AI Data Privacy Concerns

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

  • Two-phase locking

    Two-phase locking

    In databases and transaction processing, two-phase locking (2PL) is a pessimistic concurrency control method that guarantees conflict-serializability. It is also the name of the resulting set of database transaction schedules (histories). The protocol uses locks, applied by a transaction to data, which may block (interpreted as signals to stop) other transactions from accessing the same data during the transaction's life. By the 2PL protocol, locks are applied and removed in two phases: Expanding phase: locks are acquired and no locks are released. Shrinking phase: locks are released and no locks are acquired. Two types of locks are used by the basic protocol: Shared and Exclusive locks. Refinements of the basic protocol may use more lock types. Using locks that block processes, 2PL, S2PL, and SS2PL may be subject to deadlocks that result from the mutual blocking of two or more transactions. == Read and write locks == Locks are used to guarantee serializability. A transaction is holding a lock on an object if that transaction has acquired a lock on that object which has not yet been released. For 2PL, the only used data-access locks are read-locks (shared locks) and write-locks (exclusive locks). Below are the rules for read-locks and write-locks: A transaction is allowed to read an object if and only if it is holding a read-lock or write-lock on that object. A transaction is allowed to write an object if and only if it is holding a write-lock on that object. A schedule (i.e., a set of transactions) is allowed to hold multiple locks on the same object simultaneously if and only if none of those locks are write-locks. If a disallowed lock attempts on being held simultaneously, it will be blocked. == Variants == Note that all conflict serializable schedules are also view serializable (but not vice-versa). === Two-phase locking === According to the two-phase locking protocol, each transaction handles its locks in two distinct, consecutive phases during the transaction's execution: Expanding phase (aka Growing phase): locks are acquired and no locks are released (the number of locks can only increase). Shrinking phase (aka Contracting phase): locks are released and no locks are acquired. The two phase locking rules can be summarized as: each transaction must never acquire a lock after it has released a lock. The serializability property is guaranteed for a schedule with transactions that obey this rule. Typically, without explicit knowledge in a transaction on end of phase 1, the rule is safely determined only when a transaction has completed processing and requested commit. In this case, all the locks can be released at once (phase 2). === Conservative two-phase locking === Conservative two-phase locking (C2PL) differs from 2PL in that transactions obtain all the locks they need before the actual execution begins. This is to ensure that a transaction that already holds some locks will not block waiting for other locks. C2PL prevents deadlocks. In cases of heavy lock contention, C2PL reduces the time locks are held on average, relative to 2PL and Strict 2PL, because transactions that hold locks are never blocked. In light lock contention, C2PL holds more locks than is necessary, because it is difficult to predict which locks will be needed in the future, thus leading to higher overhead. A C2PL transaction will not obtain any locks if it cannot obtain all the locks it needs in its initial request. Furthermore, each transaction needs to declare its read and write set (the data items that will be read/written), which is not always possible. Because of these limitations, C2PL is not used very frequently. === Strict two-phase locking === To comply with the strict two-phase locking (S2PL) protocol, a transaction needs to comply with 2PL, and release its write (exclusive) locks only after the transaction has ended (i.e., either committed or aborted). On the other hand, read (shared) locks are released regularly during the shrinking phase. Unlike 2PL, S2PL provides strictness (a special case of cascade-less recoverability). This protocol is not appropriate in B-trees because it causes Bottleneck (while B-trees always starts searching from the parent root). === Strong strict two-phase locking === or Rigorousness, or Rigorous scheduling, or Rigorous two-phase locking To comply with strong strict two-phase locking (SS2PL), a transaction's read and write locks are released only after that transaction has ended (i.e., either committed or aborted). A transaction obeying SS2PL has only a phase 1 and lacks a phase 2 until the transaction has completed. Every SS2PL schedule is also an S2PL schedule, but not vice versa.

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  • Jakub Pachocki

    Jakub Pachocki

    Jakub Pachocki (born 1991) is a Polish computer scientist and former competitive programmer. He is best known as OpenAI's chief scientist and for his role in overseeing development of GPT-4. == Background == Pachocki was born in 1991 in Gdańsk, Poland. In high school, he was a six-time finalist of the Polish Olympiad in Informatics. In 2009, he qualified for the International Olympiad in Informatics, winning a silver medal. Pachocki obtained his undergraduate degree in Computer Science from the University of Warsaw. He represented his university at the International Collegiate Programming Contest with his team winning a gold medal and coming second place overall in 2012. In the same year he was also the champion of the Google Code Jam. From 2011 to 2012, Pachocki worked at Facebook as a software engineering intern. Pachocki attended graduate school at Carnegie Mellon University, where he obtained his PhD under the supervision of Gary Miller. == Career == After graduation, Pachocki did postdoc work at Harvard University and Simons Institute for the Theory of Computing. === OpenAI === In 2017, Pachocki joined OpenAI. In 2021, he became OpenAI's research director where he led the development of GPT-4 and OpenAI Five. In May 2024, he became chief scientist after his mentor Ilya Sutskever left the company. OpenAI CEO Sam Altman has called Pachocki "easily one of the greatest minds of our generation". == Competitive programming achievements == International Olympiad in Informatics: Silver medal (2009) International Collegiate Programming Contest World Finals: Gold medal (second place overall in 2012) Google Code Jam: Champion (2012), Third place (2011) Facebook Hacker Cup: Second place (2013) TopCoder Open Algorithm: Second place (2012) A more comprehensive list of achievements can be found at the Competitive Programming Hall Of Fame website.

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  • CuckooChess

    CuckooChess

    CuckooChess is an advanced free and open-source chess engine under the GNU General Public License written in Java by Peter Österlund. CuckooChess provides an own GUI, and optionally supports the Universal Chess Interface protocol for the use with external GUIs such as Arena. An Android port is available, where its GUI is also based on Peter Österlund's Stockfish port dubbed DroidFish. The program uses the Chess Cases chess font, created by Matthieu Leschemelle. The name CuckooChess comes due that the transposition table is based on Cuckoo hashing. Android app based chess gaming app Droidfish employs both CuckooChess and Stockfish chess engines. Similarly, Kickstarter funded AI based virtual reality chess game Square Off also uses CuckooChess engine. It has an ELO rating of 2583 (as of July 2018) and a rank of 135‑137 in the Computer Chess Rating List.

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  • Norm (artificial intelligence)

    Norm (artificial intelligence)

    Norms can be considered from different perspectives in artificial intelligence to create computers and computer software that are capable of intelligent behaviour. In artificial intelligence and law, legal norms are considered in computational tools to automatically reason upon them. In multi-agent systems (MAS), a branch of artificial intelligence (AI), a norm is a guide for the common conduct of agents, thereby easing their decision-making, coordination and organization. Since most problems concerning regulation of the interaction of autonomous agents are linked to issues traditionally addressed by legal studies, and since law is the most pervasive and developed normative system, efforts to account for norms in artificial intelligence and law and in normative multi-agent systems often overlap. == Artificial intelligence and law == With the arrival of computer applications into the legal domain, and especially artificial intelligence applied to it, logic has been used as the major tool to formalize legal reasoning and has been developed in many directions, ranging from deontic logics to formal systems of argumentation. The knowledge base of legal reasoning systems usually includes legal norms (such as governmental regulations and contracts), and as a consequence, legal rules are the focus of knowledge representation and reasoning approaches to automatize and solve complex legal tasks. Legal norms are typically represented into a logic-based formalism, such as deontic logic. Artificial intelligence and law applications using an explicit representation of norms range from checking the compliance of business processes and the automatic execution of smart contracts to legal expert systems advising people on legal matters. == Multi-agent systems == Norms in multi-agent systems may appear with different degrees of explicitness ranging from fully unambiguous written prescriptions to implicit unwritten norms or tacit emerging patterns. Computer scientists’ studies mirror this polarity. Explicit norms are typically investigated in formal logics (e.g. deontic logics and argumentation) to represent and reason upon them, leading eventually to architecture for cognitive agents, while implicit norms are accounted as patterns emerging from repeated interactions amongst agents (typically reinforced learning agents). Explicit and implicit norms can be used together to coordinate agents. Explicit norms are typically represented as a deontic statement that aims at regulating the life of software agents and the interactions among them. It can be an obligation, a permission or a prohibition, and is often represented with some dialect or extension of Deontic logic. At the opposite, implicit norms are social norms that are not written, and they usually emerge from the repetitive interactions of agents.

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  • Inception (deep learning architecture)

    Inception (deep learning architecture)

    Inception is a family of convolutional neural network (CNN) for computer vision, introduced by researchers at Google in 2014 as GoogLeNet (later renamed Inception v1). The series was historically important as an early CNN that separates the stem (data ingest), body (data processing), and head (prediction), an architectural design that persists in all modern CNN. == Version history == === Inception v1 === In 2014, a team at Google developed the GoogLeNet architecture, an instance of which won the ImageNet Large-Scale Visual Recognition Challenge 2014 (ILSVRC14). The name came from the LeNet of 1998, since both LeNet and GoogLeNet are CNNs. They also called it "Inception" after a "we need to go deeper" internet meme, a phrase from Inception (2010) the film. Because later, more versions were released, the original Inception architecture was renamed again as "Inception v1". The models and the code were released under Apache 2.0 license on GitHub. The Inception v1 architecture is a deep CNN composed of 22 layers. Most of these layers were "Inception modules". The original paper stated that Inception modules are a "logical culmination" of Network in Network and (Arora et al, 2014). Since Inception v1 is deep, it suffered from the vanishing gradient problem. The team solved it by using two "auxiliary classifiers", which are linear-softmax classifiers inserted at 1/3-deep and 2/3-deep within the network, and the loss function is a weighted sum of all three: L = 0.3 L a u x , 1 + 0.3 L a u x , 2 + L r e a l {\displaystyle L=0.3L_{aux,1}+0.3L_{aux,2}+L_{real}} These were removed after training was complete. This was later solved by the ResNet architecture. The architecture consists of three parts stacked on top of one another: The stem (data ingestion): The first few convolutional layers perform data preprocessing to downscale images to a smaller size. The body (data processing): The next many Inception modules perform the bulk of data processing. The head (prediction): The final fully-connected layer and softmax produces a probability distribution for image classification. This structure is used in most modern CNN architectures. === Inception v2 === Inception v2 was released in 2015, in a paper that is more famous for proposing batch normalization. It had 13.6 million parameters. It improves on Inception v1 by adding batch normalization, and removing dropout and local response normalization which they found became unnecessary when batch normalization is used. === Inception v3 === Inception v3 was released in 2016. It improves on Inception v2 by using factorized convolutions. As an example, a single 5×5 convolution can be factored into 3×3 stacked on top of another 3×3. Both has a receptive field of size 5×5. The 5×5 convolution kernel has 25 parameters, compared to just 18 in the factorized version. Thus, the 5×5 convolution is strictly more powerful than the factorized version. However, this power is not necessarily needed. Empirically, the research team found that factorized convolutions help. It also uses a form of dimension-reduction by concatenating the output from a convolutional layer and a pooling layer. As an example, a tensor of size 35 × 35 × 320 {\displaystyle 35\times 35\times 320} can be downscaled by a convolution with stride 2 to 17 × 17 × 320 {\displaystyle 17\times 17\times 320} , and by maxpooling with pool size 2 × 2 {\displaystyle 2\times 2} to 17 × 17 × 320 {\displaystyle 17\times 17\times 320} . These are then concatenated to 17 × 17 × 640 {\displaystyle 17\times 17\times 640} . Other than this, it also removed the lowest auxiliary classifier during training. They found that the auxiliary head worked as a form of regularization. They also proposed label-smoothing regularization in classification. For an image with label c {\displaystyle c} , instead of making the model to predict the probability distribution δ c = ( 0 , 0 , … , 0 , 1 ⏟ c -th entry , 0 , … , 0 ) {\displaystyle \delta _{c}=(0,0,\dots ,0,\underbrace {1} _{c{\text{-th entry}}},0,\dots ,0)} , they made the model predict the smoothed distribution ( 1 − ϵ ) δ c + ϵ / K {\displaystyle (1-\epsilon )\delta _{c}+\epsilon /K} where K {\displaystyle K} is the total number of classes. === Inception v4 === In 2017, the team released Inception v4, Inception ResNet v1, and Inception ResNet v2. Inception v4 is an incremental update with even more factorized convolutions, and other complications that were empirically found to improve benchmarks. Inception ResNet v1 and v2 are both modifications of Inception v4, where residual connections are added to each Inception module, inspired by the ResNet architecture. === Xception === Xception ("Extreme Inception") was published in 2017. It is a linear stack of depthwise separable convolution layers with residual connections. The design was proposed on the hypothesis that in a CNN, the cross-channels correlations and spatial correlations in the feature maps can be entirely decoupled. Training each network took 3 days on 60 K80 GPUs, or approximately 0.5 petaFLOP-days.

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  • Tag (metadata)

    Tag (metadata)

    In information systems, a tag is a keyword or term assigned to a piece of information (such as an Internet bookmark, multimedia, database record, or computer file). This kind of metadata helps describe an item and allows it to be found again by browsing or searching. Tags are generally chosen informally and personally by the item's creator or by its viewer, depending on the system, although they may also be chosen from a controlled vocabulary. Tagging was popularized by websites associated with Web 2.0 and is an important feature of many Web 2.0 services. It is now also part of other database systems, desktop applications, and operating systems. == Overview == People use tags to aid classification, mark ownership, note boundaries, and indicate online identity. Tags may take the form of words, images, or other identifying marks. An analogous example of tags in the physical world is museum object tagging. People were using textual keywords to classify information and objects long before computers. Computer based search algorithms made the use of such keywords a rapid way of exploring records. Tagging gained popularity due to the growth of social bookmarking, image sharing, and social networking websites. These sites allow users to create and manage labels (or "tags") that categorize content using simple keywords. Websites that include tags often display collections of tags as tag clouds, as do some desktop applications. On websites that aggregate the tags of all users, an individual user's tags can be useful both to them and to the larger community of the website's users. Tagging systems have sometimes been classified into two kinds: top-down and bottom-up. Top-down taxonomies are created by an authorized group of designers (sometimes in the form of a controlled vocabulary), whereas bottom-up taxonomies (called folksonomies) are created by all users. This definition of "top down" and "bottom up" should not be confused with the distinction between a single hierarchical tree structure (in which there is one correct way to classify each item) versus multiple non-hierarchical sets (in which there are multiple ways to classify an item); the structure of both top-down and bottom-up taxonomies may be either hierarchical, non-hierarchical, or a combination of both. Some researchers and applications have experimented with combining hierarchical and non-hierarchical tagging to aid in information retrieval. Others are combining top-down and bottom-up tagging, including in some large library catalogs (OPACs) such as WorldCat. When tags or other taxonomies have further properties (or semantics) such as relationships and attributes, they constitute an ontology. In folder system a file cannot exist in two or more folders so tag system has been thought more convenient. But transitioning to tag system requires awareness of difference between properties of two systems. In folder system the information of classification is put outside of the file and we can change folder at once. In tag system the information of classification is put inside the file so changing its tag means changing the file and it needs to be saved again and takes time. Metadata tags as described in this article should not be confused with the use of the word "tag" in some software to refer to an automatically generated cross-reference; examples of the latter are tags tables in Emacs and smart tags in Microsoft Office. == History == The use of keywords as part of an identification and classification system long predates computers. Paper data storage devices, notably edge-notched cards, that permitted classification and sorting by multiple criteria were already in use prior to the twentieth century, and faceted classification has been used by libraries since the 1930s. In the late 1970s and early 1980s, Emacs, the text editor for Unix systems, offered a companion software program called Tags that could automatically build a table of cross-references called a tags table that Emacs could use to jump between a function call and that function's definition. This use of the word "tag" did not refer to metadata tags, but was an early use of the word "tag" in software to refer to a word index. Online databases and early websites deployed keyword tags as a way for publishers to help users find content. In the early days of the World Wide Web, the keywords meta element was used by web designers to tell web search engines what the web page was about, but these keywords were only visible in a web page's source code and were not modifiable by users. In 1997, the collaborative portal "A Description of the Equator and Some ØtherLands" produced by documenta X, Germany, used the folksonomic term Tag for its co-authors and guest authors on its Upload page. In "The Equator" the term Tag for user-input was described as an abstract literal or keyword to aid the user. However, users defined singular Tags, and did not share Tags at that point. In 2003, the social bookmarking website Delicious provided a way for its users to add "tags" to their bookmarks (as a way to help find them later); Delicious also provided browseable aggregated views of the bookmarks of all users featuring a particular tag. Within a couple of years, the photo sharing website Flickr allowed its users to add their own text tags to each of their pictures, constructing flexible and easy metadata that made the pictures highly searchable. The success of Flickr and the influence of Delicious popularized the concept, and other social software websites—such as YouTube, Technorati, and Last.fm—also implemented tagging. In 2005, the Atom web syndication standard provided a "category" element for inserting subject categories into web feeds, and in 2007 Tim Bray proposed a "tag" URN. == Examples == === Within a blog === Many systems (and other web content management systems) allow authors to add free-form tags to a post, along with (or instead of) placing the post into a predetermined category. For example, a post may display that it has been tagged with baseball and tickets. Each of those tags is usually a web link leading to an index page listing all of the posts associated with that tag. The blog may have a sidebar listing all the tags in use on that blog, with each tag leading to an index page. To reclassify a post, an author edits its list of tags. All connections between posts are automatically tracked and updated by the blog software; there is no need to relocate the page within a complex hierarchy of categories. === Within application software === Some desktop applications and web applications feature their own tagging systems, such as email tagging in Gmail and Mozilla Thunderbird, bookmark tagging in Firefox, audio tagging in iTunes or Winamp, and photo tagging in various applications. Some of these applications display collections of tags as tag clouds. === Assigned to computer files === There are various systems for applying tags to the files in a computer's file system. In Apple's Mac System 7, released in 1991, users could assign one of seven editable colored labels (with editable names such as "Essential", "Hot", and "In Progress") to each file and folder. In later iterations of the Mac operating system ever since OS X 10.9 was released in 2013, users could assign multiple arbitrary tags as extended file attributes to any file or folder, and before that time the open-source OpenMeta standard provided similar tagging functionality for Mac OS X. Several semantic file systems that implement tags are available for the Linux kernel, including Tagsistant. Microsoft Windows allows users to set tags only on Microsoft Office documents and some kinds of picture files. Cross-platform file tagging standards include Extensible Metadata Platform (XMP), an ISO standard for embedding metadata into popular image, video and document file formats, such as JPEG and PDF, without breaking their readability by applications that do not support XMP. XMP largely supersedes the earlier IPTC Information Interchange Model. Exif is a standard that specifies the image and audio file formats used by digital cameras, including some metadata tags. TagSpaces is an open-source cross-platform application for tagging files; it inserts tags into the filename. === For an event === An official tag is a keyword adopted by events and conferences for participants to use in their web publications, such as blog entries, photos of the event, and presentation slides. Search engines can then index them to make relevant materials related to the event searchable in a uniform way. In this case, the tag is part of a controlled vocabulary. === In research === A researcher may work with a large collection of items (e.g. press quotes, a bibliography, images) in digital form. If he/she wishes to associate each with a small number of themes (e.g. to chapters of a book, or to sub-themes of the overall subject), then a group of tags for these themes can be attached to each of the items in

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  • Leading the Future

    Leading the Future

    Leading the Future is an American super PAC network focused on lobbying for policies friendly to the artificial intelligence industry. It was launched in 2025 with over $100 million from industry stakeholders including Andreessen Horowitz, OpenAI President Greg Brockman and Palantir co-founder Joe Lonsdale. The launch was preceded by talks between Collin McCune, head of government affairs at Andreessen Horowitz, and Chris Lehane, chief global affairs officer at OpenAI. Among the members of the network are the American Mission PAC, which supported Chris Gober, and the Think Big PAC, which targeted Alex Bores. Leading the Future is affiliated with the nonprofit Build American AI, which Axios describes as a dark money advocacy "offshoot" operating alongside the super PAC. NBC News states that the network’s efforts are modeled after the pro-cryptocurrency group Fairshake. Leading the Future is led by Zac Moffatt and Josh Vlasto, the latter of whom previously served as an advisor to Fairshake. In response to the creation of Leading the Future, former members of Congress Brad Carson and Chris Stewart co-founded the super PAC network Public First, aiming to counter the group’s influence. In April 2026, an investigation by Model Republic linked Leading the Future to The Wire By Acutus, an automated news website that allegedly used AI agents posing as human journalists to solicit interviews. The site's content was found to closely mirror the PAC's deregulatory policy goals while targeting researchers and advocates skeptical of rapid AI development. In May 2026, Wired revealed that Build American AI used a "dark money" campaign to pay TikTok and Instagram influencers $5,000 per video to promote scripted narratives framing Chinese AI as a "national security threat." According to internal documents and staff at the marketing agency managing the project, the campaign's explicit goal was to "subtly shift public debate" toward the deregulation of AI industries while intentionally avoiding technical discussions regarding AI quality or safety. During the 2026 primary season Leading the Future went on to endorse several candidates in both Democratic and Republican races with several of them going on to win.

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  • Innovation Center for Artificial Intelligence

    Innovation Center for Artificial Intelligence

    The Innovation Center for Artificial Intelligence (ICAI) is a Dutch national network focused on joint technology development between academia, industry and government in the area of artificial intelligence (AI). The initiative was launched in April 2018 and is based at Amsterdam Science Park. As of 2024, the director of the ICAI is Maarten de Rijke. In November 2018, ICAI announced its contribution to AINED, the first iteration of the Dutch National AI Strategy. In January 2023, Maastricht University announced the ROBUST program, led by the Innovation Center for Artificial Intelligence (ICAI) and supported by the University of Amsterdam and others. This initiative focuses on advancing research in trustworthy AI technology across various sectors, notably healthcare and energy, in the Netherlands. The program's plan includes the creation of 17 new labs and the appointment of PhD candidates, backed by a €25 million funding from the Dutch Research Council (NWO). == Labs == The ICAI network is linked to several collaborative labs: Thira Lab (Imaging): Thirona, Delft Imaging Systems and Radboud UMC, founded March 2019 AIMLab (AI for Medical Imaging): Uva and Inception Institute of Artificial Intelligence from the United Arab Emirates, founded March 2019 AFL (AI for Fintech): ING and Delft University of Technology, founded March 2019 Police Lab AI: Dutch National Police, founded January 2019 Elsevier AI Lab: Uva and Elsevier, founded October 2018 AIRLab Delft (AI for Retail Robotics): TU Delft Robotics and AholdDelhaize, founded November 2018 Quva Lab (Deep Vision): Uva and Qualcomm, founded 2016 (prior to ICAI) AIRLab Amsterdam (AI for Retail): Uva and AholdDelhaize, founded April 2018 DeltaLab (Deep Learning Technologies Amsterdam): Uva and Bosch, founded April 2017 (prior to ICAI) AI4SE (AI for Software Engineering Lab) Delft University of Technology and JetBrains, founded October 2023 Atlas Lab: Uva and TomTom (TOM2)

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  • Just This Once

    Just This Once

    Just This Once is a 1993 romance novel written in the style of Jacqueline Susann by a Macintosh IIcx computer named "Hal" in collaboration with its programmer, Scott French. French reportedly spent $40,000 and 8 years developing an artificial intelligence program to analyze Susann's works and attempt to create a novel that Susann might have written. A legal dispute between the estate of Jacqueline Susann and the publisher resulted in a settlement to split the profits, and the book was referenced in several legal journal articles about copyright laws. The book had two small print runs totaling 35,000 copies, receiving mixed reviews. == Creation == The novel's creation spanned the fields of artificial intelligence, expert systems, and natural language processing. Scott French first scanned and analyzed portions of two books by Jacqueline Susann, Valley of the Dolls and Once Is Not Enough, to determine constituents of Susann's writing style, which French stated was the most difficult task. This analysis extracted several hundred components including frequency and type of sexual acts and sentence structure. "Once you're there, the writer's style emerges, part of her actual personality comes out, and the computer can be programmed to make a story." French also created several thousand rules to govern tone, plotting, scenes, and characters. The text generated by Hal, the computer, was intended to mimic what Susann might have written, although the output required significant editing. French credits Hal's work with "almost 100% of the plot, 100% of the theme and style." French estimates that he wrote 10% of the prose, the computer Hal wrote about 25% of the prose, and the remaining two-thirds was more of a collaboration between the two. A typical scenario to write a scene would involve Hal asking questions that French would answer (for example, Hal might ask about the "cattiness factor" involved in a meeting between two key female characters, and French would reply with a range of 1 to 10), and the computer would then generate a few sentences to which French would make minor edits. The process would repeat for the next few sentences until the scene was written. == Legal issues == Jacqueline Susann's publisher was skeptical of the legality of Just This Once, although French doubted that an author's thought processes could be copyrighted. Susann's estate reportedly threatened to sue Scott French but the parties settled out of court; the settlement involved splitting profits between the parties but the terms of the settlement were not disclosed. The publication of Just This Once raised questions in the legal profession concerning how copyright law applies to computer-generated works derived from an analysis of other copyrighted works, and whether the generation of such works infringes on copyright. The publications on this topic suggested that the copyright laws of the time were ill-equipped to deal with computer-generated creative works. == Reception == The book's publisher Steven Shragis of Carol Group said of the novel, "I'm not going to say this is a great literary work, but it's every bit as good as anything out in this field, and better than an awful lot." The novel received some positive early reviews. In USA Today, novelist Thomas Gifford compared Just This Once to another novel in the same genre, American Star by Jackie Collins. Gifford concluded: "If you do like this stuff, you'd be much, much better off with the one written by the computer." The Dead Jackie Susann Quarterly declared that Susann "would be proud. Lots of money, sleaze, disease, death, oral sex, tragedy and the good girl gone bad." Other reviews were mixed. Publishers Weekly wrote, "If the books of Jacqueline Susann and Harold Robbins seem formulaic, this debut novel of sin and success in Las Vegas outdoes them all. And that, in a way, is the point.... All novelty rests in the conceit of computer authorship, not in the story itself." Library Journal stated "French invested eight years and $50,000 in a scheme to use artificial intelligence to fulfill his authentic, if dubious, desire to generate a trashy novel a la Jacqueline Susann. Shallow, beautiful-people characters are flatly conceived and randomly accessed in a formulaic plot ... a sexy, boring morality tale. Of possible interest to computer buffs for its use of Expert Systems and the virtual promise of more worthy possibilities; others should read Susann." Kirkus Reviews wrote: "The deal here is that author French is not the author, he's just the midwife, having allegedly programmed his computer to write about our times just the way Susann would... almost perfectly capturing glamorous Jackie's turgid but E-Z reading prose style and ultrareliable mix of sex, glitz, dope 'n' despair.... One wonders, though, if French's tale spinning PC will do as well on the talkshows as Jackie did. The computer weenies have been trying to tell us for years, garbage in-garbage out."

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  • LG ThinQ

    LG ThinQ

    LG ThinQ (pronounced as "think-cue"; sometimes known as LG webOS) is a smart home and artificial intelligence brand launched by LG Electronics in 2017, featuring products that are equipped with voice control and artificial intelligence technology. The brand was originally launched for home appliances and consumer electronics, such as televisions, smart home devices, mobile devices, refrigerators, air conditioners and related services. The name was first used in 2011 for LG's THINQ-branded smart appliances, which were introduced at the Consumer Electronics Show in Las Vegas. In December 2017, LG announced ThinQ as a unified brand for artificial intelligence-enabled home appliances, consumer electronics and services.In February 2018, LG announced the LG V30S ThinQ, which is the first phone to have the "ThinQ" branding. == History == The branding was first introduced in 2011 in the Consumer Electronics Show (CES) in Las Vegas as THINQ. The first ThinQ product was a smart refrigerator, with features such as smart savings options, food management system, washing machine, oven and robotic vacuum cleaner and different software in the LCD screen on the fridge. The unified branding was then officially launched as ThinQ at CES 2017 as an artificial intelligence-based brand for all their smart products. The company announced DeepThinQ, a deep-learning technology for connected products, and later opened an Artificial Intelligence Lab in Seoul to coordinate research involving voice, video, sensors and machine learning. In December 2017, LG announced ThinQ as a brand designation for home appliances, consumer electronics, and services incorporating artificial intelligence, applied to its 2018 product lineup. In 2018, LG extended the ThinQ brand to smartphones with the LG V30S ThinQ. The phone used ThinQ branding for AI camera features, including image recognition and shooting-mode recommendations. That year, LG also used ThinQ branding on televisions with smart-assistant features, as manufacturers increasingly added voice assistants to TV platforms. In 2022, LG first introduced ThinQ UP, a software-upgradable appliance concept that allows compatible appliances to receive new features through the ThinQ app. The program included appliances such as refrigerators, washing machines, dryers, ovens and dishwashers, and was covered as part of a wider move toward upgradeable connected appliances. In 2024, LG introduced ThinQ ON, an AI-powered smart home hub designed to connect LG appliances and other smart home devices. It expanded ThinQ from an appliance-control platform into a broader smart home system. == Platform an app == LG ThinQ operates as a smart home platform and mobile app for connecting compatible LG appliances and consumer electronics. The app is used to control and monitor supported products, including kitchen appliances, laundry appliances, air purifiers, vacuum cleaners and televisions. Depending on the product and market, the ThinQ app can provide remote control, status monitoring, downloadable appliance cycles, diagnostic support, maintenance alerts and software-based feature updates. In 2024, LG introduced ThinQ ON as a hub for the ThinQ platform. The device supports Matter, Thread and Wi-Fi connectivity and includes a built-in voice assistant. The Verge described the product as part of LG's effort to expand ThinQ from an appliance-control platform into a broader smart home system competing with platforms such as Samsung SmartThings and Apple Home. == Features == LG ThinQ products use connected-device features, voice control to interact with users, and use sensor data and different features such as product recognition and learning engine technologies to enhance their abilities. Deep ThinQ (or LG ThinQ AI) was introduced as LG's own AI platform. It was reported that it could engage in two-way conversations with users and could educate itself according to users' behaviour patterns and habits. At the 2017 ThinQ launch, LG said the brand would cover products and services using artificial intelligence technologies from LG and partner companies. ThinQ features vary by product category. On appliances, the platform may support remote operation, product-status notifications, downloaded cycles and diagnostic functions. On televisions, ThinQ branding has been associated with voice-control and smart-assistant features. In 2018, LG ThinQ-branded TVs added support for Google Assistant and Alexa voice commands. As of August 30, 2018, LG's ThinQ products now communicate with each other for tasks such as going to an event or following a recipe. They have sensors for communicating with other ThinQ devices and appliances. == Products == LG ThinQ branding and connectivity features have been used across several LG product categories, including home appliances, televisions, air conditioners and mobile devices. Home appliances LG has applied ThinQ branding and app connectivity to home appliances such as refrigerators, washing machines, dryers, dishwashers, cooking appliances, air purifiers and vacuum cleaners. Through the ThinQ app, compatible appliances can be monitored or controlled remotely. Some compatible appliances can also receive downloadable cycles, diagnostic support, maintenance alerts and software-based feature updates through ThinQ UP. Televisions and home entertainment LG has used ThinQ branding on smart televisions and other home entertainment products. In 2018, LG ThinQ-branded televisions added support for smart-assistant voice commands, including Google Assistant. Smartphones LG G6 (ThinQ branding was added to startup screen in an update) LG V30 (ThinQ branding was added to startup screen in an update) LG V30S ThinQ LG V35 ThinQ LG G7 ThinQ LG V40 ThinQ LG G8 ThinQ LG G8s ThinQ LG G8x ThinQ LG V50 ThinQ LG V60 ThinQ LG Velvet (Generally considered a ThinQ product in other countries)

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  • Xinhua–Sogou AI news anchor

    Xinhua–Sogou AI news anchor

    Xinhua News Agency and Sogou of China developed an artificial intelligence (AI) for news reporting purposes. The AI was unveiled in 2018. It is touted to be the "world's first AI news anchor". == History == The AI was unveiled at the 2018 World Internet Conference in Wuzhen, Zhejiang, China. The AI devises avatars patterned after real life Xinhua anchors. The AI patterned after Qiu Hao spoke in Chinese, while the one derived from the likeness of Zhang Zhao speaks in English. The unveiling of the AI raised concerns of its impact on employment. Xinhua and Sogou unveiled Xin Xiaomeng, an AI with a female avatar in 2019. People's Daily followed suit by unveiling its own AI newscaster in 2023.

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  • ICAD (software)

    ICAD (software)

    ICAD (Corporate history: ICAD, Inc., Concentra (name change at IPO in 1995), KTI (name change in 1998), Dassault Systèmes (purchase in 2001) () is a knowledge-based engineering (KBE) system that enables users to encode design knowledge using a semantic representation that can be evaluated for Parasolid output. ICAD has an open architecture that can utilize all the power and flexibility of the underlying language. KBE, as implemented via ICAD, received a lot of attention due to the remarkable results that appeared to take little effort. ICAD allowed one example of end-user computing that in a sense is unparalleled. Most ICAD developers were degreed engineers. Systems developed by ICAD users were non-trivial and consisted of highly complicated code. In the sense of end-user computing, ICAD was the first to allow the power of a domain tool to be in the hands of the user, at the same time being open to allow extensions as identified and defined by the domain expert or subject-matter expert (SME). A COE article looked at the resulting explosion of expectations (see AI winter), which were not sustainable. However, such a bubble burst does not diminish the existence of ability that would exist were expectations and use reasonable or properly managed. == History == The original implementation of ICAD was on a Lisp machine (Symbolics). Some of the principals involved with the development were Larry Rosenfeld, Avrum Belzer, Patrick M. O'Keefe, Philip Greenspun, and David F. Place. The time frame was 1984–85. ICAD started on special-purpose Symbolics Lisp hardware and was then ported to Unix when Common Lisp became portable to general-purpose workstations. The original domain for ICAD was mechanical design with many application successes. However, ICAD has found use in other domains, such as electrical design, shape modeling, etc. An example project could be wind tunnel design or the development of a support tool for aircraft multidisciplinary design. Further examples can be found in the presentations at the annual IIUG (International ICAD Users Group) that have been published in the KTI Vault (1999 through 2002). Boeing and Airbus used ICAD extensively to develop various components in the 1990s and early 21st century. As of 2003, ICAD was featured strongly in several areas as evidenced by the Vision & Strategy Product Vision and Strategy presentation. After 2003, ICAD use diminished. At the end of 2001, the KTI Company faced financial difficulties and laid off most of its best staff. They were eventually bought out by Dassault who effectively scuppered the ICAD product. See IIUG at COE, 2003 (first meeting due to Dassault by KTI) The ICAD system was very expensive, relatively, and was in the price range of high-end systems. Market dynamics couldn't support this as there may not have been sufficient differentiating factors between ICAD and the lower-end systems (or the promises from Dassault). KTI was absorbed by Dassault Systèmes and ICAD is no longer considered the go-forward tool for knowledge-based engineering (KBE) applications by that company. Dassault Systèmes is promoting a suite of tools oriented around version 5 of their popular CATIA CAD application, with Knowledgeware the replacement for ICAD. As of 2005, things were still a bit unclear. ICAD 8.3 was delivered. The recent COE Aerospace Conference had a discussion about the futures of KBE. One issue involves the stacking of 'meta' issues within a computer model. How this is resolved, whether by more icons or the availability of an external language, remains to be seen. The Genworks GDL product (including kernel technology from the Gendl Project) is the nearest functional equivalent to ICAD currently available. == Particulars == ICAD provided a declarative language (IDL) using New Flavors (never converted to Common Lisp Object System (CLOS)) that supported a mechanism for relating parts (defpart) via a hierarchical set of relationships. Technically, the ICAD Defpart was a Lisp macro; the ICAD defpart list was a set of generic classes that can be instantiated with specific properties depending upon what was represented. This defpart list was extendible via composited parts that represented domain entities. Along with the part-subpart relations, ICAD supported generic relations via the object modeling abilities of Lisp. Example applications of ICAD range from a small collection of defparts that represents a part or component to a larger collection that represents an assembly. In terms of power, an ICAD system, when fully specified, can generate thousands of instances of parts on a major assembly design. One example of an application driving thousands of instances of parts is that of an aircraft wing – where fastener type and placement may number in the thousands, each instance requiring evaluation of several factors driving the design parameters. == Futures (KBE, etc.) == One role for ICAD may be serving as the defining prototype for KBE which would require that we know more about what occurred the past 15 years (much information is tied up behind corporate firewalls and under proprietary walls). With the rise of functional programming languages (an example is Haskell) in the markets, perhaps some of the power attributable to Lisp may be replicated.

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  • 15.ai

    15.ai

    15.ai was a free non-commercial web application and research project that uses artificial intelligence to generate text-to-speech voices of fictional characters from popular media. Created by a pseudonymous artificial intelligence researcher known as 15, who began developing the technology as a freshman during their undergraduate research at the Massachusetts Institute of Technology (MIT), the application allows users to make characters from video games, television shows, and movies speak custom text with emotional inflections. The platform is able to generate convincing voice output using minimal training data; the name "15.ai" references the creator's statement that a voice can be cloned with just 15 seconds of audio. It was an early example of an application of generative artificial intelligence during the initial stages of the AI boom. Launched in March 2020, 15.ai became an Internet phenomenon in early 2021 when content utilizing it went viral on social media and quickly gained widespread use among Internet fandoms, such as the My Little Pony: Friendship Is Magic, Team Fortress 2, and SpongeBob SquarePants fandoms. The service featured emotional context through emojis, precise pronunciation control, and multi-speaker capabilities. Critics praised 15.ai's accessibility and emotional control but criticized its technical limitations in prosody options and non-English language support, with mixed results depending on character complexity. 15.ai is credited as the first platform to popularize AI voice cloning in memes and content creation. Voice actors and industry professionals debated 15.ai's implications, raising concerns about employment impacts, voice-related fraud, and potential misuse. In January 2022, it was discovered that a company called Voiceverse had generated voice lines using 15.ai without attribution, promoted them as the byproduct of their own technology, and sold them as non-fungible tokens (NFT) without permission. News publications universally characterized this incident as the company having "stolen" from 15.ai. The service went offline in September 2022 due to legal issues surrounding artificial intelligence and copyright. Its shutdown was followed by the emergence of commercial alternatives whose founders have acknowledged 15.ai's pioneering influence in the field of deep learning speech synthesis. On May 18, 2025, 15 launched 15.dev as the sequel to 15.ai. == History == === Background === The field of speech synthesis underwent a significant transformation with the introduction of deep learning approaches. In 2016, DeepMind's publication of the WaveNet paper marked a shift toward neural network-based speech synthesis, which enabled higher audio quality via causal convolutional neural networks. Previously, concatenative synthesis—which worked by stitching together pre-recorded segments of human speech—was the predominant method for generating artificial speech, but it often produced robotic-sounding results at the boundaries of sentences. In 2018, Google AI's Tacotron 2 showed that neural networks could produce highly natural speech synthesis but required substantial training data (typically tens of hours of audio) to achieve acceptable quality. When trained on two hours of training data, the output quality degraded while still being able to maintain intelligible speech; with 24 minutes of training data, Tacotron 2 failed to produce intelligible speech. The same year saw the emergence of HiFi-GAN, a generative adversarial network (GAN)-based vocoder that improved the efficiency of waveform generation while producing high-fidelity speech, followed by Glow-TTS, which introduced a flow-based approach that allowed for both fast inference and voice style transfer capabilities. Chinese tech companies like Baidu and ByteDance also made contributions to the field by developing breakthroughs that further advanced the technology. === 2016–2020: Conception and development === 15.ai was conceived in 2016 as a research project in deep learning speech synthesis by a developer known as 15 (at the age of 18) during their freshman year at MIT as part of its Undergraduate Research Opportunities Program. 15 was inspired by DeepMind's WaveNet paper, with development continuing through their studies as Google AI released Tacotron 2 the following year. By 2019, they had demonstrated at MIT their ability to replicate WaveNet and Tacotron 2's results using 75% less training data than previously required. The name "15.ai" is a reference to the developer's statement that a voice can be cloned with as little as 15 seconds of data. 15 had originally planned to pursue a PhD based on their undergraduate research, but opted to work in the tech industry instead after their startup was accepted into the Y Combinator accelerator in 2019. After their departure in early 2020, 15 returned to their voice synthesis research and began implementing it as a web application. According to a post on X from 15, instead of using conventional voice datasets like LJSpeech that contained simple, monotone recordings, they sought out more challenging voice samples that could demonstrate the model's ability to handle complex speech patterns and emotional undertones. During this phase, 15 discovered the Pony Preservation Project, a collaborative project started by /mlp/, the My Little Pony board on 4chan. Contributors of the project had manually trimmed, denoised, transcribed, and emotion-tagged thousands of voice lines from My Little Pony: Friendship Is Magic and had compiled them into a dataset that provided ideal training material for 15.ai. === 2020–2022: Release and operation === 15.ai was released on March 2, 2020 as a free and non-commercial web application that did not require user registration to use, but did require the user to accept its terms of service before proceeding. At the time of its launch, the platform had a limited selection of available characters, including those from My Little Pony: Friendship Is Magic and Team Fortress 2. Users were permitted to create any content with the synthesized voices under two conditions: they had to properly credit 15.ai by including "15.ai" in any posts, videos, or projects using the generated audio; and they were prohibited from mixing 15.ai outputs with other text-to-speech outputs in the same work to prevent misrepresentation of the technology's capabilities. On March 8, 2020, Tyler McVicker of Valve News Network uploaded a YouTube video showcasing 15.ai. More voices were added to the website in the following months. In late 2020, 15 implemented a multi-speaker embedding in the deep neural network, which enabled the simultaneous training of multiple voices. Following this, the website's roster expanded from eight to over fifty characters. In addition, this implementation allowed the deep learning model to recognize common emotional patterns across different characters, even when certain emotions were missing from the characters' training data. By May 2020, the site had served over 4.2 million audio files to users. In early 2021, the application gained popularity after skits, memes, and fan content created using 15.ai went viral on Twitter, TikTok, Reddit, Twitch, Facebook, and YouTube. At its peak, the platform incurred operational costs of US$12,000 per month from AWS infrastructure needed to handle millions of daily voice generations; despite receiving offers from companies to acquire 15.ai and its underlying technology, the website remained independent and was funded out of the personal previous startup earnings of the developer. === 2022: Voiceverse NFT controversy === On January 14, 2022, 15 discovered that a blockchain-based company called Voiceverse had generated voice lines using 15.ai, falsely showcased them on Twitter as a demonstration of their own voice technology without permission or attribution, and sold them as NFTs. This came shortly after 15 had stated in December 2021 that they had no interest in incorporating NFTs into their work. A screenshot of the log files posted by 15 showed that Voiceverse had generated audio of characters from My Little Pony: Friendship Is Magic using 15.ai and pitched them up to make them sound unrecognizable, a violation of 15.ai's terms of service, which explicitly prohibited commercial use and required proper attribution. When confronted with evidence, Voiceverse stated that their marketing team had used 15.ai without proper attribution while rushing to create a demo. In response, 15 tweeted "Go fuck yourself," which went viral, amassing hundreds of thousands of retweets and likes on Twitter in support of the developer. The tweets showcasing the stolen voices were subsequently deleted. ==== Aftermath ==== The controversy raised concerns about NFT projects, which, according to critics, were frequently associated with intellectual property theft and questionable business practices. The incident was documented in the AI Incident Database (AIID) and the AI, Alg

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  • AlphaStar (software)

    AlphaStar (software)

    AlphaStar is an artificial intelligence (AI) software developed by DeepMind for playing the video game StarCraft II. It was unveiled to the public by name in January 2019. AlphaStar attained "Grandmaster" status in August 2019, considered a milestone for AI in video games at the time. == Background == Games created for humans are considered to have external validity as benchmarks of progress in artificial intelligence. IBM's chess engine Deep Blue (1997) and DeepMind's AlphaGo (2016) were considered major milestones; some argue that StarCraft would also be a major milestone, due to the game's "real-time play, partial observability, no single dominant strategy, complex rules that make it hard to build a fast forward model, and a particularly large and varied action space." Though difficult, StarCraft may still be tractable with current technology because "its rules are known and the world is discrete with only a few types of objects". StarCraft II is a popular fast-paced online real-time strategy game developed by Blizzard Entertainment. == History == DeepMind Technologies was founded in the UK in 2010. As early as 2011, founder Demis Hassabis called StarCraft "the next step up" after games like Go. DeepMind became a subsidiary of Google in 2014, after demonstrating self-learning bots with superhuman ability at a variety of Atari 2600 games. In February 2015, computer scientist Zachary Mason predicted Deepmind's research "leads to StarCraft in five or ten years". In March 2016, following AlphaGo's victory over Lee Sedol, a world champion Go player, Hassabis publicly mulled building an AI for StarCraft, citing it as a strategic game with incomplete information where, unlike Go, much of the "board" is invisible. A formal collaboration was announced at BlizzCon in November 2016, alongside a plan to release an open development environment for bots in Q1 of 2017. By 2017, DeepMind was experimenting with feeding StarCraft data into its software. In August 2017, DeepMind and Blizzard released development tools to assist in bot development, as well as data from 65,000 historical games. At the time, computer scientist and StarCraft tournament manager David Churchill estimated it would take five years for a bot to beat a human, but made the caveat that AlphaGo had beaten expectations. In Wired, tech journalist Tom Simonite stated "No one expects the robot to win anytime soon. But when it does, it will be a far greater achievement than DeepMind's conquest of Go." In December 2018, DeepMind's bot defeated professional player Grzegorz "MaNa" Komincz, 5-0. DeepMind announced the bot, named "AlphaStar", in January 2019. A journalist at Ars Technica and others argued that AlphaStar still had unfair advantages: "AlphaStar has the ability to make its clicks with surgical precision using an API, whereas human players are constrained by the mechanical limits of computer mice". AlphaStar also had a global view rather than being limited by the in-game camera. Furthermore, while there was a cap on the number of actions over a five-second window, AlphaStar was free to allocate its action quota unevenly across the window in order to launch superhuman bursts of activity at critical moments. DeepMind quickly retrained AlphaStar under more realistic constraints, and then lost a rematch with Komincz. Starting in July 2019, the new, constrained version of AlphaStar anonymously competed against players who "opted in" on the public 1v1 European multiplayer ladder. By the end of August 2019, AlphaStar had attained Grandmaster level, ranking among the top 0.2% of human players. == Algorithms == Unlike AlphaZero, AlphaStar initially learns to imitate the moves of the best players in its database of human vs. human games; this step is necessary to solve what DeepMind's Dave Silver calls "the exploration problem": discovering new strategies would otherwise be like finding a "needle in a haystack". Agents then play each other and deploy deep reinforcement learning. These main agents also learn by playing against suboptimal "exploiter agents" whose purpose is to expose weaknesses in the main agents. == Reactions == After his 5-0 defeat in December 2018, Komincz stated "I wasn't expecting the AI to be that good". Stuart Russell assessed that AlphaStar's 2018 victory required "a fair amount of problem-specific effort" and that general-purpose methods were "not quite ready for StarCraft". An article in Wired UK judged AlphaStar's new constraints, adopted for the July 2019 matches, to be "fair" this time around. StarCraft professional Raza "RazerBlader" Sekha stated AlphaStar was "impressive" but had its quirks, succumbing in one game to an unorthodox army composition made up of only air units. The UK's top player, Joshua "RiSky" Hayward, expressed some disappointment, saying AlphaStar "often didn't make the most efficient, strategic decisions". Professional Diego "Kelazhur" Schwimer called AlphaStar's play "unimaginably unusual; it really makes you question how much of StarCraft's diverse possibilities pro players have really explored". AlphaStar's opponents often did not realize they were playing a bot. Ian Sample, of The Guardian, called AlphaStar a "landmark achievement" for the field of AI. Churchill stated that he had previously seen bots that master one or two elements of StarCraft, but that AlphaStar was the first that can handle the game in its entirety. Gary Marcus expressed his continuing skepticism about deep learning, stating: "So far the field has struggled to take techniques like this out of the laboratory and game environments and into the real world, and I don't immediately see this result as progress in that direction". AI researcher Jon Dodge was surprised by AlphaStar, stating that he did not expect such a "superhuman" performance for "another couple of years"; in contrast, Churchill states "StarCraft is nowhere near being 'solved', and AlphaStar is not yet even close to playing at a world champion level". == Legacy == DeepMind argues that insights from AlphaStar might benefit robots, self-driving cars, and virtual assistants, which need to operate with "imperfectly observed information". Silver has indicated his lab "may rest at this point", rather than try to substantially improve AlphaStar. Silver himself argues that "AlphaStar has become the first AI system to reach the top tier of human performance in any professionally played e-sport on the full unrestricted game under professionally approved conditions... Ever since computers cracked Go, chess, and poker, the game of StarCraft has emerged, essentially by consensus from the community, as the next grand challenge for AI." Computer scientist Noel Sharkey argues, disapprovingly, that "military analysts will certainly be eyeing the successful AlphaStar real-time strategies as a clear example of the advantages of AI for battlefield planning". In contrast, Silver argues: "To say that this has any kind of military use is saying no more than to say an AI for chess could be used to lead to military applications".

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  • No Fakes Act

    No Fakes Act

    The NO FAKES Act or the Nurture Originals, Foster Art, and Keep Entertainment Safe Act, is proposed United States federal legislation concerning digital replicas. The bill was first introduced in 2023 as a discussion draft, formally introduced in 2024, and reintroduced in 2025. If enacted, the bill would establish a federal right of publicity, giving public figures and private individuals greater control over the creation and use of digital replicas of their likenesses, including artificial intelligence (AI)-generated content. If passed, the NO FAKES Act would create a legal framework for licensing digital replicas, including provisions for liability, safe harbors, and statutory exceptions. The proposal has received broad support from the entertainment and technology industries. However, digital rights organizations have raised concerns that the Act risks chilling protected speech. == Background == === Entertainment industry concerns === Actors’ concerns over studios' use of their digital likeness were one of the primary drivers of the Screen Actors Guild–American Federation of Television and Radio Artists (SAG-AFTRA) strike in 2023. Negotiators for SAG-AFTRA alleged that the Alliance of Motion Picture and Television Producers (AMPTP) sought to use the digital likenesses of actors in perpetuity and would try to replace union members, especially background actors. The AMPTP denied SAG-AFTRA's interpretation of its proposal. In November 2023, AMPTP and SAG-AFTRA reached an agreement on the use of actors’ digital replicas, which included requirements for consent and compensation. Recording labels have also expressed concerns over unauthorized digital replicas of their performers' likeness. In 2023, TikTok user Ghostwriter977 released "Heart on My Sleeve," an AI-produced song in the styles of Drake and the Weeknd. After the song received millions of streams, the Universal Music Group (UMG) initiated takedown requests to TikTok and YouTube, which removed the song from their platforms. The legal arguments attorneys made were not disclosed; however, commentators noted that they likely used the Digital Millennium Copyright Act (DMCA). This presented a novel scenario, since UMG did not have licensing rights to "Heart on My Sleeve." According to The Verge, UMG based its DMCA takedown request on an unauthorized sample used at the start of the song for the producer tag. While legal commentators noted that UMG could have asserted a violation of the artists’ rights of publicity, existing state right of publicity laws do not provide notice-and-takedown mechanisms comparable to those under the DMCA. === Legal landscape === Legal scholars have observed that AI-generated digital replicas raise questions under existing copyright and intellectual property law. U.S. copyright law generally requires that original authorship be attributable to a human; however, the extent of human intervention needed to satisfy this requirement is not clear. Copyright holders have filed lawsuits against AI companies alleging unauthorized usage of copyrighted material to train their models, though many of these cases remain pending. In terms of outputs, record labels often hold rights to artists’ musical works but do not necessarily control the artists’ voice, appearance, or likeness in the same way. As a result, AI-generated recordings such as "Heart on My Sleeve" may fall outside the scope of certain traditional copyright protections. Individuals' likenesses have historically been governed under the Lanham Act, the Federal Trade Commission Act, and right of publicity laws. The right of publicity, recognized in many state-level statutes and common law, allows individuals to bring legal claims against unauthorized commercial use of their identities. It has often, but not exclusively, been applied to celebrities or other recognizable individuals. There is no federal-level right to publicity, and state-level protections vary, especially on issues relating to digital replicas and posthumous rights, which makes it difficult for creators or other individuals to prevent unauthorized use of their likenesses. In July 2024, the U.S. Copyright Office released a report on digital replicas and recommended that Congress create a federal law to protect individuals from unauthorized uses of their digital replicas, noting the inadequacy, narrowness, and inconsistency of existing laws. == Provisions == Under the NO FAKES Act of 2025, a digital replica is defined as "a newly created, computer-generated, highly realistic electronic representation that is readily identifiable as the voice or visual likeness of an individual," living or dead. A digital replica can be embodied in sound recordings, images, or audiovisual works in which the individual did not perform or in which the individual did perform but the "fundamental character of the performance or appearance has been materially altered." The Act specifies that digital replicas do not include reproduced samples of works authorized by the copyright holder. The Act defines a "right holder" as either the individual who is the subject of a digital replica or an entity that has acquired the rights to that individual’s likeness. The Act grants right holders the exclusive right to authorize the use of an individual’s likeness in a digital replica. This right is not assignable during the individual’s lifetime; however, it can be licensed to a living individual for up to 10 years under certain conditions. Postmortem rights The Act provides that the right does not automatically expire upon an individual’s death. It may be transferred to executors, heirs, or other parties designated by the individual. The right is held by the right holder for 10 years following the individual’s death. If the right holder demonstrates active use of the digital replica within the 2 years preceding the end of the 10-year term, the right may be extended for an additional 5-year period. These five-year extensions may be renewed for up to 70 years after the individual’s death. Liability The Act establishes liability for individuals who knowingly distribute a digital replica without authorization from the right holder, as well as for entities that make available a service primarily designed to produce unlawful digital replicas. Safe harbor provisions Similar to the Communications Decency Act and the DMCA, the Act establishes safe harbor provisions for online service providers. Providers are shielded from liability if they adopt and inform users of a policy for terminating accounts that repeatedly violate the Act. The NO FAKES Act does not require online services to proactively monitor content. Instead, it creates a notice-and-takedown mechanism under which providers must promptly respond to notifications seeking the removal of unauthorized digital replicas. These safe harbor protections apply only if the online service provider designates an agent with the U.S. Copyright Office to receive notifications of alleged violations. Remedies The NO FAKES Act provides remedies that are similar to those available under U.S. copyright law. Under the Act, individuals may be held liable for either statutory damages of $5,000 or actual damages for creating or distributing an unauthorized digital replica. The legislation also establishes a tiered liability framework for online service providers. Those that make good faith efforts to comply with the Act may face statutory damages of up to $25,000 per work for violations or actual damages. Providers that do not undertake such compliance efforts may be liable for $5,000 per unauthorized display or transmission of a digital replica, with damages capped at $750,000 per work. Exclusions The Act includes several exceptions to liability that are modeled in part on fair use principles. Digital replicas are excluded from liability when "used in a bona fide news, public affairs, or sports broadcast or account;" in a documentary or historical context; or in a way that is "consistent with the public interest." These exclusions do not apply to de minimis uses or to digital replicas that are sexually explicit in nature. The Act further states that licensing requirements do not apply to licenses established through collective bargaining agreements that contain provisions governing the use of digital replicas. The Act does not impose secondary liability on providers of generative artificial intelligence tools or services whose primary purpose is not the creation of unauthorized digital replicas. Preemption The NO FAKES Act preempts laws that protect "an individual's voice and visual likeness rights in connection with a digital replica, as defined in this Act, in an expressive work." However, the Act preserves state laws governing digital replicas enacted before January 2, 2025, as well as state laws addressing digital replicas that portray sexually explicit conduct. == History == In 2023, Senators Marsha Blackburn, Chris Coons, Amy Klobuchar, and Th

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