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  • Hybrid intelligent system

    Hybrid intelligent system

    Hybrid intelligent system denotes a software system which employs, in parallel, a combination of methods and techniques from artificial intelligence subfields, such as: Neuro-symbolic systems Neuro-fuzzy systems Hybrid connectionist-symbolic models Fuzzy expert systems Connectionist expert systems Evolutionary neural networks Genetic fuzzy systems Rough fuzzy hybridization Reinforcement learning with fuzzy, neural, or evolutionary methods as well as symbolic reasoning methods. From the cognitive science perspective, every natural intelligent system is hybrid because it performs mental operations on both the symbolic and subsymbolic levels. For the past few years, there has been an increasing discussion of the importance of A.I. Systems Integration. Based on notions that there have already been created simple and specific AI systems (such as systems for computer vision, speech synthesis, etc., or software that employs some of the models mentioned above) and now is the time for integration to create broad AI systems. Proponents of this approach are researchers such as Marvin Minsky, Ron Sun, Aaron Sloman, Angelo Dalli and Michael A. Arbib. An example hybrid is a hierarchical control system in which the lowest, reactive layers are sub-symbolic. The higher layers, having relaxed time constraints, are capable of reasoning from an abstract world model and performing planning (even by hybrid wisdom). Intelligent systems usually rely on hybrid reasoning processes, which include induction, deduction, abduction and reasoning by analogy.

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  • Really Simple Licensing

    Really Simple Licensing

    Really Simple Licensing (RSL) is an open content licensing standard that allows web publishers to set terms for web crawlers gathering training data for generative AI use. It was launched on September 10, 2025 and is managed by the nonprofit RSL Collective, co-founded by RSS co-creator Eckart Walther and former Ask.com CEO Doug Leeds. Participating companies at launch include Reddit, Yahoo, and Medium. Publishers can implement the RSL standard by adding licensing terms to their robots.txt files.

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  • Computer-assisted proof

    Computer-assisted proof

    A computer-assisted proof is a mathematical proof that has been at least partially generated by computer. Most computer-aided proofs to date have been implementations of large proofs-by-exhaustion of a mathematical theorem. The idea is to use a computer program to perform lengthy computations, and to provide a proof that the result of these computations implies the given theorem. In 1976, the four color theorem was the first major theorem to be verified using a computer program. Attempts have also been made in the area of artificial intelligence research to create smaller, explicit, new proofs of mathematical theorems from the bottom up using automated reasoning techniques such as heuristic search. Such automated theorem provers have proved a number of new results and found new proofs for known theorems. Additionally, interactive proof assistants allow mathematicians to develop human-readable proofs which are nonetheless formally verified for correctness. Since these proofs are generally human-surveyable (albeit with difficulty, as with the proof of the Robbins conjecture) they do not share the controversial implications of computer-aided proofs-by-exhaustion. == Methods == One method for using computers in mathematical proofs is by means of so-called validated numerics or rigorous numerics. This means computing numerically yet with mathematical rigour. One uses set-valued arithmetic and inclusion principle in order to ensure that the set-valued output of a numerical program encloses the solution of the original mathematical problem. This is done by controlling, enclosing and propagating round-off and truncation errors using for example interval arithmetic. More precisely, one reduces the computation to a sequence of elementary operations, say ( + , − , × , / ) {\displaystyle (+,-,\times ,/)} . In a computer, the result of each elementary operation is rounded off by the computer precision. However, one can construct an interval provided by upper and lower bounds on the result of an elementary operation. Then one proceeds by replacing numbers with intervals and performing elementary operations between such intervals of representable numbers. == Philosophical objections == Computer-assisted proofs are the subject of some controversy in the mathematical world, with Thomas Tymoczko first to articulate objections. Those who adhere to Tymoczko's arguments believe that lengthy computer-assisted proofs are not, in some sense, 'real' mathematical proofs because they involve so many logical steps that they are not practically verifiable by human beings, and that mathematicians are effectively being asked to replace logical deduction from assumed axioms with trust in an empirical computational process, which is potentially affected by errors in the computer program, as well as defects in the runtime environment and hardware. Other mathematicians believe that lengthy computer-assisted proofs should be regarded as calculations, rather than proofs: the proof algorithm itself should be proved valid, so that its use can then be regarded as a mere "verification". Arguments that computer-assisted proofs are subject to errors in their source programs, compilers, and hardware can be resolved by providing a formal proof of correctness for the computer program (an approach which was successfully applied to the four color theorem in 2005) as well as replicating the result using different programming languages, different compilers, and different computer hardware. Another possible way of verifying computer-aided proofs is to generate their reasoning steps in a machine readable form, and then use a proof checker program to demonstrate their correctness. Since validating a given proof is much easier than finding a proof, the checker program is simpler than the original assistant program, and it is correspondingly easier to gain confidence into its correctness. However, this approach of using a computer program to prove the output of another program correct does not appeal to computer proof skeptics, who see it as adding another layer of complexity without addressing the perceived need for human understanding. Another argument against computer-aided proofs is that they lack mathematical elegance—that they provide no insights or new and useful concepts. In fact, this is an argument that could be advanced against any lengthy proof by exhaustion. An additional philosophical issue raised by computer-aided proofs is whether they make mathematics into a quasi-empirical science, where the scientific method becomes more important than the application of pure reason in the area of abstract mathematical concepts. This directly relates to the argument within mathematics as to whether mathematics is based on ideas, or "merely" an exercise in formal symbol manipulation. It also raises the question whether, if according to the Platonist view, all possible mathematical objects in some sense "already exist", whether computer-aided mathematics is an observational science like astronomy, rather than an experimental one like physics or chemistry. This controversy within mathematics is occurring at the same time as questions are being asked in the physics community about whether twenty-first century theoretical physics is becoming too mathematical, and leaving behind its experimental roots. The emerging field of experimental mathematics is confronting this debate head-on by focusing on numerical experiments as its main tool for mathematical exploration. == Theorems proved with the help of computer programs == Inclusion in this list does not imply that a formal computer-checked proof exists, but rather, that a computer program has been involved in some way. See the main articles for details.

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  • Defuzzification

    Defuzzification

    Defuzzification is the process of producing a quantifiable result in crisp logic, given fuzzy sets and corresponding membership degrees. It is the process that maps a fuzzy set to a crisp set. It is typically needed in fuzzy control systems. These systems will have a number of rules that transform a number of variables into a fuzzy result, that is, the result is described in terms of membership in fuzzy sets. For example, rules designed to decide how much pressure to apply might result in "Decrease Pressure (15%), Maintain Pressure (34%), Increase Pressure (72%)". Defuzzification is interpreting the membership degrees of the fuzzy sets into a specific decision or real value. The simplest but least useful defuzzification method is to choose the set with the highest membership, in this case, "Increase Pressure" since it has a 72% membership, and ignore the others, and convert this 72% to some number. The problem with this approach is that it loses information. The rules that called for decreasing or maintaining pressure might as well have not been there in this case. A common and useful defuzzification technique is center of gravity. First, the results of the rules must be added together in some way. The most typical fuzzy set membership function has the graph of a triangle. Now, if this triangle were to be cut in a straight horizontal line somewhere between the top and the bottom, and the top portion were to be removed, the remaining portion forms a trapezoid. The first step of defuzzification typically "chops off" parts of the graphs to form trapezoids (or other shapes if the initial shapes were not triangles). For example, if the output has "Decrease Pressure (15%)", then this triangle will be cut 15% the way up from the bottom. In the most common technique, all of these trapezoids are then superimposed one upon another, forming a single geometric shape. Then, the centroid of this shape, called the fuzzy centroid, is calculated. The x coordinate of the centroid is the defuzzified value. == Methods == There are many different methods of defuzzification available, including the following: AI (adaptive integration) BADD (basic defuzzification distributions) BOA (bisector of area) CDD (constraint decision defuzzification) COA (center of area) COG (center of gravity) ECOA (extended center of area) EQM (extended quality method) FCD (fuzzy clustering defuzzification) FM (fuzzy mean) FOM (first of maximum) GLSD (generalized level set defuzzification) ICOG (indexed center of gravity) IV (influence value) LOM (last of maximum) MeOM (mean of maxima) MOM (middle of maximum) QM (quality method) RCOM (random choice of maximum) SLIDE (semi-linear defuzzification) WFM (weighted fuzzy mean) The maxima methods are good candidates for fuzzy reasoning systems. The distribution methods and the area methods exhibit the property of continuity that makes them suitable for fuzzy controllers.

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  • Macromedia FreeHand

    Macromedia FreeHand

    Macromedia FreeHand (formerly Aldus FreeHand) is a discontinued computer application for creating two-dimensional vector graphics oriented primarily to professional illustration, desktop publishing and content creation for the Web. FreeHand was similar in scope, intended market, and functionality to Adobe Illustrator, CorelDRAW and Xara Designer Pro. Because of FreeHand's dedicated page layout and text control features, it also compares to Adobe InDesign and QuarkXPress. Professions using FreeHand include graphic design, illustration, cartography, fashion and textile design, product design, architects, scientific research, and multimedia production. FreeHand was created by Altsys Corporation in 1988 and licensed to Aldus Corporation, which released versions 1 through 4. In 1994, Aldus merged with Adobe Systems and because of the overlapping market with Adobe Illustrator, FreeHand was returned to Altsys by order of the Federal Trade Commission. Altsys was later bought by Macromedia, which released FreeHand versions 5 through 11 (FreeHand MX). In 2005, Adobe Systems acquired Macromedia and its product line which included FreeHand MX, under whose ownership it presently resides. Since 2003, FreeHand development has been discontinued; in the Adobe Systems catalog, FreeHand has been replaced by Adobe Illustrator. FreeHand MX continues to run under Windows 11 and under Mac OS X 10.6 (Snow Leopard) within Rosetta, a PowerPC code emulator, and requires a registration patch supplied by Adobe. FreeHand 10 runs without problems on Mac OS X Snow Leopard with Rosetta enabled, and does not require a registration patch. Later versions of macOS can use a Mac OS X Snow Leopard Server virtual machine to emulate the required PowerPC support. == History == === Altsys and Aldus FreeHand === In 1984, James R. Von Ehr founded Altsys Corporation to develop graphics applications for personal computers. Based in Plano, Texas, the company initially produced font editing and conversion software; Fontastic Plus, Metamorphosis, and the Art Importer. Their premier PostScript font-design package, Fontographer, was released in 1986 and was the first such program on the market. With the PostScript background having been established by Fontographer, Altsys also developed FreeHand (originally called Masterpiece) as a Macintosh Postscript-based illustration program that used Bézier curves for drawing and was similar to Adobe Illustrator. FreeHand was announced as "... a Macintosh graphics program described as having all the features of Adobe's Illustrator plus drawing tools such as those in Mac Paint and Mac Draft and special effects similar to those in Cricket Draw." Seattle's Aldus Corporation acquired a licensing agreement with Altsys Corporation to release FreeHand along with their flagship product, Pagemaker, and Aldus FreeHand 1.0 was released in 1988. FreeHand's product name used intercaps; the F and H were capitalized. The partnership between the two companies continued with Altsys developing FreeHand and with Aldus controlling marketing and sales. After 1988, a competitive exchange between Aldus FreeHand and Adobe Illustrator ensued on the Macintosh platform with each software advancing new tools, achieving better speed, and matching significant features. Windows PC development also allowed Illustrator 2 (aka, Illustrator 88 on the Mac) and FreeHand 3 to release Windows versions to the graphics market. FreeHand 1.0 sold for $495 in 1988. It included the standard drawing tools and features as other draw programs including special effects in fills and screens, text manipulation tools, and full support for CMYK color printing. It was also possible to create and insert PostScript routines anywhere within the program. FreeHand performed in preview mode instead of keyline mode but performance was slower. FreeHand 2.0 sold for $495 in 1989. Besides improving on the features of FreeHand 1.0, FreeHand 2 added faster operation, Pantone colors, stroked text, flexible fill patterns and automatically import graphic assets from other programs. It added accurate control over a color monitor screen display, limited only by its resolution. FreeHand 3.0 sold for $595 in 1991. New features included resizable color, style, and layer panels including an Attributes menu. Also tighter precision of both the existing tools and aligning of objects. FH3 created compound Paths. Text could be converted to paths, applied to an ellipse, or made vertical. Carried over from version 1.0, FreeHand 3 suffered by having text entered into a dialog box instead of directly to the page. In October 1991, a 3.1 upgrade made FreeHand work with System 7 but additionally, it supported pressure-sensitive drawing which offered varying line widths with a users stroke. It improved element manipulation and added more import/export options. FreeHand 4.0 sold for $595 in 1994. Altsys ported FreeHand 3.0 to the NeXT system creating a new program named Virtuoso. Virtuoso continued its development at Altsys and version 2.0 of Virtuoso was feature-equivalent to FreeHand 4 (with the addition of NeXT-specific features such as Services and Display PostScript) and file compatible, with Virtuoso 2 able to open FreeHand 4 files and vice versa. A prominent feature of this version was the ability to type directly into the page and wrap inside or outside any shape. It also included drag-and-drop color imaging, a larger pasteboard, and a user interface that featured floating, rollup panels. The colors palette included a color mixer for adding new colors to the swatch list. Speed increases were made. In the same year of FreeHand 4 release, Adobe Systems announced merger plans with Aldus Corporation for $525 million. Fear about the end of competition between these two leading applications was reported in the media and expressed by customers (Illustrator versus FreeHand and Adobe Photoshop versus Aldus PhotoStyler.) Because of this overlapping of the market, Altsys stepped in by suing Aldus, saying that the merger deal was "a prima facie violation of a non-compete clause within the FreeHand licensing agreement." Altsys CEO Jim Von Ehr explained, "No one loves FreeHand more than we do. We will do whatever it takes to see it survive." The Federal Trade Commission issued a complaint against Adobe Systems on October 18, 1994, ordering a divestiture of FreeHand to "remedy the lessening of competition resulting from the acquisition as alleged in the Commission's complaint," and further, the FTC ordering, "That for a period of ten (10) years from the date on which this order becomes final, respondents shall not, without the prior approval of the Commission, directly or indirectly, through subsidiaries, partnerships, or otherwise .. Acquire any Professional Illustration Software or acquire or enter into any exclusive license to Professional Illustration Software;" (referring to FreeHand.) FreeHand was returned to Altsys with all licensing and marketing rights as well as Aldus FreeHand's customer list. === Macromedia Freehand === By late 1994, Altsys still retained all rights to FreeHand. Despite brief plans to keep it in-house to sell it along with Fontographer and Virtuoso, Altsys reached an agreement with the multimedia software company, Macromedia, to be acquired. This mutual agreement provided FreeHand and Fontographer a new home with ample resources for marketing, sales, and competition against the newly merged Adobe-Aldus company. Altsys would remain in Richardson, Texas, but would be renamed as the Digital Arts Group of Macromedia and was responsible for the continued development of FreeHand. Macromedia received FreeHand's 200,000 customers and expanded its traditional product line of multimedia graphics software to illustration and design graphics software. CEO James Von Ehr became a Macromedia vice-president until 1997 when he left to start another venture. FreeHand 5.0 sold for $595 in 1995. This version featured a more customizable and expanded workspace, multiple views, stronger design and editing tools, a report generator, spell check, paragraph styles, multicolor gradient fills up to 64 colors, speed improvements, and it accepted Illustrator plugins. In September 1995, a 5.5 upgrade added Photoshop plug-in support, PDF import capabilities, the Extract feature, inline graphics to text, improved auto-expanding text containers, the Crop feature, and the Create PICT Image feature. A FreeHand 5.5 upgrade was part of the FreeHand Graphics Studio (a suite that included Fontographer, Macromedia xRes image editing application, and Extreme 3D animation and modeling application). FreeHand 6.0 in 1996. This version only existed in beta. Some Freehand 7 prerelease versions were released under the Freehand 6 tag. FreeHand 7.0 sold for $399 in 1996, or $449 as part of the FreeHand Graphics Studio (see above.) Features included a redesigned user interface that allowed recombining Inspectors, Panel Tabs, Dockable Panels, Smart Cursors,

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  • Federation of International Robot-soccer Association

    Federation of International Robot-soccer Association

    The Federation of International Robot-soccer Association (FIRA) is an international organisation organising competitive soccer competitions between autonomous robots. The matches are usually five-a-side. == History == In 1996 and 1997, this competition was known as MiroSot and was held in Daejeon, Korea. The 1996 competition offered a challenging arena to the younger generation and researchers working with autonomous mobile robotic systems. From 1998 through 2008, it was called the FIRA Cup, and in 2009, it became the FIRA RoboWorld Cup & Congress. The 15th RoboWorld Cup was held at Amrita Vishwa Vidyapeetham, Bangalore, India in September 2010. In 2013, it took place in Kuala Lumpur, Malaysia. The championship started on August 24, 2013, and ended on August 29. At that time, it involved five categories: Micro-Robot Soccer Tournament, Amire, Naro, Simulated Robot, Android, Robo and Humanoid Robot. It attracted teams from Singapore, Indonesia, Taiwan, India, China, South Korea, the United Kingdom, Mexico, Canada, Russia and Malaysia. 80 teams from 11 countries participated. In 2018, the competition had 277 teams participating from 12 countries. === Past Events === == FIRA RoboWorld Cup & Congress == This competition has 4 leagues: FIRA AIR, FIRA Sports, FIRA Challenges, and FIRA Youth. Each league has its own competitions, and each competition can have several events. === FIRA AIR === The FIRA AIR league has two associated competitions, Autonomous Race and Emergency Service. === FIRA Sports === The FIRA Sports league has four associated competitions, HuroCup, RoboSot, SimuroSot, and AndroSot. This the robot soccer league. HuroCup consists of single events for bipedal humanoid robots. The events are: archery, sprint, marathon, united soccer, obstacle run, long jump, spartan race, marathon, weightlifting, and basketball. There is an all-round competition for the single robot that performs the best overall. === FIRA Challenges === The FIRA Challenges league has three associated competitions, Autonomous Cars, Autonomous Cars Simulation, Innovation and Business. === FIRA Youth === The FIRA Youth league has six associated challenges, Sport Robots, HuroCup Junior, CityRacer, DRV_Explorer, Cliff Hanger, and Mission Impossible.

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  • Argüman

    Argüman

    Argüman is a free and open source software for collective structured argumentation and argument analysis via argumentation graphs or argument maps in which the type of connections can be specified. It allows users to create collaborative "semantic maps" of arguments in well structured tree formats and share them with an audience and potential participants. Arguman.org was an open structured social debate platform that implemented the software. It is down as of 2023. There also is a mobile version of the tool. The project was started, in 2014, and largely built by developers in Turkey. Some studies used or investigated excerpts of argumentations on the platform. Unlike the larger and functional alternative Kialo, which is structured using only 'Pro' and 'Con' relations, argüman arguments are structured by three types of premises – 'because', 'but', and 'however'. As of the latest version, debates are presented in their entirety as a large tree which may be harder to navigate than other formats – for instance, trees "can become extremely dense, and the interface does not make it obvious which arguments the user should pay attention to". Users can also flag arguments for fallacies. Arguman.org also had a Turkish-language subdomain. A researcher suggested the concept of the Semantic Web-interoperability could be useful for argumentative structures on the Web, going beyond the conventional flat structures of discussions and lack of characterizations of their components as implemented in argüman. There is research into how to automatically use these collaborative argumentation graphs, which is a "very active" topic in Artificial Intelligence. There also is research into applying conclusion-making methods to the debates or their data, such as bipolar weighted argumentation frameworks – this could be a way to find out what the current conclusion of debates like "Computer Science is not actually a science" is. A study suggests it could be useful for the development of critical thinking skills.

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  • Federal Virtual World Challenge

    Federal Virtual World Challenge

    The Federal Virtual Challenge, formerly The Federal Virtual Worlds Challenge is a competition led by the Simulation and Training Technology Center (United States Army Research, Development and Engineering Command). The event is conducted in order to reach a global development community that will create innovative and interactive training and analysis services in virtual worlds. The inaugural event began in 2009 with the awards being conducted during March 2010 GameTech conference in Orlando, Florida. == Description == The focus of the challenge is training or analysis capability conducted wholly in a virtual environment. The training and analysis audience includes all United States Federal Agencies including, Department of Defense, Department of Homeland Security, Department of Transportation, and Department of Health and Human Services, NASA, DOT, and many more.

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  • Condensation algorithm

    Condensation algorithm

    The condensation algorithm (Conditional Density Propagation) is a computer vision algorithm. The principal application is to detect and track the contour of objects moving in a cluttered environment. Object tracking is one of the more basic and difficult aspects of computer vision and is generally a prerequisite to object recognition. Being able to identify which pixels in an image make up the contour of an object is a non-trivial problem. Condensation is a probabilistic algorithm that attempts to solve this problem. The algorithm itself is described in detail by Isard and Blake in a publication in the International Journal of Computer Vision in 1998. One of the most interesting facets of the algorithm is that it does not compute on every pixel of the image. Rather, pixels to process are chosen at random, and only a subset of the pixels end up being processed. Multiple hypotheses about what is moving are supported naturally by the probabilistic nature of the approach. The evaluation functions come largely from previous work in the area and include many standard statistical approaches. The original part of this work is the application of particle filter estimation techniques. The algorithm's creation was inspired by the inability of Kalman filtering to perform object tracking well in the presence of significant background clutter. The presence of clutter tends to produce probability distributions for the object state which are multi-modal and therefore poorly modeled by the Kalman filter. The condensation algorithm in its most general form requires no assumptions about the probability distributions of the object or measurements. == Algorithm overview == The condensation algorithm seeks to solve the problem of estimating the conformation of an object described by a vector x t {\displaystyle \mathbf {x_{t}} } at time t {\displaystyle t} , given observations z 1 , . . . , z t {\displaystyle \mathbf {z_{1},...,z_{t}} } of the detected features in the images up to and including the current time. The algorithm outputs an estimate to the state conditional probability density p ( x t | z 1 , . . . , z t ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {z_{1},...,z_{t}} )} by applying a nonlinear filter based on factored sampling and can be thought of as a development of a Monte-Carlo method. p ( x t | z 1 , . . . , z t ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {z_{1},...,z_{t}} )} is a representation of the probability of possible conformations for the objects based on previous conformations and measurements. The condensation algorithm is a generative model since it models the joint distribution of the object and the observer. The conditional density of the object at the current time p ( x t | z 1 , . . . , z t ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {z_{1},...,z_{t}} )} is estimated as a weighted, time-indexed sample set { s t ( n ) , n = 1 , . . . , N } {\displaystyle \{s_{t}^{(n)},n=1,...,N\}} with weights π t ( n ) {\displaystyle \pi _{t}^{(n)}} . N is a parameter determining the number of sample sets chosen. A realization of p ( x t | z 1 , . . . , z t ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {z_{1},...,z_{t}} )} is obtained by sampling with replacement from the set s t {\displaystyle s_{t}} with probability equal to the corresponding element of π t {\displaystyle \pi _{t}} . The assumptions that object dynamics form a temporal Markov chain and that observations are independent of each other and the dynamics facilitate the implementation of the condensation algorithm. The first assumption allows the dynamics of the object to be entirely determined by the conditional density p ( x t | x t − 1 ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {x_{t-1}} )} . The model of the system dynamics determined by p ( x t | x t − 1 ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {x_{t-1}} )} must also be selected for the algorithm, and generally includes both deterministic and stochastic dynamics. The algorithm can be summarized by initialization at time t = 0 {\displaystyle t=0} and three steps at each time t: === Initialization === Form the initial sample set and weights by sampling according to the prior distribution. For example, specify as Gaussian and set the weights equal to each other. === Iterative procedure === Sample with replacement N {\displaystyle N} times from the set { s 0 ( n ) , n = 1 , . . . , N } {\displaystyle \{s_{0}^{(n)},n=1,...,N\}} with probability { π 0 ( n ) , n = 1 , . . . , N } {\displaystyle \{\pi _{0}^{(n)},n=1,...,N\}} to generate a realization of p ( x t | z 1 , . . . , z t ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {z_{1},...,z_{t}} )} . Apply the learned dynamics p ( x t | x t − 1 ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {x_{t-1}} )} to each element of this new set, to generate a new set { s t ( n ) } {\displaystyle \{s_{t}^{(n)}\}} . To take into account the current observation z t {\displaystyle \mathbf {z_{t}} } , set π t ( n ) = p ( z t | s ( n ) ) ∑ j = 1 N p ( z t | s ( j ) ) {\displaystyle \pi _{t}^{(n)}={\frac {p(\mathbf {z_{t}} |s^{(n)})}{\sum _{j=1}^{N}p(\mathbf {z_{t}} |s^{(j)})}}} for each element { s t ( n ) } {\displaystyle \{s_{t}^{(n)}\}} . This algorithm outputs the probability distribution p ( x t | z 1 , . . . , z t ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {z_{1},...,z_{t}} )} which can be directly used to calculate the mean position of the tracked object, as well as the other moments of the tracked object. Cumulative weights can instead be used to achieve a more efficient sampling. == Implementation considerations == Since object-tracking can be a real-time objective, consideration of algorithm efficiency becomes important. The condensation algorithm is relatively simple when compared to the computational intensity of the Ricatti equation required for Kalman filtering. The parameter N {\displaystyle N} , which determines the number of samples in the sample set, will clearly hold a trade-off in efficiency versus performance. One way to increase efficiency of the algorithm is by selecting a low degree of freedom model for representing the shape of the object. The model used by Isard 1998 is a linear parameterization of B-splines in which the splines are limited to certain configurations. Suitable configurations were found by analytically determining combinations of contours from multiple views, of the object in different poses, and through principal component analysis (PCA) on the deforming object. Isard and Blake model the object dynamics p ( x t | x t − 1 ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {x_{t-1}} )} as a second order difference equation with deterministic and stochastic components: p ( x t | x t − 1 ) ∝ e − 1 2 | | B − 1 ( ( x t − x ¯ ) − A ( x t − 1 − x ¯ ) ) | | 2 ) {\displaystyle p(\mathbf {x_{t}} |\mathbf {x_{t-1}} )\propto e^{-{\frac {1}{2}}||B^{-1}((\mathbf {x_{t}} -\mathbf {\bar {x}} )-A(\mathbf {x_{t-1}} -\mathbf {\bar {x}} ))||^{2})}} where x ¯ {\displaystyle \mathbf {\bar {x}} } is the mean value of the state, and A {\displaystyle A} , B {\displaystyle B} are matrices representing the deterministic and stochastic components of the dynamical model respectively. A {\displaystyle A} , B {\displaystyle B} , and x ¯ {\displaystyle \mathbf {\bar {x}} } are estimated via Maximum Likelihood Estimation while the object performs typical movements. The observation model p ( z | x ) {\displaystyle p(\mathbf {z} |\mathbf {x} )} cannot be directly estimated from the data, requiring assumptions to be made in order to estimate it. Isard 1998 assumes that the clutter which may make the object not visible is a Poisson random process with spatial density λ {\displaystyle \lambda } and that any true target measurement is unbiased and normally distributed with standard deviation σ {\displaystyle \sigma } . The basic condensation algorithm is used to track a single object in time. It is possible to extend the condensation algorithm using a single probability distribution to describe the likely states of multiple objects to track multiple objects in a scene at the same time. Since clutter can cause the object probability distribution to split into multiple peaks, each peak represents a hypothesis about the object configuration. Smoothing is a statistical technique of conditioning the distribution based on both past and future measurements once the tracking is complete in order to reduce the effects of multiple peaks. Smoothing cannot be directly done in real-time since it requires information of future measurements. == Applications == The algorithm can be used for vision-based robot localization of mobile robots. Instead of tracking the position of an object in the scene, however, the position of the camera platform is tracked. This allows the camera platform to be globally localized given a visual map of the environment. Extensions of the condensation algorithm have also been used to recognize human gestures in image sequences. This application of the condensation algorithm impacts the ran

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  • Agent mining

    Agent mining

    Agent mining is a research field that combines two areas of computer science: multiagent systems and data mining. It explores how intelligent computer agents can work together to discover, analyze, and learn from large amounts of data more effectively than traditional methods. == Historical context == The interaction and the integration between multiagent systems and data mining have a long history. The very early work on agent mining focused on agent-based knowledge discovery, agent-based distributed data mining, and agent-based distributed machine learning, and using data mining to enhance agent intelligence. The International Workshop on Agents and Data Mining Interaction has been held for more than 10 times, co-located with the International Conference on Autonomous Agents and Multi-Agent Systems. Several proceedings are available from Springer Lecture Notes in Computer Science.

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  • Evolutionary computation

    Evolutionary computation

    Evolutionary computation (EC) from computer science is a family of algorithms for global optimization inspired by biological evolution, and a subfield of computational intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes as well as, depending on the method, mixing parental information. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection), mutation and possibly recombination. These biological functions serve as role models for the genetic operators - mutation, crossover, and selection - used in the EC procedures. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them popular in computer science. Many variants and extensions exist, suited to more specific families of problems and data structures. Evolutionary computation is also sometimes used in evolutionary biology as an in silico experimental procedure to study common aspects of general evolutionary processes. == History == The concept of mimicking evolutionary processes to solve problems originates before the advent of computers, such as when Alan Turing proposed a method of genetic search in 1948 . Turing's B-type u-machines resemble primitive neural networks, and connections between neurons were learnt via a sort of genetic algorithm. His P-type u-machines resemble a method for reinforcement learning, where pleasure and pain signals direct the machine to learn certain behaviors. However, Turing's paper went unpublished until 1968, and he died in 1954, so this early work had little to no effect on the field of evolutionary computation that was to develop. Evolutionary computing as a field began in earnest in the 1950s and 1960s. There were several independent attempts to use the process of evolution in computing at this time, which developed separately for roughly 15 years. Three branches emerged in different places to attain this goal: evolution strategies, evolutionary programming, and genetic algorithms. A fourth branch, genetic programming, eventually emerged in the early 1990s. These approaches differ in the method of selection, the permitted mutations, and the representation of genetic data. By the 1990s, the distinctions between the historic branches had begun to blur, and the term 'evolutionary computing' was coined in 1991 to denote a field that exists over all four paradigms. In 1962, Lawrence J. Fogel initiated the research of Evolutionary Programming in the United States, which was considered an artificial intelligence endeavor. In this system, finite state machines are used to solve a prediction problem: these machines would be mutated (adding or deleting states, or changing the state transition rules), and the best of these mutated machines would be evolved further in future generations. The final finite state machine may be used to generate predictions when needed. The evolutionary programming method was successfully applied to prediction problems, system identification, and automatic control. It was eventually extended to handle time series data and to model the evolution of gaming strategies. In 1964, Ingo Rechenberg and Hans-Paul Schwefel introduce the paradigm of evolution strategies in Germany. Since traditional gradient descent techniques produce results that may get stuck in local minima, Rechenberg and Schwefel proposed that random mutations (applied to all parameters of some solution vector) may be used to escape these minima. Child solutions were generated from parent solutions, and the more successful of the two was kept for future generations. This technique was first used by the two to successfully solve optimization problems in fluid dynamics. Initially, this optimization technique was performed without computers, instead relying on dice to determine random mutations. By 1965, the calculations were performed wholly by machine. John Henry Holland introduced genetic algorithms in the 1960s, and it was further developed at the University of Michigan in the 1970s. While the other approaches were focused on solving problems, Holland primarily aimed to use genetic algorithms to study adaptation and determine how it may be simulated. Populations of chromosomes, represented as bit strings, were transformed by an artificial selection process, selecting for specific 'allele' bits in the bit string. Among other mutation methods, interactions between chromosomes were used to simulate the recombination of DNA between different organisms. While previous methods only tracked a single optimal organism at a time (having children compete with parents), Holland's genetic algorithms tracked large populations (having many organisms compete each generation). By the 1990s, a new approach to evolutionary computation that came to be called genetic programming emerged, advocated for by John Koza among others. In this class of algorithms, the subject of evolution was itself a program written in a high-level programming language (there had been some previous attempts as early as 1958 to use machine code, but they met with little success). For Koza, the programs were Lisp S-expressions, which can be thought of as trees of sub-expressions. This representation permits programs to swap subtrees, representing a sort of genetic mixing. Programs are scored based on how well they complete a certain task, and the score is used for artificial selection. Sequence induction, pattern recognition, and planning were all successful applications of the genetic programming paradigm. Many other figures played a role in the history of evolutionary computing, although their work did not always fit into one of the major historical branches of the field. The earliest computational simulations of evolution using evolutionary algorithms and artificial life techniques were performed by Nils Aall Barricelli in 1953, with first results published in 1954. Another pioneer in the 1950s was Alex Fraser, who published a series of papers on simulation of artificial selection. As academic interest grew, dramatic increases in the power of computers allowed practical applications, including the automatic evolution of computer programs. Evolutionary algorithms are now used to solve multi-dimensional problems more efficiently than software produced by human designers, and also to optimize the design of systems. == Techniques == Evolutionary computing techniques mostly involve metaheuristic optimization algorithms. Broadly speaking, the field includes: Agent-based modeling Ant colony optimization Particle swarm optimization Swarm intelligence Artificial immune systems Artificial life Digital organism Cultural algorithms Differential evolution Dual-phase evolution Estimation of distribution algorithm Evolutionary algorithm Genetic algorithm Evolutionary programming Genetic programming Gene expression programming Grammatical evolution Evolution strategy Learnable evolution model Learning classifier system Memetic algorithms Neuroevolution Self-organization such as self-organizing maps, competitive learning Over recent years many dubious algorithms have been proposed, that are often just copies of existing algorithms (frequently Particle Swarm Optimization), where only the metaphor changed, but the algorithm itself is not new at all. A thorough catalogue with many of these dubious algorithms has been published in the Evolutionary Computation Bestiary. It is also important to note that many of these dubiously 'novel' algorithms have poor experimental validation. == Evolutionary algorithms == Evolutionary algorithms form a subset of evolutionary computation in that they generally only involve techniques implementing mechanisms inspired by biological evolution such as reproduction, mutation, recombination and natural selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the cost function determines the environment within which the solutions "live" (see also fitness function). Evolution of the population then takes place after the repeated application of the above operators. In this process, there are two main forces that form the basis of evolutionary systems: Recombination (e.g. crossover) and mutation create the necessary diversity and thereby facilitate novelty, while selection acts as a force increasing quality. Many aspects of such an evolutionary process are stochastic. Changed pieces of information due to recombination and mutati

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  • Human-based evolutionary computation

    Human-based evolutionary computation

    Human-based evolutionary computation (HBEC) is a set of evolutionary computation techniques that rely on human innovation. == Classes and examples == Human-based evolutionary computation techniques can be classified into three more specific classes analogous to ones in evolutionary computation. There are three basic types of innovation: initialization, mutation, and recombination. Here is a table illustrating which type of human innovation are supported in different classes of HBEC: All these three classes also have to implement selection, performed either by humans or by computers. === Human-based selection strategy === Human-based selection strategy is a simplest human-based evolutionary computation procedure. It is used heavily today by websites outsourcing collection and selection of the content to humans (user-contributed content). Viewed as evolutionary computation, their mechanism supports two operations: initialization (when a user adds a new item) and selection (when a user expresses preference among items). The website software aggregates the preferences to compute the fitness of items so that it can promote the fittest items and discard the worst ones. Several methods of human-based selection were analytically compared in studies by Kosorukoff and Gentry. Because the concept seems too simple, most of the websites implementing the idea can't avoid the common pitfall: informational cascade in soliciting human preference. For example, digg-style implementations, pervasive on the web, heavily bias subsequent human evaluations by prior ones by showing how many votes the items already have. This makes the aggregated evaluation depend on a very small initial sample of rarely independent evaluations. This encourages many people to game the system that might add to digg's popularity but detract from the quality of the featured results. It is too easy to submit evaluation in digg-style system based only on the content title, without reading the actual content supposed to be evaluated. A better example of a human-based selection system is Stumbleupon. In Stumbleupon, users first experience the content (stumble upon it), and can then submit their preference by pressing a thumb-up or thumb-down button. Because the user doesn't see the number of votes given to the site by previous users, Stumbleupon can collect a relatively unbiased set of user preferences, and thus evaluate content much more precisely. === Human-based evolution strategy === In this context and maybe generally, the Wikipedia software is the best illustration of a working human-based evolution strategy wherein the (targeted) evolution of any given page comprises the fine tuning of the knowledge base of such information that relates to that page. Traditional evolution strategy has three operators: initialization, mutation, and selection. In the case of Wikipedia, the initialization operator is page creation, the mutation operator is incremental page editing. The selection operator is less salient. It is provided by the revision history and the ability to select among all previous revisions via a revert operation. If the page is vandalised and no longer a good fit to its title, a reader can easily go to the revision history and select one of the previous revisions that fits best (hopefully, the previous one). This selection feature is crucial to the success of the Wikipedia. An interesting fact is that the original wiki software was created in 1995, but it took at least another six years for large wiki-based collaborative projects to appear. Why did it take so long? One explanation is that the original wiki software lacked a selection operation and hence couldn't effectively support content evolution. The addition of revision history and the rise of large wiki-supported communities coincide in time. From an evolutionary computation point of view, this is not surprising: without a selection operation the content would undergo an aimless genetic drift and would unlikely to be useful to anyone. That is what many people expected from Wikipedia at its inception. However, with a selection operation, the utility of content has a tendency to improve over time as beneficial changes accumulate. This is what actually happens on a large scale in Wikipedia. === Human-based genetic algorithm === Human-based genetic algorithm (HBGA) provides means for human-based recombination operation (a distinctive feature of genetic algorithms). Recombination operator brings together highly fit parts of different solutions that evolved independently. This makes the evolutionary process more efficient.

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  • Peanut App

    Peanut App

    Peanut, a product of Peanut App Ltd. is an online community for women who are planning to become pregnant, women who are pregnant, women who have had children, and women who are experiencing menopause. Profiles of potential friends are displayed to users who can swipe up to show intent to connect. Users can also connect via discussion threads, groups, and live audio conversations. The app allows users to select their stage of life (trying to conceive, pregnancy, motherhood, or menopause), so as to meet women at a similar life stage, and to discover relevant content. Peanut was founded by Michelle Kennedy shortly after she left Bumble, a female-first dating app. She has described Peanut as, "the app she wishes she had when she first became a mother". == History == Peanut was initially launched in 2017 for mothers and pregnant women. The app focuses on helping users find others with shared interests, such as spoken languages, occupations, and hobbies. It also displays a woman's life stage, such as the age of her children, or the stage of pregnancy. In 2018, it launched a community discussion feature that intended to give women an "alternative to other social platforms". In 2019, it started to serve women who are trying to conceive. In April 2021, it integrated live audio, in response to the COVID-19 pandemic, and the restrictions around in-person socializing. in September 2021, it started to include women who are navigating perimenopause, menopause, and postmenopausal. Although it had initially catered for younger women navigating into new families, a large number of users had undergone surgically or chemically induced menopause due to medical conditions. In July 2021, Peanut launched an investment micro fund, Peanut StartHER, focused on investing in women-owned businesses, as well as other historically excluded founders. == Operation == The Peanut app is a social network exclusively for women, focusing on topics of pregnancy, motherhood, fertility, and menopause. It is available on iOS and Android devices. Users must prove their identity, in keeping with the primary function of in-app safety, and then they can create a profile to interact with other users. For pregnant users, the “Bump Buddies” feature helps connect them with other Peanut users who have a similar due date, which aimed to help expecting mothers combat loneliness during the COVID-19 pandemic. Peanut users also have the option to join “Groups” ‒ sub-sections of users focused on specific topics, including (but not limited to) location, life stage, pregnancy due date, and interests or hobbies. The live voice chat feature “Pods”, enables Peanut users to socialize without the pressure of photos or video chat. It offers features such as a muted audience of listeners who need to virtually raise their hand to speak, emoji reactions, and hosts who can moderate the conversations and invite people to speak.

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  • Opposition to AI data centers

    Opposition to AI data centers

    Since 2024, dozens of local community-led protest campaigns have emerged in opposition to AI data centers. == Motivations == Organized opposition to AI data centers has been driven by concerns about energy use, energy costs, noise pollution, air pollution, and water waste. Opposition sentiment is widespread with a Gallup poll conducted in March 2026 showing that 70% of respondents oppose the construction of new AI data centers in their neighborhood. == Impact == In 2025, local opposition to AI data centers led to the delay or cancellation of projects totalling US$156 billion. == Specific protests and outcomes in the United States == According to Data Center Watch, there are has been a wave of dozens of protests against AI data centers since 2022. Below is a non-exhaustive list of some notable examples. === Goodyear and Buckeye, Arizona: Tract AI Data Center Proposal === In Goodyear and Buckeye, Arizona, a $14 billion project by developer Tract was withdrawn after local authorities blocked necessary rezoning in response to pressure from resident organizers. Opponest stiff resistance due to concerns over building heights, noise pollution, and the potential strain on local utilities. However, the company announced a revised project near the Buckeye airport in August 2024, with the backing of local officials and the mayor. === Peculiar, Missouri: Diode Ventures Harper Road Technology Park Proposal === In Peculiar, Missouri, residents from the group "Peaceful Peculiar" organized to stop a data center proposal from Diode Ventures called Harper Road Technology Park. Citing concerns around noise and light pollution, health, environmental impacts, jobs, property values, and energy use, organizers attended local planning and zoning meetings in large numbers and lobbied councilors to reject the proposal. Ultimately, the city council unanimously rejected the proposal in September 2024. === Chesterton, Indiana: Provident Realty Advisors Proposal === In Chesterton, Indiana, the Texas-based company Provident Reality Advisors applied for a $1.3 billion construction of a data center complex on the Brassie Golf Club property. Provident Realty Advisors wanted to purchase the 200 acres owned by PPM Chesterton LLC in 2024 order to build a data center complex, with eight buildings and an end user of a hyperscaler. The Town Council of Chesterton released a statement saying that they would never support this project, at least not at the scale and location it was planned for. They cited fears of added noise for locals, electrical or water management concerns, the intrusiveness of a data center built next to houses, and more. Provident released a statement shortly after rescinding their plan, because it was clear than the town of Chesterton would not support them. === Cascade Locks, Oregon: Roundhouse Digital Infrastructure Proposal === Startup data center developer Roundhouse Digital Infrastructure had planned to build out a 10-megawatt data center using a vacant industrial building and nearby 10-acre site in the Port of Cascade Locks, Oregon. After significant organized community opposition, the project was abandoned. === Forth Worth, Texas: WUSF 5 Rock Creek East Proposal === In September 2024, the City Council of Fort Worth, Texas approved a zoning change that would allow construction of a data center. In responses, neighbors mounted opposition citing concerns about traffic, light pollution, energy consumption, water use, and noise issues if the data center were to be built. In response to extensive public comments opposing a tax break for the data center, a city councilor withdrew his motion to approve the tax break. As of April, 2026, the future of the project is still uncertain. === Santa Clara, California: GI Partners Proposal === GI partners sought to build a new AI data center in Santa Clara, California, which is already home to many data centers, by acquiring a conditional permit use that would have allowed the developer to knock down a property and replace it with a data center. To obtain this permit they were required to go before members of the Planning Commission. Ultimately, the project was delayed with the Planning Commission requiring GI partners to do more public outreach. === Virginia === ==== Richmond: DC Blox Proposal ==== After residents organized to lobby the municipal government to block the proposal to avoid noise pollution and higher energy use, commissioners denied the company's permit. ==== Catlett Station: Headwaters Site Proposal ==== In Catlett, Virginia, developer Headwaters proposed construction of a data center complex just north of the town in 2020. In response, a residents' organization called "Protect Catlett" was formed to oppose the project. Arguments against the data center involved its impacts on water and power availability, its noise as a residential disturbance, and its destruction of historic and community heritage buildings. Arguments in favor cited job creation and $20 million in local tax revenue if the project were to go through. Protect Catlett utilized town halls and public comments to mobilize opposition to the project. They also dedicated time to educating other residents about the project's negative impacts and canvassing door-to-door in order to garner even more opposition to the project. Ultimately, after fervent opposition from most town residents, the project was canceled by the town and the developer. ==== Culpeper County: Culpeper Acquisitions Proposal ==== Culpeper Acquisitions, LLC, proposed a massive $12 billion data center project in Culpeper County, Virginia, designed to feature 4.6 million square feet of space across nine multi-story buildings. Coalition to Save Culpeper (C2SC) is an activist organization formed to resist the development of the project. C2SC has been active on many fronts including, messaging on social media, reaching out to local officials, and organizing meetings to bring community members with aligned interests together. Ultimately, the project was delayed due to unanimous denial by the Culpeper County Planning Commission on June 12, 2024, which was driven by intense opposition from C2SC. C2SC was successful in their mission largely because they were able to get so many people from the community behind it, and put enough pressure on local officials to take action. ==== Midlothian: Province Group Proposal ==== In late October 2025, the Powhatan County Board of Supervisors in Virginia voted unanimously to approve the $3 billion data center, despite the county's Planning Commission having unanimously recommended denial several days earlier. The reasoning behind their support for the center is that it will generate substantial tax revenue, reducing the county's reliance on residential property taxes. This appeal of lowering residential property taxes is the major selling point for the center's development. The developer, California-based Province Group, incentivized the Board by being agreeable to its conditions for building the center. The center is still on track for development, but faces local resistance, though little information is available on specific groups opposing it. ==== Warrenton: Amazon Proposal ==== Citizens for Farquier County (CFFC) advocates to "preserve the natural, historic and agricultural resources" of their county. Historically, this has meant opposing the building of a dam or lights in front of fast food stores. This group has recently mobilized in opposition of a plan to build data centers for Amazon. They first filed a suit to stop the construction in 2023 and it has been in litigation ever since. The case hinges on opposition to a 2021 zoning amendment which allowed data centers to be built in town. CFFC's lawyer, Dale Mullen, argues that this amendment violates state law, which requires such amendments to state their "public purpose". They argue that the permit for the Amazon data center was "void from the beginning". The CFFC also organized to vote out town council members who approved the first data center and were up for reelection, replacing them with candidates who opposed the data center. In May 2025, after attending town council meetings to speak out against the data center, the planning commission voted 4–1 to remove the zoning amendment allowing data center construction in town, citing public opposition. Currently, CFFC is advocating along with Piedmont Environmental Group, for phasing out data center tax breaks at the state level. ==== France: Marseille opposition ==== In France, local opposition materialised in response to proposed data centre developments, especially in and around the city of Marseille. Opposition came from activists, such as "Clouds Were Under Our Feet" group, residents ,and local politicians. Issues raised related to energy use, environmental impact, and limited local benefits (such as the creation of a few jobs only). == Legislation in the United States == Legal limits and moratoriums on the construction of new d

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  • Artificial Intelligence Cold War

    Artificial Intelligence Cold War

    The Artificial Intelligence Cold War (AI Cold War) is a narrative in which geopolitical tensions between the United States of America (USA) and the People's Republic of China (PRC) could lead to a Second Cold War waged in the area of artificial intelligence technology rather than in the areas of nuclear capabilities or ideology. The context of the AI Cold War narrative is the AI arms race, which involves a build-up of military capabilities using AI technology by the US and China and the usage of increasingly advanced semiconductors which power those capabilities. According to a February 2019 publication by the Center for a New American Security, General Secretary of the Chinese Communist Party Xi Jinping – believes that being at the forefront of AI technology will be critical to the future of China's global military and economic power competition. == Origins of the term == The term AI Cold War first appeared in 2018 in an article in Wired magazine by Nicholas Thompson and Ian Bremmer. The two authors trace the emergence of the AI Cold War narrative to 2017, when China published its AI Development Plan, which included a strategy aimed at becoming the global leader in AI by 2030. While the authors acknowledge the use of AI by China to strengthen its authoritarian (totalitarian) rule, they warn against the perils for the US of engaging in an AI Cold War strategy. Thompson and Bremmer rather advocate for a technological cooperation between the US and China to encourage global standards in privacy and ethical use of AI. Shortly after the publication of the article in Wired magazine, the former U.S. Treasury Secretary Hank Paulson referred to the emergence of an ‘Economic Iron Curtain’ between the US and China, reinforcing the new AI Cold War narrative. == Proponents of the AI Cold War narrative == Politico contributed to reinforcing the AI Cold War narrative. In 2020, the paper argued that because of the increasing AI capabilities of China, the US and other democratic countries have to create an alliance to stay ahead of China. Former Google chief executive Eric Schmidt, together with Graham T. Allison alleged in an article in Project Syndicate that, in the context of the COVID-19 pandemic, the AI capabilities of China are ahead of the US in most critical areas. Scientists who have immigrated to the U.S. play an outsize role in the country's development of AI technology. Many of them were educated in China, prompting debates about national security concerns amid worsening relations between the two countries. Policy and technology experts have pointed to concerns about unethical use of AI which would be primarily associated with China. Ethics would therefore constitute a major ideological divide in the upcoming AI Cold War. Fears around disrupting supply chains and a global semiconductor shortage are linked to Taiwan's critical role in the production of semiconductors. 70% of semiconductors are either produced in Taiwan or transfer through Taiwan, where TSMC, world's largest chipmaker is headquartered. The PRC does not recognize the sovereignty of Taiwan and trade restrictions by the US on companies selling semiconductors to the PRC have disrupted in the past the commercial relationships between TSMC and Huawei. == Reactions to the AI Cold War == === Review of the validity of the AI Cold War narrative === Academics and observers expressed concerns about the validity and soundness of the AI Cold War narrative. Denise Garzia expressed concern in Nature that the AI Cold War narrative will undermine the efforts by the US to establish global rules for AI ethics. Researchers have warned in MIT Technology Review that the breakdown in international collaboration in the area of science because of the threat of the alleged AI Cold War would be detrimental to progress. Additionally, the AI Cold War narrative impacts on many more areas including the planning of supply chains and the proliferation of AI. The dissemination of the AI Cold War narrative could therefore be costly and destructive and exacerbate existing tensions. Joanna Bryson and Helena Malikova have pointed to Big Tech's potential interest in promoting the AI Cold War narrative, as technology companies lobby for less onerous regulation of AI in the US and the EU. A factual assessment of the existing AI capabilities of different countries shows a less binary reality than portrayed by the AI Cold War narrative. The AI Cold War started as a narrative but it could turn into a self-fulfilling prophecy and fuel an arms race, not only because of corporate interests but also because of the existing interests at different national security departments. Regarding cyber power, the International Institute for Strategic Studies published a study in June 2021, which argued that the online capabilities of China have been exaggerated and that Chinese cyber power is at least a decade behind the US, largely due to lingering security issues. === Restrictions to trading with China === US politicians and European industry players have invoked the looming AI Cold War as a reason to ban procurement by public authorities in Europe of Huawei 5G technology due to concerns over the Chinese state-sponsored surveillance industry. In 2019, the Trump administration successfully lobbied the Dutch government into stopping the Netherlands-based company ASML from exporting equipment to China. ASML manufactures a machine called an extreme ultraviolet lithography system used by semiconductor producers, including TSMC and Intel to produce state-of the-art microchips. The Biden administration adopted the same course of action as the Trump administration and requested the Netherlands to restrict sales by ASML to China, invoking national-security concerns. The trade restrictions imposed by the Trump administration affected semiconductors imports from China to the US and raised concerns by the US industry that supply chains will be disrupted in case of an AI Cold War. This prompted US technology companies to develop mitigation strategies including hoarding semiconductors and trying to set up local semiconductor production facilities, with the support of government subsidies. === Industrial policy initiatives === ==== United States ==== In June 2021, the US Senate approved the U.S. Innovation and Competition Act providing around 250 billion US dollars public money support to the US technological and manufacturing industry. The alleged Chinese threat in the area of technology helped secure a strong bipartisan support for the new legislation, amounting to the largest industrial policy move by the US in decades. Chinese authorities reproached to the US that the bill was “full of cold war zero-sum thinking”. The legislative bill is aimed at strengthening capabilities in the area of technology, such as quantum computing and AI specifically to face the competitive threat from China perceived as urgent. Senator Chuck Schumer, the leader of the Senate majority and one of the sponsors of the industrial policy bill invoked the threat of authoritarian regimes that want “grab the mantle of global economic leadership and own the innovations”. In 2022, U.S. Innovation and Competition Act was amended and turned into the Chips and Science Act with planned spending of 280 billion US dollars, 53 billion thereof are allocated directly to subsidies for semiconductors manufacturing. Commentators identified possible positive effects on innovation from the US attempts to compete with China in a perceived rivalry. Among the main beneficiaries of the US CHIPS Act are the semiconductor producers Intel, TSMC and Micron Technology. ==== European Chips Act ==== In February 2022, the European Union introduced its own European Chips Act initiative. The background of the initiative would be the objective of European strategic autonomy. The EU's initiative puts forward subsidies of 30 billion euros to encourage manufacturing of semiconductors in the EU. The US company Intel is one beneficiary of the initiative. The US and European chips acts raise concerns of protectionism and a risk of a subsidies "race to the bottom." === New world order === The AI Cold War heralds a new world order in geopolitics, according to Hemant Taneja and Fareed Zakaria. This new world order is a departure from the unipolar system dominated by the US. It is characterized by existence of two parallel digital ecosystems, ran by China and the US. In order to succeed countries that consider themselves as democracies are to align their technological ecosystems to that of the US, in a process labelled re-globalization.

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