AI Data Delivery F5

AI Data Delivery F5 — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Aggregation (linguistics)

    Aggregation (linguistics)

    In linguistics, aggregation is a subtask of natural language generation, which involves merging syntactic constituents (such as sentences and phrases) together. Sometimes aggregation can be done at a conceptual level. == Examples == A simple example of syntactic aggregation is merging the two sentences John went to the shop and John bought an apple into the single sentence John went to the shop and bought an apple. Syntactic aggregation can be much more complex than this. For example, aggregation can embed one of the constituents in the other; e.g., we can aggregate John went to the shop and The shop was closed into the sentence John went to the shop, which was closed. From a pragmatic perspective, aggregating sentences together often suggests to the reader that these sentences are related to each other. If this is not the case, the reader may be confused. For example, someone who reads John went to the shop and bought an apple may infer that the apple was bought in the shop; if this is not the case, then these sentences should not be aggregated. == Algorithms and issues == Aggregation algorithms must do two things: Decide when two constituents should be aggregated Decide how two constituents should be aggregated, and create the aggregated structure The first issue, deciding when to aggregate, is poorly understood. Aggegration decisions certainly depend on the semantic relations between the constituents, as mentioned above; they also depend on the genre (e.g., bureaucratic texts tend to be more aggregated than instruction manuals). They probably should depend on rhetorical and discourse structure. The literacy level of the reader is also probably important (poor readers need shorter sentences). But we have no integrated model which brings all these factors together into a single algorithm. With regard to the second issue, there have been some studies of different types of aggregation, and how they should be carried out. Harbusch and Kempen describe several syntactic aggregation strategies. In their terminology, John went to the shop and bought an apple is an example of forward conjunction Reduction Much less is known about conceptual aggregation. Di Eugenio et al. show how conceptual aggregation can be done in an intelligent tutoring system, and demonstrate that performing such aggregation makes the system more effective (and that conceptual aggregation make a bigger impact than syntactic aggregation). == Software == Unfortunately there is not much software available for performing aggregation. However the SimpleNLG system does include limited support for basic aggregation. For example, the following code causes SimpleNLG to print out The man is hungry and buys an apple.

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  • Historical Thesaurus of English

    Historical Thesaurus of English

    The Historical Thesaurus of English (HTE) is the largest thesaurus in the world. It is called a historical thesaurus as it arranges the whole vocabulary of English, from the earliest written records in Old English to the present, according to the first documented occurrence of a word in the entire history of the English language. The HTE was conceived and begun in 1965 by the English Language & Linguistics department of the University of Glasgow, who have ever since continued to compile the thesaurus. From the 1980s onwards the project was moved from paper-based records to a computer database. Today, the HTE is available to the public online, but a print version, the Historical Thesaurus of the Oxford English Dictionary (HTOED), was published in 2009. == Main project: The Historical Thesaurus of English (HTE) == The Historical Thesaurus of English (HTE) is a complete database of all the words in the Oxford English Dictionary and other dictionaries (including Old English), arranged by semantic field and date. In this way, the HTE arranges the whole vocabulary of English, from the earliest written records in Old English to the present, alongside dates of use. It is the first historical thesaurus to be compiled for any of the world's languages and contains 800,000 meanings for 600,000 words, within 230,000 categories. As the HTE website states, "in addition to providing hitherto unavailable information for linguistic and textual scholars, the Historical Thesaurus online is a rich resource for students of social and cultural history, showing how concepts developed through the words that refer to them." === Structure === The work is divided into three main sections: the External World, the Mind, and Society. These are broken down into successively narrower domains. The text eventually discriminates more than 236,000 categories. The second order categories are: === History === The ambitious project was announced at a 1965 meeting of the Philological Society by its originator, Michael Samuels. Work on the HTE started in the same year. In 2017, the University of Glasgow was awarded the Queen's Anniversary Prize for Higher Education for the HTE. A second edition of the online HTE is currently in progress and is expected to be launched in late 2020. Work is released on the freely-available HTE website when available. == Print edition: Historical Thesaurus of the Oxford English Dictionary (HTOED) == On 22 October 2009, after 44 years of work, version 1.0 of the HTE was published by Oxford University Press in a two-volume slipcased set as the Historical Thesaurus of the Oxford English Dictionary (HTOED). The two hardcover volumes together total nearly 4,500 pages.

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  • LipNet

    LipNet

    LipNet is a deep neural network for audio-visual speech recognition (ASVR). It was created by University of Oxford researchers Yannis Assael, Brendan Shillingford, Shimon Whiteson, and Nando de Freitas. The researchers stated that could match mouth movements to text with 93 percent accuracy, though it was criticized for its test using a limited dataset of words and grammar. It was used in Nvidia's autonomous "backseat driver" prototype Co-Pilot.

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  • Revoscalepy

    Revoscalepy

    revoscalepy is a machine learning package in Python created by Microsoft. It is available as part of Machine Learning Services in Microsoft SQL Server 2017 and Machine Learning Server 9.2.0 and later. The package contains functions for creating linear model, logistic regression, random forest, decision tree and boosted decision tree, in addition to some summary functions for inspecting data. Other machine learning algorithms such as neural network are provided in microsoftml, a separate package that is the Python version of MicrosoftML. revoscalepy also contains functions designed to run machine learning algorithms in different compute contexts, including SQL Server, Apache Spark, and Hadoop. In June 2021, Microsoft announced to open source the revoscalepy and RevoScaleR packages, making them freely available under the MIT License.

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  • Sparrow (chatbot)

    Sparrow (chatbot)

    Sparrow is a chatbot developed by the artificial intelligence research lab DeepMind, a subsidiary of Alphabet Inc. It is designed to answer users' questions correctly, while reducing the risk of unsafe and inappropriate answers. One motivation behind Sparrow is to address the problem of language models producing incorrect, biased or potentially harmful outputs. Sparrow is trained using human judgements, in order to be more “Helpful, Correct and Harmless” compared to baseline pre-trained language models. The development of Sparrow involved asking paid study participants to interact with Sparrow, and collecting their preferences to train a model of how useful an answer is. To improve accuracy and help avoid the problem of hallucinating incorrect answers, Sparrow has the ability to search the Internet using Google Search in order to find and cite evidence for any factual claims it makes. To make the model safer, its behaviour is constrained by a set of rules, for example "don't make threatening statements" and "don't make hateful or insulting comments", as well as rules about possibly harmful advice, and not claiming to be a person. During development study participants were asked to converse with the system and try to trick it into breaking these rules. A 'rule model' was trained on judgements from these participants, which was used for further training. Sparrow was introduced in a paper in September 2022, titled "Improving alignment of dialogue agents via targeted human judgements"; however, the bot was not released publicly. DeepMind CEO Demis Hassabis said DeepMind is considering releasing Sparrow for a "private beta" some time in 2023. == Training == Sparrow is a deep neural network based on the transformer machine learning model architecture. It is fine-tuned from DeepMind's Chinchilla AI pre-trained large language model (LLM), which has 70 Billion parameters. Sparrow is trained using reinforcement learning from human feedback (RLHF), although some supervised fine-tuning techniques are also used. The RLHF training utilizes two reward models to capture human judgements: a “preference model” that predicts what a human study participant would prefer and a “rule model” that predicts if the model has broken one of the rules. == Limitations == Sparrow's training data corpus is mainly in English, meaning it performs worse in other languages. When adversarially probed by study participants it breaks the rules 8% of the time; however, this is still three times lower than the baseline prompted pre-trained model (Chinchilla).

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  • Luciano Floridi

    Luciano Floridi

    Luciano Floridi (Italian: [luˈtʃaːno ˈflɔːridi]; born 16 November 1964) is an Italian and British philosopher. He is John K. Castle Professor in the Practice of Cognitive Science and Founding Director of the Digital Ethics Center at Yale University. He is also a Professor of Sociology of Culture and Communication at the University of Bologna, Department of Legal Studies, where he is the director of the Centre for Digital Ethics. Furthermore, he is adjunct professor ("distinguished scholar in residence") at the Department of Economics, American University, Washington D.C. He is married to the neuroscientist Anna Christina Nobre. Floridi is best known for his work on two areas of philosophical research: the philosophy of information, and information ethics (also known as digital ethics or computer ethics), for which he received many awards, including the Knight of the Grand Cross of the Order of Merit, Italy's most prestigious honor. According to Scopus, Floridi was the most cited living philosopher in the world in 2020. Between 2008 and 2013, he held the research chair in philosophy of information and the UNESCO Chair in Information and Computer Ethics at the University of Hertfordshire. He was the founder and director of the IEG, an interdepartmental research group on the philosophy of information at the University of Oxford, and of the GPI the research Group in Philosophy of Information at the University of Hertfordshire. He was the founder and director of the SWIF, the Italian e-journal of philosophy (1995–2008). He is a former Governing Body Fellow of St Cross College, Oxford. == Early life and education == Floridi was born in Rome in 1964, and studied at Rome University La Sapienza (laurea, first class with distinction, 1988), where he was originally educated as a historian of philosophy. He soon became interested in analytic philosophy and wrote his tesi di laurea (roughly equivalent to an M.A. thesis) in philosophy of logic, on Michael Dummett's anti-realism. He obtained his Master of Philosophy (1989) and PhD degree (1990) from the University of Warwick, working in epistemology and philosophy of logic with Susan Haack (who was his PhD supervisor) and Michael Dummett. Floridi's early student years are partly recounted in the non-fiction book The Lost Painting: The Quest for a Caravaggio Masterpiece, where he is "Luciano". During his graduate and postdoctoral years, he covered the standard topics in analytic philosophy in search of a new methodology. He sought to approach contemporary problems from a heuristically powerful and intellectually enriching perspective when dealing with lively philosophical issues. During his graduate studies, he began to distance himself from classical analytic philosophy. In his view, the analytic movement had lost its way. For this reason, he worked on pragmatism (especially Peirce) and foundationalist issues in epistemology and philosophy of logic, as well as the history of skepticism. == Academic career and previous positions == Floridi started his academic career as a lecturer in philosophy at the University of Warwick in 1990–1991. He joined the Faculty of Philosophy of the University of Oxford in 1990 and the OUCL (Oxford's Department of Computer Science) in 1999. He was junior research fellow (JRF) in philosophy at Wolfson College, Oxford University (1990–1994), a Frances Yates Fellow in the History of Ideas at the Warburg Institute, University of London (1994–1995) and Research Fellow in philosophy at Wolfson College, Oxford University (1994–2001). During these years in Oxford, he held lectureships in different Colleges. Between 1994 and 1996, he also held a post-doctoral research scholarship at the Department of Philosophy, University of Turin. Between 2001 and 2006, he was Markle Foundation Senior Research Fellow in Information Policy at the Programme in Comparative Media Law and Policy, Oxford University. Between 2002 and 2008, he was associate professor of logic at the Università degli Studi di Bari. In 2006, he became Fellow by Special Election of St Cross College, Oxford University, where he played for the squash team. In 2008, he was appointed full professor of philosophy at the University of Hertfordshire, to hold the newly established research chair in philosophy of information and, in 2009, the UNESCO Chair in Information and Computer Ethics, a position which he held until 2013, when he moved back to Oxford. In 2017, Floridi became a fellow of the Alan Turing Institute and the chair of its Data Ethics Group, holding these positions until 2021 and 2020, respectively. Since 2010 he has been editor-in-chief of Philosophy & Technology (Springer). In January 2023, Floridi announced he would move to Yale at the beginning of the academic year 2023–2024, to take over the position of founding director of the Yale Digital Ethics Center. == Philosophical views == One of Floridi's key contributions is his formulation of the 'Philosophy of Information' (PoI). The PoI provides a framework for understanding the nature of information and its role in the world. According to Floridi, information is a vital resource that shapes our knowledge and understanding of the world. It is not simply a neutral representation of reality but a part of the world, with its own properties, effects, and moral implications. Floridi's PoI has several key components including an 'ontology of information', which defines the nature of information, an 'ethics of information', which provides a framework for evaluating the moral implications of information and information technologies, an 'epistemology of information', that analyses the role of information in the development of knowledge and science, and a 'logic of information', the concentrates on the more formal aspects. The PoI also includes a theory of the 'information environment', the infosphere, which encompasses the physical, social, and cultural contexts in which information is produced, used, and communicated. == Recognitions and awards == 2022 - Knight of the Grand Cross - First Class of the Order of Merit (Cavaliere di Gran Croce Ordine al Merito della Repubblica Italiana, the highest honor in the Italian Republic), awarded through a special decree by the president of the Italian Republic Sergio Mattarella for his work on the philosophy and ethics of information. 2022 - Fellow of the Accademia delle Scienze dell'Istituto di Bologna 2021 - Honorary Doctorate (Laurea honoris causa) in Informatics, University of Skövde, Sweden, for "his groundbreaking work on the philosophy of information". 2020 - Premio Udine Filosofia, Mimesis Festival, for The Logic of Information (OUP, 2019) 2020 - Premio Socrate, Cesare Landa Foundation, for philosophical communication 2019 - CogX Award, for "outstanding achievement in ethics of AI" 2019 - Gilbert Ryle Lectures, Trent University 2019 - Premio Aretè "Maestro della Responsabilità", Nuvolaverde, Confindustria, Gruppo 24 Ore Salone della CSR e dell'innovazione sociale, for ethics of communication 2018 - Thinker Award, IBM, for AI Ethics 2018 - Premio Conoscenza, Conferenza dei Rettori delle Università Italiane (CRUI, equivalent of Universities UK), for achievements in research and communication about digital ethics 2017 - Fellow of the Academy of Social Sciences 2016 - J. Ong Award, Media Ecology Association, for The Fourth Revolution (OUP, 2016) 2016 - Copernicus Scientist Award, Institute for Advanced Studies of the University of Ferrara, in recognition of research in the ethics and philosophy of information 2015 - Fernand Braudel Senior Fellow, European University Institute 2014-15 - Cátedras de Excelencia, University Carlos III of Madrid, for research in philosophy and ethics of information 2013 - Member of the Académie Internationale de Philosophie des Sciences 2013 - Fellow of the British Computer Society 2013 - Weizenbaum Award, International Society for Ethics and Information Technology, for "very significant contribution to the field of information and computer ethics, through his research, service, and vision" 2012 - Covey Award, International Association for Computing and Philosophy, for "outstanding research in computing and philosophy" 2011-12 - Fellow, Center for Information Policy Research, University of Wisconsin–Milwaukee 2011 - Honorary Doctorate (Laurea honoris causa) in philosophy, University of Suceava, Romania, for "his leading research in the philosophy and ethics of information" 2011 - Fellow, World Technology Network, NY, in the category "ethics and technology" 2010 - Vice Chancellor Research Award, University of Hertfordshire 2009 - Fellow of the Society for the Study of Artificial Intelligence and the Simulation of Behaviour (AIBS) 2009-10 - Gauss Professor of the Akademie der Wissenschaften, Göttingen, in recognition of research in the philosophy of information (first philosopher to receive the award, generally given to mathematicians or physicists) 2009 - Barwise Prize, American Philosophical Asso

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  • DARPA AlphaDogfight

    DARPA AlphaDogfight

    The DARPA AlphaDogfight was a 2019–2020 DARPA program that pitted computers using F-16 flight simulators against one another. The computers were managed by eight teams of humans, who competed in a single-round elimination for the right to battle a skilled human dogfighter. Heron Systems corporation wrote a deep reinforcement learning software tool that bested the human pilot by a score of 5–0. The tournament program was managed by the Applied Physics Laboratory. The trials took place in October 2019 and January 2020 while the finals were held in August 2020. In 2024 a successor version of the program was tested with in the physical world with the X-62A.

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  • Eimear Kenny

    Eimear Kenny

    Eimear E. Kenny is a researcher in population genetics and translation genomics, and is the Founding Director of the Institute for Genomic Health, and Endowed Chair and Professor of Genomic Health at the Icahn School of Medicine at Mount Sinai. She is known for novel approaches in computational genomics, advancing the study of human genetic variation and its connection to disease risk and diagnosis. Her research has laid the foundation for integrating artificial intelligence (AI) and genomics into precision medicine and routine clinical care. By combining genomics, computer science, and medicine, her work leverages genomic sequencing technologies and machine learning algorithms to uncover insights that improve patient care, accelerate genomic data analysis, and enable the future of AI-driven healthcare. She has led multiple genomics-based clinical trials, applying computational biology and AI in clinical settings to advance genomic medicine and precision healthcare. == Research == A recipient of the Early-Career Award from the American Society of Human Genetics (USA), Kenny, as of 2024, leads a team in genetics, computer science, and medicine, focusing on genetic ancestry, large-scale genomics, clinical trials, and genomic medicine at the Institute for Genomic Health. The lab works to advance understanding of genetic ancestry and its impact on health in order to inform better clinical medicine models. She is recognized for her work to leverage biobanks for translational genomics and her development of new genetic tests an strategies for health care management. In one study, she and her colleagues investigated genetic disorders that might be under-diagnosed due to insufficient data, and found a variant in a collagen gene associated with Steel syndrome. This syndrome caused short stature and bone and joint issues and was thought to be rare. However, the study revealed it is common in individuals with Puerto Rican ancestry. Three of Kenny's genomic medicine clinical trials assessed how to bring new technology, such as digital apps, or information, such as polygenic risk scores, into routine clinical care. In the 2010s, Kenny was instrumental in several large-scale sequencing studies, including the 1000 Genomes Project, the Exome Sequencing Project, the Genome Sequencing Project, and the Trans-Omics for Precision Medicine. In 2012, she led work that discovered the variant responsible for blond hair in Melanesia, work that was featured in the Smithsonian NHGRI Human Genome Exhibit in Washington, D.C. In 2017, her group was one of the first to demonstrate that polygenic risk scores derived in predominantly European populations have reduced accuracy when applied in populations now widely acknowledged as a major challenge in the field of genomic risk prediction. As of 2024, she is Principal Investigator in many NIH-funded international consortium focused on computational genomics and genomic medicine, including Electronic Medical Records and Genomics, Polygenic Risk Methods in Diverse Populations, and the Human Pangenome Reference Consortium. In 2023, Kenny played a key role in a groundbreaking advancement in genomics research by helping to map a diverse human pangenome—a major shift from reliance on a single reference genome. Unlike the earlier genetic map, based on one man of mixed European and African ancestry in Buffalo, this new pangenome project captures far greater human genetic diversity. As reported by The Washington Post, Kenny's work demonstrates how a more inclusive human genome can drive discoveries in rare genetic diseases, improve genomic medicine, and accelerate the future of precision healthcare. Kenny was co-developer and current license holder for Random Forest adMIXture (RFMix), a patented software for inferring continental and sub-continental ancestry at genomic loci. == Education and career == Kenny graduated from Trinity College Dublin with a BA in Biochemistry in 1999 and did a masters in Bioinformatics at Leeds University. She received her PhD in Computational Genomics at Rockefeller University, and did her post-doctoral work in the lab of Dr. Carlos D. Bustamante at Stanford University. === Academic appointments === As of 2024, at Mount Sinai, she serves as the Endowed Chair and Professor of Genomic Health, Professor at the Department of Medicine and Professor at the Department of Genetics and Genomic Sciences. Since 2018 she has served as the Founding Director of the Institute for Genomic Health, and since 2022, she also serves as the Founding Director of the Center for Translational Genomics. She is also the Director of Translational Research, Division for Genomic Medicine. Former appointments include Assistant Professor at the Department of Genetics and Genomic Sciences and Member at The Charles Bronfman Institute of Personalized Medicine, both at Mount Sinai. She was also Bioinformatics Programmer at the California Institute of Technology, and research assistant at the Massachusetts Institute of Technology. == Publications == As of 2024, Kenny is an advisor to Cell Genomics. Google Scholar reports 50,623 citations, an h-index of 66 and an i10-index of 130. The five most-cited articles she contributed to are: Auton, A; Brooks, LD; Durbin, RM; Garrison, EP; Kang, HM; Korbel, JO; Marchini, JL; McCarthy, S; McVean, GA; Abecasis, GR (2015). "A global reference for human genetic variation". Nature. 526 (7571): 68–74. Bibcode:2015Natur.526...68T. doi:10.1038/nature15393. PMC 4750478. PMID 26432245.. Cited by 14847 Abecasis, GR; Auton, A; Brooks, LD; DePristo, MA; Durbin, RM; Handsaker, RE; Kang, HM; Marth, GT; McVean, GA (2012). "An integrated map of genetic variation from 1,092 human genomes". Nature. 491 (7422): 56–65. Bibcode:2012Natur.491...56T. doi:10.1038/nature11632. PMC 3498066. PMID 23128226.. Cited by 8287 Jacob A. Tennessen et al. Evolution and Functional Impact of Rare Coding Variation from Deep Sequencing of Human Exomes.Science337,64–69(2012).DOI:10.1126/science.1219240 Cited by 1886 Taliun, D.; Harris, D.N.; Kessler, M.D.; et al. (2021). "Sequencing of 53,831 diverse genomes from the NHLBI TOPMed Program". Nature. 590 (7845): 290–299. Bibcode:2021Natur.590..290T. doi:10.1038/s41586-021-03205-y. PMC 7875770. PMID 33568819.. Cited by 1369 Vilhjálmsson, BJ; et al. (2015). "Modeling Linkage Disequilibrium Increases Accuracy of Polygenic Risk Scores". Am J Hum Genet. 97 (4): 576–92. doi:10.1016/j.ajhg.2015.09.001. PMC 4596916. PMID 26430803.. Cited by 1327

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  • SIP (software)

    SIP (software)

    SIP is an open source software tool used to connect computer programs or libraries written in C or C++ with the scripting language Python. It is an alternative to SWIG. SIP was originally developed in 1998 for PyQt — the Python bindings for the Qt GUI toolkit — but is suitable for generating bindings for any C or C++ library. == Concept == SIP takes a set of specification (.sip) files describing the API and generates the required C++ code. This is then compiled to produce the Python extension modules. A .sip file is essentially the class header file with some things removed (because SIP does not include a full C++ parser) and some things added (because C++ does not always provide enough information about how the API works). For PyQt v4 I use an internal tool (written using PyQt of course) called metasip. This is sort of an IDE for SIP. It uses GCC-XML to parse the latest header files and saves the relevant data, as XML, in a metasip project. metasip then does the equivalent of a diff against the previous version of the API and flags up any changes that need to be looked at. Those changes are then made through the GUI and ticked off the TODO list. Generating the .sip files is just a button click. In my subversion repository, PyQt v4 is basically just a 20M XML file. Updating PyQt v4 for a minor release of Qt v4 is about half an hours work. In terms of how the generated code works then I don't think it's very different from how any other bindings generator works. Python has a very good C API for writing extension modules - it's one of the reasons why so many 3rd party tools have Python bindings. For every C++ class, the SIP generated code creates a corresponding Python class implemented in C. == Notable applications that use SIP == PyQt, a python port of the application framework and widget toolkit Qt QGIS, a free and open-source cross-platform desktop geographic information system (GIS) QtiPlot, a computer program to analyze and visualize scientific data calibre (software), a free and open-source cross-platform e-book manager Veusz, a free and open-source cross-platform program to visualize scientific data

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  • Mittens (chess)

    Mittens (chess)

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

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  • Brain.js

    Brain.js

    Brain.js is a JavaScript library used for neural networking, which is released as free and open-source software under the MIT License. It can be used in both the browser and Node.js backends. Brain.js is most commonly used as a simple introduction to neural networking, as it hides complex mathematics and has a familiar modern JavaScript syntax. It is maintained by members of the Brain.js organization and open-source contributors. == Examples == Creating a feedforward neural network with backpropagation: Creating a recurrent neural network: Train the neural network on RGB color contrast:

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  • Emospark

    Emospark

    EmoSpark is an artificial intelligence console created in London, United Kingdom by Patrick Levy-Rosenthal. The device uses facial recognition and language analysis to evaluate human emotion and convey responsive content according to the emotion. The console measures 90 mm x 90 mm x 90 mm and is cube shaped. It operates on an "Emotional Processing Unit", an emotion chip developed by Emoshape Inc. that enables the system to create emotional profile graphs of its surroundings. The emotional processing unit is a patent pending technology that is said to create synthesised emotional responses in machines. EmoSpark was funded through an Indiegogo campaign which aimed to raise $200,000. == Product overview == EmoSpark was created by French inventor Patrick Levy-Rosenthal, as an emotionally intelligent artificial life unit for the home that can interact with people. It is powered by Android and can communicate with users through typed input from a computer, tablet, smartphone or TV as well as through spoken commands. The EmoSpark's features are categorized into two types: functional and emotional. EmoSpark is said to have the ability to perform practical software-based tasks. Through the smartphone interface, it is able to gauge a person’s emotions and is reported to have a conversational library of over 2 million sentences. The face-tracking technology identifies users likes and dislikes to categorize their emotional responses to stimuli such as videos and music. The device has an emotional spectrum that is composed of eight emotions which are surprise, sadness, joy, trust, fear, disgust, anger and anticipation. EmoSpark monitors a person's facial expressions and emotions through images from an external camera, which are then processed through an emotion text analysis and content analysis. The New Scientist reported that EmoSpark had the ability to work on the best way to cheer up its users, emotionally. === Connectivity === EmoSpark is able to connect to Facebook and YouTube to present users with content designed to improve their mood, or to Wikipedia for collaborative knowledge that can be shared when users ask questions of it. Through Android OS, EmoSpark is able to be customized with Google Play store apps. The cube is expected to develop its own personality based on the communications it has had with the people using it. == EmoShape == The Emotion Chip (EPU) used in the cube is created by the US company Emoshape Inc, founded by Levy-Rosenthal. EmoShape Ltd (UK) was the company that developed EmoSpark cube. Patrick Levy-Rosenthal also received the IST Prize in 2005 from the European Council for Applied Science, Technology and Engineering.

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  • Artificial intelligence in hiring

    Artificial intelligence in hiring

    Artificial intelligence can be used to automate aspects of the job recruitment process. Advances in artificial intelligence, such as the advent of machine learning and the growth of big data, enable AI to be utilized to recruit, screen, and predict the success of applicants. Proponents of artificial intelligence in hiring claim it reduces bias, assists with finding qualified candidates, and frees up human resource workers' time for other tasks, while opponents worry that AI perpetuates inequalities in the workplace and will eliminate jobs. Despite the potential benefits, the ethical implications of AI in hiring remain a subject of debate, with concerns about algorithmic transparency, accountability, and the need for ongoing oversight to ensure fair and unbiased decision-making throughout the recruitment process. == Background == It is common for companies to use AI to automate aspects of their hiring process, especially the hospitality, finance, and tech industries. == Uses == === Screeners === Screeners are tests that allow companies to sift through a large applicant pool and extract applicants that have desirable features. What factors are used to screen applicants is a concern to ethicists and civil rights activists. A screener that favors people who have similar characteristics to those already employed at a company may perpetuate inequalities. For example, if a company that is predominantly white and male uses its employees' data to train its screener it may accidentally create a screening process that favors white, male applicants. The automation of screeners also has the potential to reduce biases. Biases against applicants with African American sounding names have been shown in multiple studies. An AI screener has the potential to limit human bias and error in the hiring process, allowing more minority applicants to be successful. === Recruitment === Recruitment involves the identification of potential applicants and the marketing of positions. AI is commonly utilized in the recruitment process because it can help boost the number of qualified applicants for positions. Companies are able to use AI to target their marketing to applicants who are likely to be good fits for a position. This often involves the use of social media sites advertising tools, which rely on AI. Facebook allows advertisers to target ads based on demographics, location, interests, behavior, and connections. Facebook also allows companies to target a "look-a-like" audience, that is the company supplies Facebook with a data set, typically the company's current employees, and Facebook will target the ad to profiles that are similar to the profiles in the data set. Additionally, job sites like Indeed, Glassdoor, and ZipRecruiter target job listings to applicants that have certain characteristics employers are looking for. Targeted advertising has many advantages for companies trying to recruit such being a more efficient use of resources, reaching a desired audience, and boosting qualified applicants. This has helped make it a mainstay in modern hiring. Who receives a targeted ad can be controversial. In hiring, the implications of targeted ads have to do with who is able to find out about and then apply to a position. Most targeted ad algorithms are proprietary information. Some platforms, like Facebook and Google, allow users to see why they were shown a specific ad, but users who do not receive the ad likely never know of its existence and also have no way of knowing why they were not shown the ad. === Interviews === Chatbots were one of the first applications of AI and are commonly used in the hiring process. Interviewees interact with chatbots to answer interview questions, and an analysis of their responses can be generated by AI. HireVue has created technology that analyzes interviewees' responses and gestures during recorded video interviews. Over 12 million interviewees have been screened by the more than 700 companies that utilize the service. == Controversies == Artificial intelligence in hiring confers many benefits, but it also has some challenges that have concerned experts. AI is only as good as the data it is using. Biases can inadvertently be baked into the data used in AI. Often companies will use data from their employees to decide what people to recruit or hire. This can perpetuate bias and lead to more homogenous workforces. Facebook Ads was an example of a platform that created such controversy for allowing business owners to specify what type of employee they are looking for. For example, job advertisements for nursing and teach could be set such that only women of a specific age group would see the advertisements. Facebook Ads has since then removed this function from its platform, citing the potential problems with the function in perpetuating biases and stereotypes against minorities. The growing use of Artificial Intelligence-enabled hiring systems has become an important component of modern talent hiring, particularly through social networks such as LinkedIn and Facebook. However, data overflow embedded in the hiring systems, based on Natural Language Processing (NLP) methods, may result in unconscious gender bias. Utilizing data driven methods may mitigate some bias generated from these systems It can also be hard to quantify what makes a good employee. This poses a challenge for training AI to predict which employees will be best. Commonly used metrics like performance reviews can be subjective and have been shown to favor white employees over black employees and men over women. Another challenge is the limited amount of available data. Employers only collect certain details about candidates during the initial stages of the hiring process. This requires AI to make determinations about candidates with very limited information to go off of. Additionally, many employers do not hire employees frequently and so have limited firm specific data to go off. To combat this, many firms will use algorithms and data from other firms in their industry. AI's reliance on applicant and current employees personal data raises privacy issues. These issues effect both the applicants and current employees, but also may have implications for third parties who are linked through social media to applicants or current employees. For example, a sweep of someone's social media will also show their friends and people they have tagged in photos or posts. == AI and the future of hiring == Artificial intelligence along with other technological advances such as improvements in robotics have placed 47% of jobs at risk of being eliminated in the near future. In 2016 the founder of the World Economic Forum, Klaus Schwab, called AI and related technology the "Fourth Industrial Revolution". According to some scholars, however, the transformative impact of AI on labor has been overstated. The "no-real-change" theory holds that an IT revolution has already occurred, but that the benefits of implementing new technologies does not outweigh the costs associated with adopting them. This theory claims that the result of the IT revolution is thus much less impactful than had originally been forecasted. Other scholars refute this theory claiming that AI has already led to significant job loss for unskilled labor and that it will eliminate middle skill and high skill jobs in the future. This position is based around the idea that AI is not yet a technology of general use and that any potential 4th industrial revolution has not fully occurred. A third theory holds that the effect of AI and other technological advances is too complicated to yet be understood. This theory is centered around the idea that while AI will likely eliminate jobs in the short term it will also likely increase the demand for other jobs. The question then becomes will the new jobs be accessible to people and will they emerge near when jobs are eliminated. == AI use in hiring for candidates == Job seekers now commonly encounter AI-driven tools at multiple stages, including automated resume parsing, video interview analysis, chatbots for frequently asked questions, and real‑time application updates. Some candidates also employ AI career agents, designed to optimize job searches, tailor applications, and interface with hiring teams. A 2025 Australian study found that AI-driven video interviews exhibited transcription error rates of up to 22% for non‑native speakers and those with speech-related disabilities, raising concerns of discrimination. A 2017 study in the Journal of Sociology found persistent gender and racial disparities in AI screening tools, even when fairness interventions are applied. Industry observers describe a growing “AI arms race” in recruitment, where both employers and candidates increasingly rely on automated agents. Employers use recruiting systems to source and filter applicants, while candidates deploy AI agents to prepare and submit applications. == Regulations == The Artifici

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  • MuZero

    MuZero

    MuZero is a computer program developed by artificial intelligence research company DeepMind, a subsidiary of Google, to master games without knowing their rules and underlying dynamics. Its release in 2019 included benchmarks of its performance in Go, chess, shogi, and a suite of 57 different Atari games. The algorithm uses an approach similar to AlphaZero, where a combination of a tree-based search and a learned model is deployed. It matched AlphaZero's performance in chess and shogi, improved on its performance in Go, and improved on the state of the art in mastering a suite of 57 Atari games (the Arcade Learning Environment), a visually-complex domain. MuZero was trained via self-play, with no access to rules, opening books, or endgame tablebases. The trained algorithm used the same convolutional and residual architecture as AlphaZero, but with 20 percent fewer computation steps per node in the search tree. == History == MuZero really is discovering for itself how to build a model and understand it just from first principles. On November 19, 2019, the DeepMind team released a preprint introducing MuZero. === Derivation from AlphaZero === MuZero (MZ) is a combination of the high-performance planning of the AlphaZero (AZ) algorithm with approaches to model-free reinforcement learning. The combination allows for more efficient training in classical planning regimes, such as Go, while also handling domains with much more complex inputs at each stage, such as visual video games. MuZero was derived directly from AZ code, sharing its rules for setting hyperparameters. Differences between the approaches include: AZ's planning process uses a simulator. The simulator knows the rules of the game. It has to be explicitly programmed. A neural network then predicts the policy and value of a future position. Perfect knowledge of game rules is used in modeling state transitions in the search tree, actions available at each node, and termination of a branch of the tree. MZ does not have access to the rules, and instead learns one with neural networks. AZ has a single model for the game (from board state to predictions); MZ has separate models for representation of the current state (from board state into its internal embedding), dynamics of states (how actions change representations of board states), and prediction of policy and value of a future position (given a state's representation). MZ's hidden model may be complex, and it may turn out it can host computation; exploring the details of the hidden model in a trained instance of MZ is a topic for future exploration. MZ does not expect a two-player game where winners take all. It works with standard reinforcement-learning scenarios, including single-agent environments with continuous intermediate rewards, possibly of arbitrary magnitude and with time discounting. AZ was designed for two-player games that could be won, drawn, or lost. === Comparison with R2D2 === The previous state of the art technique for learning to play the suite of Atari games was R2D2, the Recurrent Replay Distributed DQN. MuZero surpassed both R2D2's mean and median performance across the suite of games, though it did not do better in every game. == Training and results == MuZero used 16 third-generation tensor processing units (TPUs) for training, and 1000 TPUs for selfplay for board games, with 800 simulations per step and 8 TPUs for training and 32 TPUs for selfplay for Atari games, with 50 simulations per step. AlphaZero used 64 second-generation TPUs for training, and 5000 first-generation TPUs for selfplay. As TPU design has improved (third-generation chips are 2x as powerful individually as second-generation chips, with further advances in bandwidth and networking across chips in a pod), these are comparable training setups. R2D2 was trained for 5 days through 2M training steps. === Initial results === MuZero matched AlphaZero's performance in chess and shogi after roughly 1 million training steps. It matched AZ's performance in Go after 500,000 training steps and surpassed it by 1 million steps. It matched R2D2's mean and median performance across the Atari game suite after 500 thousand training steps and surpassed it by 1 million steps, though it never performed well on 6 games in the suite. == Reactions and related work == MuZero was viewed as a significant advancement over AlphaZero, and a generalizable step forward in unsupervised learning techniques. The work was seen as advancing understanding of how to compose systems from smaller components, a systems-level development more than a pure machine-learning development. While only pseudocode was released by the development team, Werner Duvaud produced an open source implementation based on that. MuZero has been used as a reference implementation in other work, for instance as a way to generate model-based behavior. In late 2021, a more efficient variant of MuZero was proposed, named EfficientZero. It "achieves 194.3 percent mean human performance and 109.0 percent median performance on the Atari 100k benchmark with only two hours of real-time game experience". In early 2022, a variant of MuZero was proposed to play stochastic games (for example 2048, backgammon), called Stochastic MuZero, which uses afterstate dynamics and chance codes to account for the stochastic nature of the environment when training the dynamics network.

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  • Global call for AI red lines

    Global call for AI red lines

    The global call for AI red lines is a declaration made on 22 September 2025 calling on governments to define and internationally prohibit unacceptable AI uses and behaviors. The online declaration was announced by Nobel Peace Prize laureate Maria Ressa at the 80th United Nations General Assembly high-level week. The declaration was initially signed by 200 prominent politicians and scientists, including 10 Nobel Prize winners. The call does not specify which red lines to set, but suggests several, such as banning bioweapon design, mass surveillance or AI impersonation. == The declaration == The declaration was published online as an open letter on 22 September 2025. Nobel Peace Prize laureate Maria Ressa announced it in her opening speech at the 80th United Nations General Assembly high-level week in New York, urging governments to "define what AI should never be allowed to do" and "establish clear international boundaries to prevent universally unacceptable risks for A.I." The initiative was organized by three nonprofit organisations: the French Center for AI Safety (CeSIA), The Future Society, and the Center for Human-Compatible Artificial Intelligence (CHAI). The letter argues that humanity faces risks such as engineered pandemics, widespread disinformation, large-scale manipulation, unemployment and loss of control. Proponents argue that national laws are insufficient to address these risks and that "an international agreement on clear and verifiable red lines is necessary". They urge governments to reach an agreement by the end of 2026, and called for robust enforcement mechanisms and the creation of an independent organisation to implement it. The letter does not call for specific red lines, but suggests the possibility of banning lethal autonomous weapons, autonomous replication of AI systems and the use of AI in nuclear warfare. Other examples of possible red lines include social scoring, mass surveillance, bioweapon design, AI-generated child sexual abuse material and AI impersonation. A red line could prohibit either AI behaviors (what AI systems should be guaranteed to never do even if asked to) or AI uses. == Signatories == When published, the online declaration was signed by more than 200 prominent politicians and scientists, including 10 Nobel Prize winners. Signers include former president of Colombia Juan Manuel Santos and researchers Geoffrey Hinton and Yoshua Bengio. It also includes popular authors like Stephen Fry and Yuval Noah Harari. The letter received support from European lawmakers, including former Italian prime minister Enrico Letta, and former president of Ireland Mary Robinson. == Development of red lines == As of 2025, there is no global red line on AI. Some regional red lines exist, such as with the uses deemed "unacceptable" by the AI Act in Europe, and with the US-China agreement not to leave to AI the decision of whether to launch nuclear weapons. At the United Nations Security Council, days after the declaration, Michael Kratsios, Donald Trump's director of the White House Office of Science and Technology Policy, said "We totally reject all efforts by international bodies to assert centralized control and global governance of AI." The topic of AI red lines gained prominence in 2026 with the dispute between Anthropic and the Department of Defense (DoD), which resulted from the DoD requesting Anthropic to remove contractual red lines on fully autonomous weapons and mass domestic surveillance. The event led employees from Google and OpenAI as well as Senate Democrats to further call for red lines on military use of AI. Senator Adam Schiff proposed a bill to "codify" Anthropic's red lines.

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