving its optimization. Gating mechanisms are used to facilitate information flow across the many layers ("information highways"). Highway Networks have found use in text sequence labeling and speech recognition tasks. In 2014, the state of the art was training deep neural networks with 20 to 30 layers. Stacking too many layers led to a steep reduction in training accuracy, known as the "degradation" problem. In 2015, two techniques were developed to train such networks: the Highway Network (published in May), and the residual neural network, or ResNet (December). ResNet behaves like an open-gated Highway Net. == Model == The model has two gates in addition to the H ( W H , x ) {\displaystyle H(W_{H},x)} gate: the transform gate T ( W T , x ) {\displaystyle T(W_{T},x)} and the carry gate C ( W C , x ) {\displaystyle C(W_{C},x)} . The latter two gates are non-linear transfer functions (specifically sigmoid by convention). The function H {\displaystyle H} can be any desired transfer function. The carry gate is defined as: C ( W C , x ) = 1 − T ( W T , x ) {\displaystyle C(W_{C},x)=1-T(W_{T},x)} while the transform gate is just a gate with a sigmoid transfer function. == Structure == The structure of a hidden layer in the Highway Network follows the equation: y = H ( x , W H ) ⋅ T ( x , W T ) + x ⋅ C ( x , W C ) = H ( x , W H ) ⋅ T ( x , W T ) + x ⋅ ( 1 − T ( x , W T ) ) {\displaystyle {\begin{aligned}y=H(x,W_{H})\cdot T(x,W_{T})+x\cdot C(x,W_{C})\\=H(x,W_{H})\cdot T(x,W_{T})+x\cdot (1-T(x,W_{T}))\end{aligned}}} == Related work == Sepp Hochreiter analyzed the vanishing gradient problem in 1991 and attributed to it the reason why deep learning did not work well. To overcome this problem, Long Short-Term Memory (LSTM) recurrent neural networks have residual connections with a weight of 1.0 in every LSTM cell (called the constant error carrousel) to compute y t + 1 = F ( x t ) + x t {\textstyle y_{t+1}=F(x_{t})+x_{t}} . During backpropagation through time, this becomes the residual formula y = F ( x ) + x {\textstyle y=F(x)+x} for feedforward neural networks. This enables training very deep recurrent neural networks with a very long time span t. A later LSTM version published in 2000 modulates the identity LSTM connections by so-called "forget gates" such that their weights are not fixed to 1.0 but can be learned. In experiments, the forget gates were initialized with positive bias weights, thus being opened, addressing the vanishing gradient problem. As long as the forget gates of the 2000 LSTM are open, it behaves like the 1997 LSTM. The Highway Network of May 2015 applies these principles to feedforward neural networks. It was reported to be "the first very deep feedforward network with hundreds of layers". It is like a 2000 LSTM with forget gates unfolded in time, while the later Residual Nets have no equivalent of forget gates and are like the unfolded original 1997 LSTM. If the skip connections in Highway Networks are "without gates," or if their gates are kept open (activation 1.0), they become Residual Networks. The residual connection is a special case of the "short-cut connection" or "skip connection" by Rosenblatt (1961) and Lang & Witbrock (1988) which has the form x ↦ F ( x ) + A x {\displaystyle x\mapsto F(x)+Ax} . Here the randomly initialized weight matrix A does not have to be the identity mapping. Every residual connection is a skip connection, but almost all skip connections are not residual connections. The original Highway Network paper not only introduced the basic principle for very deep feedforward networks, but also included experimental results with 20, 50, and 100 layers networks, and mentioned ongoing experiments with up to 900 layers. Networks with 50 or 100 layers had lower training error than their plain network counterparts, but no lower training error than their 20 layers counterpart (on the MNIST dataset, Figure 1 in ). No improvement on test accuracy was reported with networks deeper than 19 layers (on the CIFAR-10 dataset; Table 1 in ). The ResNet paper, however, provided strong experimental evidence of the benefits of going deeper than 20 layers. It argued that the identity mapping without modulation is crucial and mentioned that modulation in the skip connection can still lead to vanishing signals in forward and backward propagation (Section 3 in ). This is also why the forget gates of the 2000 LSTM were initially opened through positive bias weights: as long as the gates are open, it behaves like the 1997 LSTM. Similarly, a Highway Net whose gates are opened through strongly positive bias weights behaves like a ResNet. The skip connections used in modern neural networks (e.g., Transformers) are dominantly identity mappings.

    Read more →
  • Artificial wisdom

    Artificial wisdom

    Artificial wisdom (AW) is an artificial intelligence (AI) system which is able to display the human traits of wisdom and morals while being able to contemplate its own “endpoint”. Artificial wisdom can be described as artificial intelligence reaching the top-level of decision-making when confronted with the most complex challenging situations. The term artificial wisdom is used when the "intelligence" is based on more than by chance collecting and interpreting data, but by design enriched with smart and conscience strategies that wise people would use. == Overview == The goal of artificial wisdom is to create artificial intelligence that can successfully replicate the “uniquely human trait[s]” of having wisdom and morals as closely as possible. Thus, artificial wisdom, must “incorporate [the] ethical and moral considerations” of the data it uses. There are also many significant ethical and legal implications of AW which are compounded by the rapid advances in AI and related technologies alongside the lack of the development of ethics, guidelines, and regulations without the oversight of any kind of overarching advisory board. Additionally, there are challenges in how to develop, test, and implement AW in real world scenarios. Existing tests do not test the internal thought process by which a computer system reaches its conclusion, only the result of said process. When examining computer-aided wisdom; the partnership of artificial intelligence and contemplative neuroscience, concerns regarding the future of artificial intelligence shift to a more optimistic viewpoint. This artificial wisdom forms the basis of Louis Molnar's monographic article on artificial philosophy, where he coined the term and proposes how artificial intelligence might view its place in the grand scheme of things. == Definitions == There are no universal or standardized definitions for human intelligence, artificial intelligence, human wisdom, or artificial wisdom. However, the DIKW pyramid, describes the continuum of relationship between data, information, knowledge, and wisdom, puts wisdom at the highest level in its hierarchy. Gottfredson defines intelligence as “the ability to reason, plan, solve problems, think abstractly, comprehend complex ideas, learn quickly, and learn from experience”. Definitions for wisdom typically include requiring: The ability for emotional regulation, Pro-social behaviors (e.g., empathy, compassion, and altruism), Self-reflection, “A balance between decisiveness and acceptance of uncertainty and diversity of perspectives, and social advising.” As previously defined, Artificial Wisdom would then be an AI system which is able to solve problems via “an understanding of…context, ethics and moral principles,” rather than simple pre-defined inputs or “learned patterns.” Some scientists have also considered the field of artificial consciousness. However, Jeste states that “…it is generally agreed that only humans can have consciousness, autonomy, will, and theory of mind.” An artificially wise system must also be able to contemplate its end goal and recognize its own ignorance. Additionally, to contemplate its end goal, a wise system must have a “correct conception of worthwhile goals (broadly speaking) or well-being (narrowly speaking)”. "Stephen Grimm further suggests that the following three types of knowledge are individually necessary for wisdom: first, "knowledge of what is good or important for well-being", second, "knowledge of one’s standing, relative to what is good or important for well-being", and third, "knowledge of a strategy for obtaining what is good or important for wellbeing."" == Problems == There are notable problems with attempting to create an artificially wise system. Consciousness, autonomy, and will are considered strictly human features. === Values === There are significant ethical and philosophical issues when attempting to create an intelligent or a wise system. Notably, whose moral values will be used to train the system to be wise. Differing moral values and prejudice can already be seen from various organizations and governments in artificial intelligence. Deployment strategies and values of Artificial Wisdom will conflict between leaders, companies, and countries. Nusbaum states, “When values are in conflict, leaders often make choices that are clever or smart about their own needs, but are often not wise.” === Ethics === Science fiction author Isaac Asimov realized the need to control the technology in the 1940s when he wrote the three laws of robotics as follows: A robot may not injure a human directly or indirectly. A robot must obey human’s orders. A robot should seek to protect its own existence. Additionally, the pace at which technology is rapidly advancing artificial intelligence and thus the need for artificial wisdom may “have outpaced the development of societal guidelines have raised serious questions about the ethics and morality of AI, and called for international oversight and regulations to ensure safety.” === Principal impossibility === One argument, coined by Tsai as the “argument against AW,” or AAAW, postulates the principal impossibility of Artificial Wisdom. The argument is based on the philosophical differences between practical wisdom, also called phronesis, and practical intelligence. Said difference isn’t in “selecting the correct means, but reasoning correctly about what ends to follow”. Tsai puts the argument into a logical proposition as follows: “(P1) An agent is genuinely wise only if the agent can deliberate about the final goal of the domain in which the agent is situated.” “(P2) An intelligent agent cannot deliberate about the final goal of the domain in which the agent is situated.” “(C1) An intelligent agent cannot be genuinely wise.” “(P3) An AW is, at its core, intelligent.” “(C2) An AW cannot be genuinely wise.”

    Read more →
  • Automated Mathematician

    Automated Mathematician

    The Automated Mathematician (AM) is one of the earliest successful discovery systems. It was created by Douglas Lenat in Lisp, and in 1977 led to Lenat being awarded the IJCAI Computers and Thought Award. AM worked by generating and modifying short Lisp programs which were then interpreted as defining various mathematical concepts; for example, a program that tested equality between the length of two lists was considered to represent the concept of numerical equality, while a program that produced a list whose length was the product of the lengths of two other lists was interpreted as representing the concept of multiplication. The system had elaborate heuristics for choosing which programs to extend and modify, based on the experiences of working mathematicians in solving mathematical problems. == Controversy == Lenat claimed that the system was composed of hundreds of data structures called "concepts", together with hundreds of "heuristic rules" and a simple flow of control: "AM repeatedly selects the top task from the agenda and tries to carry it out. This is the whole control structure!" Yet the heuristic rules were not always represented as separate data structures; some had to be intertwined with the control flow logic. Some rules had preconditions that depended on the history, or otherwise could not be represented in the framework of the explicit rules. What's more, the published versions of the rules often involve vague terms that are not defined further, such as "If two expressions are structurally similar, ..." (Rule 218) or "... replace the value obtained by some other (very similar) value..." (Rule 129). Another source of information is the user, via Rule 2: "If the user has recently referred to X, then boost the priority of any tasks involving X." Thus, it appears quite possible that much of the real discovery work is buried in unexplained procedures. Lenat claimed that the system had rediscovered both Goldbach's conjecture and the fundamental theorem of arithmetic. Later critics accused Lenat of over-interpreting the output of AM. In his paper Why AM and Eurisko appear to work, Lenat conceded that any system that generated enough short Lisp programs would generate ones that could be interpreted by an external observer as representing equally sophisticated mathematical concepts. However, he argued that this property was in itself interesting—and that a promising direction for further research would be to look for other languages in which short random strings were likely to be useful. == Successor == This intuition was the basis of AM's successor Eurisko, which attempted to generalize the search for mathematical concepts to the search for useful heuristics.

    Read more →
  • VueScan

    VueScan

    VueScan is a computer program for image scanning, especially of photographs, including negatives. It supports optical character recognition (OCR) of text documents. The software can be downloaded and used free of charge, but adds a watermark on scans until a license is purchased. == Purpose == VueScan is intended to work with a large number of image scanners, excluding specialised professional scanners such as drum scanners, on many computer operating systems (OS), even if drivers for the scanner are not available for the OS. These scanners are supplied with device drivers and software to operate them, included in their price. A 2014 review considered that the reasons to purchase VueScan are to allow older scanners not supported by drivers for newer operating systems to be used in more up-to-date systems and for better scanning and processing of photographs (prints; also slides and negatives when supported by scanners) than is afforded by manufacturers' software. The review did not report any advantages to VueScan's processing of documents over other software. The reviewer considered VueScan comparable to SilverFast, a similar program, with support for some specific scanners better in one or the other. Vuescan supports more scanners, with a single purchase giving access to the full range of both film and flatbed scanners, and costs less. The VueScan program can be used with its own drivers or with drivers supplied by the scanner manufacturer, if supported by the operating system. VueScan drivers can also be used without the VueScan program by application software that supports scanning directly, such as Adobe Photoshop, again enabling the use of scanners without current manufacturers' drivers. In 2019 when Apple released macOS Catalina, they removed support for running 32-bit programs, including 32-bit drivers for scanning equipment. In response, Hamrick released VueScan 9.7, effectively saving thousands of scanners from being rendered obsolete. == Overview == VueScan enables the user to modify and fine-tune the scanning parameters. The program uses its own independent method to interface with scanner hardware, and can support many older scanners under computer operating systems for which drivers are not available, allowing old scanners to be used with newer platforms that do not otherwise support them. VueScan supports an increasing number of scanners and digital cameras; 2,400 on Windows, 2,100 on Mac OS X and 1,900 on Linux in 2018. VueScan is supplied as one downloadable file for each operating system, which supports the full range of scanners. Without the purchase of a license, the program runs in fully functional demonstration mode, identical to Professional mode, except that watermarks are superimposed on saved and printed images. Purchase of a license removes the watermark. A standard license allows updates for one year; a professional license allows unlimited updates and provides some additional features. VueScan supports optical character recognition (OCR), with English included, and 32 additional language packages available on its website. In September 2011, VueScan co-developer Ed Hamrick said that he was selling US$3 million per year of VueScan licenses.

    Read more →
  • Automated Mathematician

    Automated Mathematician

    The Automated Mathematician (AM) is one of the earliest successful discovery systems. It was created by Douglas Lenat in Lisp, and in 1977 led to Lenat being awarded the IJCAI Computers and Thought Award. AM worked by generating and modifying short Lisp programs which were then interpreted as defining various mathematical concepts; for example, a program that tested equality between the length of two lists was considered to represent the concept of numerical equality, while a program that produced a list whose length was the product of the lengths of two other lists was interpreted as representing the concept of multiplication. The system had elaborate heuristics for choosing which programs to extend and modify, based on the experiences of working mathematicians in solving mathematical problems. == Controversy == Lenat claimed that the system was composed of hundreds of data structures called "concepts", together with hundreds of "heuristic rules" and a simple flow of control: "AM repeatedly selects the top task from the agenda and tries to carry it out. This is the whole control structure!" Yet the heuristic rules were not always represented as separate data structures; some had to be intertwined with the control flow logic. Some rules had preconditions that depended on the history, or otherwise could not be represented in the framework of the explicit rules. What's more, the published versions of the rules often involve vague terms that are not defined further, such as "If two expressions are structurally similar, ..." (Rule 218) or "... replace the value obtained by some other (very similar) value..." (Rule 129). Another source of information is the user, via Rule 2: "If the user has recently referred to X, then boost the priority of any tasks involving X." Thus, it appears quite possible that much of the real discovery work is buried in unexplained procedures. Lenat claimed that the system had rediscovered both Goldbach's conjecture and the fundamental theorem of arithmetic. Later critics accused Lenat of over-interpreting the output of AM. In his paper Why AM and Eurisko appear to work, Lenat conceded that any system that generated enough short Lisp programs would generate ones that could be interpreted by an external observer as representing equally sophisticated mathematical concepts. However, he argued that this property was in itself interesting—and that a promising direction for further research would be to look for other languages in which short random strings were likely to be useful. == Successor == This intuition was the basis of AM's successor Eurisko, which attempted to generalize the search for mathematical concepts to the search for useful heuristics.

    Read more →
  • Developmental robotics

    Developmental robotics

    Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development. Developmental robotics is related to but differs from evolutionary robotics (ER). ER uses populations of robots that evolve over time, whereas DevRob is interested in how the organization of a single robot's control system develops through experience, over time. DevRob is also related to work done in the domains of robotics and artificial life. == Background == Can a robot learn like a child? Can it learn a variety of new skills and new knowledge unspecified at design time and in a partially unknown and changing environment? How can it discover its body and its relationships with the physical and social environment? How can its cognitive capacities continuously develop without the intervention of an engineer once it is "out of the factory"? What can it learn through natural social interactions with humans? These are the questions at the center of developmental robotics. Alan Turing, as well as a number of other pioneers of cybernetics, already formulated those questions and the general approach in 1950, but it is only since the end of the 20th century that they began to be investigated systematically. Because the concept of adaptive intelligent machines is central to developmental robotics, it has relationships with fields such as artificial intelligence, machine learning, cognitive robotics or computational neuroscience. Yet, while it may reuse some of the techniques elaborated in these fields, it differs from them from many perspectives. It differs from classical artificial intelligence because it does not assume the capability of advanced symbolic reasoning and focuses on embodied and situated sensorimotor and social skills rather than on abstract symbolic problems. It differs from cognitive robotics because it focuses on the processes that allow the formation of cognitive capabilities rather than these capabilities themselves. It differs from computational neuroscience because it focuses on functional modeling of integrated architectures of development and learning. More generally, developmental robotics is uniquely characterized by the following three features: It targets task-independent architectures and learning mechanisms, i.e. the machine/robot has to be able to learn new tasks that are unknown by the engineer; It emphasizes open-ended development and lifelong learning, i.e. the capacity of an organism to acquire continuously novel skills. This should not be understood as a capacity for learning "anything" or even “everything”, but just that the set of skills that is acquired can be infinitely extended at least in some (not all) directions; The complexity of acquired knowledge and skills shall increase (and the increase be controlled) progressively. Developmental robotics emerged at the crossroads of several research communities including embodied artificial intelligence, enactive and dynamical systems cognitive science, connectionism. Starting from the essential idea that learning and development happen as the self-organized result of the dynamical interactions among brains, bodies and their physical and social environment, and trying to understand how this self-organization can be harnessed to provide task-independent lifelong learning of skills of increasing complexity, developmental robotics strongly interacts with fields such as developmental psychology, developmental and cognitive neuroscience, developmental biology (embryology), evolutionary biology, and cognitive linguistics. As many of the theories coming from these sciences are verbal and/or descriptive, this implies a crucial formalization and computational modeling activity in developmental robotics. These computational models are then not only used as ways to explore how to build more versatile and adaptive machines but also as a way to evaluate their coherence and possibly explore alternative explanations for understanding biological development. == Research directions == === Skill domains === Due to the general approach and methodology, developmental robotics projects typically focus on having robots develop the same types of skills as human infants. A first category that is important being investigated is the acquisition of sensorimotor skills. These include the discovery of one's own body, including its structure and dynamics such as hand-eye coordination, locomotion, and interaction with objects as well as tool use, with a particular focus on the discovery and learning of affordances. A second category of skills targeted by developmental robots are social and linguistic skills: the acquisition of simple social behavioural games such as turn-taking, coordinated interaction, lexicons, syntax and grammar, and the grounding of these linguistic skills into sensorimotor skills (sometimes referred as symbol grounding). In parallel, the acquisition of associated cognitive skills are being investigated such as the emergence of the self/non-self distinction, the development of attentional capabilities, of categorization systems and higher-level representations of affordances or social constructs, of the emergence of values, empathy, or theories of mind. === Mechanisms and constraints === The sensorimotor and social spaces in which humans and robot live are so large and complex that only a small part of potentially learnable skills can actually be explored and learnt within a life-time. Thus, mechanisms and constraints are necessary to guide developmental organisms in their development and control of the growth of complexity. There are several important families of these guiding mechanisms and constraints which are studied in developmental robotics, all inspired by human development: Motivational systems, generating internal reward signals that drive exploration and learning, which can be of two main types: extrinsic motivations push robots/organisms to maintain basic specific internal properties such as food and water level, physical integrity, or light (e.g. in phototropic systems); intrinsic motivations push robot to search for novelty, challenge, compression or learning progress per se, thus generating what is sometimes called curiosity-driven learning and exploration, or alternatively active learning and exploration; Social guidance: as humans learn a lot by interacting with their peers, developmental robotics investigates mechanisms that can allow robots to participate to human-like social interaction. By perceiving and interpreting social cues, this may allow robots both to learn from humans (through diverse means such as imitation, emulation, stimulus enhancement, demonstration, etc. ...) and to trigger natural human pedagogy. Thus, social acceptance of developmental robots is also investigated; Statistical inference biases and cumulative knowledge/skill reuse: biases characterizing both representations/encodings and inference mechanisms can typically allow considerable improvement of the efficiency of learning and are thus studied. Related to this, mechanisms allowing to infer new knowledge and acquire new skills by reusing previously learnt structures is also an essential field of study; The properties of embodiment, including geometry, materials, or innate motor primitives/synergies often encoded as dynamical systems, can considerably simplify the acquisition of sensorimotor or social skills, and is sometimes referred as morphological computation. The interaction of these constraints with other constraints is an important axis of investigation; Maturational constraints: In human infants, both the body and the neural system grow progressively, rather than being full-fledged already at birth. This implies, for example, that new degrees of freedom, as well as increases of the volume and resolution of available sensorimotor signals, may appear as learning and development unfold. Transposing these mechanisms in developmental robots, and understanding how it may hinder or on the contrary ease the acquisition of novel complex skills is a central questi

    Read more →
  • Organoid intelligence

    Organoid intelligence

    Organoid intelligence (OI) is an emerging field of study in computer science and biology that develops and studies biological wetware computing using 3D cultures of human brain cells (or brain organoids) and brain-machine interface technologies. Such technologies may be referred to as OIs or the nervous filesystem. Organoid intelligent computer systems can be an example of biohybrid systems. == Differences with non-organic computing == As opposed to traditional non-organic silicon-based approaches, OI seeks to use lab-grown cerebral organoids to serve as "biological hardware". While these structures are still far from being able to think like a regular human brain and do not yet possess strong computing capabilities, OI research currently offers the potential to improve the understanding of brain development, learning and memory, potentially finding treatments for neurological disorders such as dementia. Thomas Hartung, a professor from Johns Hopkins University, argued in 2023 that "while silicon-based computers are certainly better with numbers, brains are better at learning." He noted that transistor density in computer chip may be approaching its limits, whereas brains, being wired differently, are more energy-efficient and can store large amounts of information. Some researchers claim that even though human brains are slower than machines at processing simple information, they are far better at processing complex information as brains can deal with fewer and more uncertain data, perform both sequential and parallel processing, being highly heterogenous, use incomplete datasets, and is said to outperform non-organic machines in decision-making. Training OIs involve the process of biological learning (BL) as opposed to machine learning (ML) for AIs. == Bioinformatics in OI == OI generates complex biological data, necessitating sophisticated methods for processing and analysis. Bioinformatics provides the tools and techniques to decipher raw data, uncovering the patterns and insights. Researchers have developed a platform named Neuroplatform for experimenting remotely with brain organoids via an API. == Intended functions == Brain-inspired computing hardware aims to emulate the structure and working principles of the brain and could be used to address current limitations in AI technologies. However, brain-inspired silicon chips are still limited in their ability to fully mimic brain function, as most examples are built on digital electronic principles. One study performed OI computation (which they termed Brainoware) by sending and receiving information from the brain organoid using a high-density multielectrode array. By applying spatiotemporal electrical stimulation, nonlinear dynamics, and fading memory properties, as well as unsupervised learning from training data by reshaping the organoid functional connectivity, the study showed the potential of this technology by using it for speech recognition and nonlinear equation prediction in a reservoir computing framework. == Ethical concerns == While researchers are hoping to use OI and biological computing to complement traditional silicon-based computing, there are also questions about the ethics of such an approach. Concerns include the possibility that an organoid could develop sentience or consciousness, and the question of the relationship between a stem cell donor (for growing the organoid) and the respective OI system.

    Read more →
  • Parasolid

    Parasolid

    Parasolid is a geometric modeling kernel originally developed by Shape Data Limited, now owned and developed by Siemens Digital Industries Software. It can be licensed by other companies for use in their 3D computer graphics software products. Parasolid's abilities include model creation and editing utilities such as Boolean modeling operators, feature modeling support, advanced surfacing, thickening and hollowing, blending and filleting, and sheet modeling. It also incorporates modeling with mesh surfaces and lattices. Parasolid also includes tools for direct model editing, including tapering, offsetting, geometry replacement and removing feature details with automated regeneration of surrounding data. Parasolid also provides wide-ranging graphical and rendering support, including hidden-line, wireframe and drafting, tessellation, and model data inquiries. To use Parasolid effectively, software developers need knowledge of CAD in general, computational geometry, and topology. Parasolid is available for Windows (32-bit, 64-bit and AArch64), Linux (64-bit and AArch64), macOS (Apple silicon and Intel), iOS, and Android. == Parasolid XT format == Parasolid parts are normally saved in XT format, which usually has the file extension .X_T. The format is documented and open. There is also a binary version of the format, usually with an .X_B extension, which is somewhat more compact. Both .X_T and .X_B are used for parts files. == Applications == It is used in many computer-aided design (CAD), computer-aided manufacturing (CAM), computer-aided engineering (CAE), product visualization, and CAD data exchange packages. Notable uses include:

    Read more →
  • A Logical Calculus of the Ideas Immanent in Nervous Activity

    A Logical Calculus of the Ideas Immanent in Nervous Activity

    "A Logical Calculus of the Ideas Immanent in Nervous Activity" is a 1943 paper written by Warren Sturgis McCulloch and Walter Pitts, published in the journal The Bulletin of Mathematical Biophysics. The paper proposed a mathematical model of the nervous system as a network of simple logical elements, later known as artificial neurons, or McCulloch–Pitts neurons. These neurons receive inputs, perform a weighted sum, and fire an output signal based on a threshold function. By connecting these units in various configurations, McCulloch and Pitts demonstrated that their model could perform all logical functions. It is a seminal work in cognitive science, computational neuroscience, computer science, and artificial intelligence. It was a foundational result in automata theory. John von Neumann cited it as a significant result. == Mathematics == The artificial neuron used in the original paper is slightly different from the modern version. They considered neural networks that operate in discrete steps of time t = 0 , 1 , … {\displaystyle t=0,1,\dots } . The neural network contains a number of neurons. Let the state of a neuron i {\displaystyle i} at time t {\displaystyle t} be N i ( t ) {\displaystyle N_{i}(t)} . The state of a neuron can either be 0 or 1, standing for "not firing" and "firing". Each neuron also has a firing threshold θ {\displaystyle \theta } , such that it fires if the total input exceeds the threshold. Each neuron can connect to any other neuron (including itself) with positive synapses (excitatory) or negative synapses (inhibitory). That is, each neuron can connect to another neuron with a weight w {\displaystyle w} taking an integer value. A peripheral afferent is a neuron with no incoming synapses. We can regard each neural network as a directed graph, with the nodes being the neurons, and the directed edges being the synapses. A neural network has a circle or a circuit if there exists a directed circle in the graph. Let w i j ( t ) {\displaystyle w_{ij}(t)} be the connection weight from neuron j {\displaystyle j} to neuron i {\displaystyle i} at time t {\displaystyle t} , then its next state is N i ( t + 1 ) = H ( ∑ j = 1 n w i j ( t ) N j ( t ) − θ i ( t ) ) , {\displaystyle N_{i}(t+1)=H\left(\sum _{j=1}^{n}w_{ij}(t)N_{j}(t)-\theta _{i}(t)\right),} where H {\displaystyle H} is the Heaviside step function (outputting 1 if the input is greater than or equal to 0, and 0 otherwise). === Symbolic logic === The paper used, as a logical language for describing neural networks, "Language II" from The Logical Syntax of Language by Rudolf Carnap with some notations taken from Principia Mathematica by Alfred North Whitehead and Bertrand Russell. Language II covers substantial parts of classical mathematics, including real analysis and portions of set theory. To describe a neural network with peripheral afferents N 1 , N 2 , … , N p {\displaystyle N_{1},N_{2},\dots ,N_{p}} and non-peripheral afferents N p + 1 , N p + 2 , … , N n {\displaystyle N_{p+1},N_{p+2},\dots ,N_{n}} they considered logical predicate of form P r ( N 1 , N 2 , … , N p , t ) {\displaystyle Pr(N_{1},N_{2},\dots ,N_{p},t)} where P r {\displaystyle Pr} is a first-order logic predicate function (a function that outputs a boolean), N 1 , … , N p {\displaystyle N_{1},\dots ,N_{p}} are predicates that take t {\displaystyle t} as an argument, and t {\displaystyle t} is the only free variable in the predicate. Intuitively speaking, N 1 , … , N p {\displaystyle N_{1},\dots ,N_{p}} specifies the binary input patterns going into the neural network over all time, and P r ( N 1 , N 2 , … , N n , t ) {\displaystyle Pr(N_{1},N_{2},\dots ,N_{n},t)} is a function that takes some binary input patterns, and constructs an output binary pattern P r ( N 1 , N 2 , … , N n , 0 ) , P r ( N 1 , N 2 , … , N n , 1 ) , … {\displaystyle Pr(N_{1},N_{2},\dots ,N_{n},0),Pr(N_{1},N_{2},\dots ,N_{n},1),\dots } . A logical sentence P r ( N 1 , N 2 , … , N n , t ) {\displaystyle Pr(N_{1},N_{2},\dots ,N_{n},t)} is realized by a neural network iff there exists a time-delay T ≥ 0 {\displaystyle T\geq 0} , a neuron i {\displaystyle i} in the network, and an initial state for the non-peripheral neurons N p + 1 ( 0 ) , … , N n ( 0 ) {\displaystyle N_{p+1}(0),\dots ,N_{n}(0)} , such that for any time t {\displaystyle t} , the truth-value of the logical sentence is equal to the state of the neuron i {\displaystyle i} at time t + T {\displaystyle t+T} . That is, ∀ t = 0 , 1 , 2 , … , P r ( N 1 , N 2 , … , N p , t ) = N i ( t + T ) {\displaystyle \forall t=0,1,2,\dots ,\quad Pr(N_{1},N_{2},\dots ,N_{p},t)=N_{i}(t+T)} === Equivalence === In the paper, they considered some alternative definitions of artificial neural networks, and have shown them to be equivalent, that is, neural networks under one definition realizes precisely the same logical sentences as neural networks under another definition. They considered three forms of inhibition: relative inhibition, absolute inhibition, and extinction. The definition above is relative inhibition. By "absolute inhibition" they meant that if any negative synapse fires, then the neuron will not fire. By "extinction" they meant that if at time t {\displaystyle t} , any inhibitory synapse fires on a neuron i {\displaystyle i} , then θ i ( t + j ) = θ i ( 0 ) + b j {\displaystyle \theta _{i}(t+j)=\theta _{i}(0)+b_{j}} for j = 1 , 2 , 3 , … {\displaystyle j=1,2,3,\dots } , until the next time an inhibitory synapse fires on i {\displaystyle i} . It is required that b j = 0 {\displaystyle b_{j}=0} for all large j {\displaystyle j} . Theorem 4 and 5 state that these are equivalent. They considered three forms of excitation: spatial summation, temporal summation, and facilitation. The definition above is spatial summation (which they pictured as having multiple synapses placed close together, so that the effect of their firing sums up). By "temporal summation" they meant that the total incoming signal is ∑ τ = 0 T ∑ j = 1 n w i j ( t ) N j ( t − τ ) {\displaystyle \sum _{\tau =0}^{T}\sum _{j=1}^{n}w_{ij}(t)N_{j}(t-\tau )} for some T ≥ 1 {\displaystyle T\geq 1} . By "facilitation" they meant the same as extinction, except that b j ≤ 0 {\displaystyle b_{j}\leq 0} . Theorem 6 states that these are equivalent. They considered neural networks that do not change, and those that change by Hebbian learning. That is, they assume that at t = 0 {\displaystyle t=0} , some excitatory synaptic connections are not active. If at any t {\displaystyle t} , both N i ( t ) = 1 , N j ( t ) = 1 {\displaystyle N_{i}(t)=1,N_{j}(t)=1} , then any latent excitatory synapse between i , j {\displaystyle i,j} becomes active. Theorem 7 states that these are equivalent. === Logical expressivity === They considered "temporal propositional expressions" (TPE), which are propositional formulas with one free variable t {\displaystyle t} . For example, N 1 ( t ) ∨ N 2 ( t ) ∧ ¬ N 3 ( t ) {\displaystyle N_{1}(t)\vee N_{2}(t)\wedge \neg N_{3}(t)} is such an expression. Theorem 1 and 2 together showed that neural nets without circles are equivalent to TPE. For neural nets with loops, they noted that "realizable P r {\displaystyle Pr} may involve reference to past events of an indefinite degree of remoteness". These then encodes for sentences like "There was some x such that x was a ψ" or ( ∃ x ) ( ψ x ) {\displaystyle (\exists x)(\psi x)} . Theorems 8 to 10 showed that neural nets with loops can encode all first-order logic with equality and conversely, any looped neural networks is equivalent to a sentence in first-order logic with equality, thus showing that they are equivalent in logical expressiveness. As a remark, they noted that a neural network, if furnished with a tape, scanners, and write-heads, is equivalent to a Turing machine, and conversely, every Turing machine is equivalent to some such neural network. Thus, these neural networks are equivalent to Turing computability and Church's lambda-definability. == Context == === Previous work === The paper built upon several previous strands of work. In the symbolic logic side, it built on the previous work by Carnap, Whitehead, and Russell. This was contributed by Walter Pitts, who had a strong proficiency with symbolic logic. Pitts provided mathematical and logical rigor to McCulloch’s vague ideas on psychons (atoms of psychological events) and circular causality. In the neuroscience side, it built on previous work by the mathematical biology research group centered around Nicolas Rashevsky, of which McCulloch was a member. The paper was published in the Bulletin of Mathematical Biophysics, which was founded by Rashevsky in 1939. During the late 1930s, Rashevsky's research group was producing papers that had difficulty publishing in other journals at the time, so Rashevsky decided to found a new journal exclusively devoted to mathematical biophysics. Also in the Rashevsky's group was Alston Scott Householder, who in 1941 published an abstract model

    Read more →
  • 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

    Read more →