AI Data Visualization Tools

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

  • Commission on Enhancing National Cybersecurity

    Commission on Enhancing National Cybersecurity

    The President's Commission on Enhancing National Cybersecurity is a Presidential Commission formed on April 13, 2016, to develop a plan for protecting cyberspace, and America's economic reliance on it. The commission released its final report in December 2016. The report made recommendations regarding the intertwining roles of the military, government administration and the private sector in providing cyber security. Chairman Donilon said of the report that its coverage "is unusual in the breadth of issues" with which it deals. == Recommendations == The report made sixteen major recommendations with fifty-three specific action items broadly grouped under six areas: Protecting the information and digital infrastructure Investing in the secure growth of information and digital infrastructure Consumer information access Building the cybersecurity workforce Building a secure governmental cybersecurity framework Keeping interconnectivity open, fair, competitive, and secure The Commission found that strong authentication systems were mandatory for adequate cybersecurity, not just for the government, but for all commercial systems, and private individuals. The commission also stressed remote identity proofing and security for the Internet of things (IoT). Finding that technicians who know cybersecurity and can protect systems are few and in short supply, the commission recommended nationally supported training programs to produce an adequate workforce, as well as increasing the level of expertise in the existing workforce. The Commission highlighted the importance of partnerships between government and the private sector as a powerful tool for encouraging the technology, policies and practices we need to secure and grow the digital economy. (page 2) Some criticised the commission's work as lacking an understanding of cybersecurity and not being cognizant of "cyber reality" and the cost of some of the action items, but others found the report constructive and meaningful. == Commission members == The initial members of the Commission are: Tom Donilon, former Assistant to the President and National Security Advisor (Chair) Sam Palmisano, former CEO of IBM (Vice Chair) General Keith Alexander, CEO of IronNet Cybersecurity, former Director of the National Security Agency and former Commander of U.S. Cyber Command Annie Antón, Professor and Chair of the School of Interactive Computing at Georgia Tech. Ajay Banga, President and CEO of MasterCard Steven Chabinsky, General Counsel and Chief Risk Officer of CrowdStrike Patrick Gallagher, Chancellor of the University of Pittsburgh and former Director of the National Institute of Standards and Technology Peter Lee, Corporate Vice President, Microsoft Research Herbert Lin, Senior Research Scholar for Cyber Policy and Security at the Stanford Center for International Security and Cooperation and Research Fellow at the Hoover Institution Heather Murren, former member of the Financial Crisis Inquiry Commission and co-founder of the Nevada Cancer Institute Joe Sullivan, Chief Security Officer of Uber and former Chief Security Officer of Facebook Maggie Wilderotter, Executive Chairman of Frontier Communications == Follow-on == Incoming President Trump has indicated that he wants a full review of U.S. cyber protection policy. == Notes and references ==

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  • International Aerial Robotics Competition

    International Aerial Robotics Competition

    The International Aerial Robotics Competition (IARC) is a university-based robotics competition held on the campus of the Georgia Institute of Technology, currently hosted by RoboNation. Since 1991, collegiate teams with the backing of industry and government have fielded autonomous flying robots in an attempt to perform missions requiring robotic behaviors not previously exhibited by a flying machine. The term “aerial robotics” was coined by competition creator Robert Michelson in 1990 to describe a new class of small highly intelligent flying machines. Successive years of competition saw these aerial robots grow from vehicles that could barely maintain themselves in the air, to automatons which are self-stable, self-navigating, and able to interact with their environment. The goal of the competition has been to provide a reason for the state-of-the-art of aerial robotics to move forward. Challenges have been geared towards producing advances. From 1991 through 2009, six missions were proposed. Each involved fully autonomous robotic behavior undemonstrated at the time. In October 2013 a seventh mission was proposed. It was the first to involve interaction between aerial robots and multiple ground robots. In 2016, the competition and its creator were recognized during the Georgia legislative session in the form of a senate resolution as the longest running aerial robotics competition in the world. == History == === First mission === The initial mission to move a metallic disc from one side of an arena to the other was seen by many as almost impossible. The college teams improved their entries over the next two years when the competition saw its first autonomous takeoff, flight, and landing by a team from the Georgia Institute of Technology. In 1995, a team from Stanford University was able to acquire a single disk and move it from one side of the arena to the other in a fully autonomous flight—half. === Second mission === The competition mission was toughened and made less abstract by requiring teams to search for a toxic waste dump, map the location of partially buried randomly oriented toxic waste drums, identify the contents of each drum from the hazard labels on the outside of each drum, and bring a sample back from one of the drums. In 1996, a team from the Massachusetts Institute of Technology and Boston University, with backing from Draper Labs, created a small fully autonomous flying robot that repeatedly and correctly mapped the location of all five of the toxic waste drums, and correctly identified the contents of two from the air, completing approximately seventy five percent of the mission. The following year, an aerial robot developed by a team from Carnegie Mellon University completed the entire mission. === Third mission === The third mission began in 1998. It was a search and rescue mission requiring fully autonomous robots to take off, fly to a disaster area and search amid fires, broken water mains, clouds of toxic gas, and rubble. The scenario was recreated at the U.S. Department of Energy's Hazardous Material Management and Emergency Response (HAMMER) training facility. Because of the realism of the scenario, animatrons were used instead of human actors to simulate survivors incapable of extracting themselves from the disaster area. An aerial robot from Germany's Technische Universität Berlin was able to detect and avoid all of the obstacles, identify all the dead on the ground and the survivors (distinguishing between the two based on movement), and relay pictures of the survivors along with their locations back to first responders who would attempt a rescue. This mission was completed in 2000. === Fourth mission === The fourth mission was initiated in 2001. It involved three scenarios requiring the same autonomous behavior: a hostage rescue mission where a submarine 3 kilometers off the coast must send an aerial robot to find a coastal city, identify the embassy where hostages are being held, locate valid openings in the embassy building, enter (or send in a sensor probe/subvehicle) and relay pictures of the hostages 3 km to the submarine prior to mounting an amphibious assault on the embassy to free the hostages; the discovery of an ancient mausoleum where a virus had killed the archaeological team, who had radioed that an important and undocumented tapestry was hanging inside, with 15 minutes to send an autonomous aerial robot to find the mausoleum, enter it (or send in a sensor probe/subvehicle) and relay pictures of the tapestry back prior to the destruction of the mausoleum and its contents; and an explosion at a nuclear reactor facility where scientists must send in an aerial robot to find the operating reactor building, enter the building (or send in a sensor probe/subvehicle) and relay pictures of the control panels to determine if a melt-down is imminent. All three missions involved the same elements of ingress, locating, identification, entry, and relaying pictures within 15 minutes. It was conducted at the U.S. Army's Fort Benning Soldier Battle Lab using the McKenna MOUT (Military Operations on Urban Terrain) site. The fourth mission was completed in 2008 with 27 teams who had demonstrated each of the required aerial robotic behaviors, except being able to demonstrate these behaviors in under 15 minutes—a feat considered by the judges to be inevitable given more time, and therefore no longer a significant challenge. Thus the fourth mission was terminated, $80,000 in awards distributed, and the fifth mission established. === Fifth mission === The fifth mission picked up where the fourth mission left off by demonstrating the fully autonomous aerial robotic behaviors necessary to rapidly negotiate the confined internal spaces of a structure once it has been penetrated by an air vehicle. The nuclear reactor complex explosion scenario of the fourth mission was used as the backdrop for the fifth mission. The fifth mission required a fully autonomous aerial vehicle to penetrate the structure and negotiate the more complex interior space containing hallways, small rooms, obstacles, and dead ends in order to search for a designated target without the aid of global-positioning navigational aids, and relay pictures back to a monitoring station some distance from the structure. The First Symposium on Indoor Flight Issues was held in conjunction with this 2009 IARC event. === Sixth mission === The sixth mission began in 2010 as an extension of the fifth mission theme of autonomous indoor flight behavior, however it demanded more advanced behaviors than were possible by any aerial robot extant in 2010. This espionage mission involved covertly stealing a flash drive from a particular room in a building and depositing an identical drive to avoid detection of the theft. The 2010 Symposium on Indoor Flight Issues was held concurrently at the University of Puerto Rico - Mayagüez during the 20th anniversary competition. === Seventh mission === The seventh mission began in 2014 demanding more advanced behaviors than were possible by any aerial robot extant in 2014. A single autonomous aerial robot had to herd up to 10 autonomous ground robot targets across one designated end of a 20m x 20m (65.62 feet x 65.62 feet) arena in under 10 minutes. The arena had neither walls for SLAM mapping nor GPS availability. Techniques such as optical flow or optical odometry were possible solutions to navigation within the arena. Collisions with obstacle ground robots ended the run with no score. The autonomous aerial robots interacted with the ground robots in the following way: if an aerial robot touched the ground robot on top, the ground robot would turn clockwise 45°. If the aerial robot blocked its forward motion by landing in front of it, the ground robot would reverse direction. Ground robots that feely escaped the arena, counted against the aerial robot's overall score, so the autonomous aerial robots had to decide which ground robots were in imminent danger of crossing any boundary except the designated one, and redirect them toward the designated boundary.Zhejiang University was the overall winner of Mission 7, of 52 teams from 12 nations entered as competitors. === Eighth mission === In 2018, the 8th mission was announced. Mission 8 focused on non-electronic human-machine interaction for the first time, with four aerial robots assisting humans to complete tasks that one person could not independently accomplish. The gist of mission 8 involved a swarm of autonomous aerial robots working with a human to achieve a task in the presence of hostile "Sentry aerial robots" which were trying to impede the human. In 2018, the inaugural year of mission 8, the American Venue was held on the campus of the Georgia Institute of Technology in Atlanta, Georgia, and the Asia/Pacific Venue was conducted at Beihang University in Beijing China. The following year, Mission 8 was successfully completed in Kunming China at the Yunnan Innovation

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  • Feeding the Machine (book)

    Feeding the Machine (book)

    Feeding the Machine: The Hidden Human Labour Powering AI is a 2024 book by James Muldoon, Mark Graham and Callum Cant. == Writing == The authors developed the concept for the book while doing fieldwork studying data annotation in developing countries in East Africa. == Synopsis == The book examines the human input needed to develop and sustain AI ecosystems. == Reception == The book received positive reviews. Rosalie Waelen of Capital & Class gave it a mostly positive review. Tim Hornyak of Literary Review praised it. Kirkus Reviews called it "A sobering and timely—if sometimes distracted—study of AI.". Publishers Weekly gave the book a starred review, writing that "The grim real-life stories read like dystopian parables, such as the account of a European voice actor whose recordings were legally used without her consent to create an inexpensive synthetic clone whom she now competes with for business. Driven by striking reporting and finely observed profiles, this unsettles."

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  • AI Seoul Summit 2024

    AI Seoul Summit 2024

    The AI Seoul Summit 2024 was an event in May 2024 co-hosted by the South Korean and British governments. The Seoul Declaration was adopted to address artificial intelligence technology and related challenges and opportunities. == Background == The AI Seoul Summit is the second such meeting following the AI Safety Summit held in the United Kingdom in November 2023. In the Bletchley Declaration, the participating countries agreed to prioritize identifying AI safety risks of shared concern, a shared concern, but at the Seoul Summit, the leaders also recognized the importance of AI. == Notable attendees == The summit was attended by the leaders of Group of Seven countries, including the United States, Canada, France, and Germany, South Korea, Singapore and Australia, representatives of the United Nations, the Organisation for Economic Co-operation and Development, and the European Union. Also in attendance were representatives of global companies such as Tesla CEO Elon Musk, Samsung Electronics Chairman Lee Jae-yong, ChatGPT maker OpenAI, Google, Microsoft, Meta, and South Korea's top portal operator Naver. == Topics == === South Korean AI safety center === "South Korea will push forward with the establishment of an AI safety research center in Korea and join a network to boost the global safety of AI." Minister of Science, Lee Jong-ho said that South Korea was planning to open an AI Safety Institute in 2024. He also expressed his intention to strengthen cooperation for the development of international standards. === Seoul Declaration for Safe, Innovative and Inclusive AI === The Seoul Declaration was adopted at the summit by leaders representing the EU, the US, the UK, Australia, Canada, Germany, France, Italy, Japan, South Korea, and Singapore. The declaration is a commitment to foster international cooperation to help develop AI governance frameworks that are interoperable between countries, partly by integrating the Hiroshima Process International Code of Conduct for Organizations Developing Advanced AI Systems. It advocates for the development of human-centric AI in collaboration with the private sector, academia, and civil society. === Seoul Ministerial Statement for advancing AI safety === At the ministerial meeting of the summit, the Seoul Ministerial Statement, a joint statement calling for the improvement of the safety, innovation, and inclusivity of AI technologies, was adopted by ministers from Australia, Canada, Chile, France, Germany, India, Indonesia, Israel, Italy, Japan, Kenya, Mexico, the Netherlands, Nigeria, New Zealand, the Philippines, South Korea, Rwanda, Saudi Arabia, Singapore, Spain, Switzerland, Turkey, Ukraine, the United Arab Emirates, the UK, and the US, as well as an EU representative. It aims to develop low-power chips as the AI industry rapidly expands and massive consumption is expected. == Global AI Summit series ==

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  • Per-pixel lighting

    Per-pixel lighting

    In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values. Per-pixel lighting is commonly used with techniques, such as blending, alpha blending, alpha to coverage, anti-aliasing, texture filtering, clipping, hidden-surface determination, Z-buffering, stencil buffering, shading, mipmapping, normal mapping, bump mapping, displacement mapping, parallax mapping, shadow mapping, specular mapping, shadow volumes, high-dynamic-range rendering, ambient occlusion (screen space ambient occlusion, screen space directional occlusion, ray-traced ambient occlusion), ray tracing, global illumination, and tessellation. Each of these techniques provides some additional data about the surface being lit or the scene and light sources that contributes to the final look and feel of the surface. Most modern video game engines implement lighting using per-pixel techniques instead of vertex lighting to achieve increased detail and realism. The id Tech 4 engine, used to develop such games as Brink and Doom 3, was one of the first game engines to implement a completely per-pixel shading engine. All versions of the CryENGINE, Frostbite Engine, and Unreal Engine, among others, also implement per-pixel shading techniques. Deferred shading is a recent development in per-pixel lighting notable for its use in the Frostbite Engine and Battlefield 3. Deferred shading techniques are capable of rendering potentially large numbers of small lights inexpensively (other per-pixel lighting approaches require full-screen calculations for each light in a scene, regardless of size). == History == While only recently have personal computers and video hardware become powerful enough to perform full per-pixel shading in real-time applications such as games, many of the core concepts used in per-pixel lighting models have existed for decades. Frank Crow published a paper describing the theory of shadow volumes in 1977. This technique uses the stencil buffer to specify areas of the screen that correspond to surfaces that lie in a "shadow volume", or a shape representing a volume of space eclipsed from a light source by some object. These shadowed areas are typically shaded after the scene is rendered to buffers by storing shadowed areas with the stencil buffer. Jim Blinn first introduced the idea of normal mapping in a 1978 SIGGRAPH paper. Blinn pointed out that the earlier idea of unlit texture mapping proposed by Edwin Catmull was unrealistic for simulating rough surfaces. Instead of mapping a texture onto an object to simulate roughness, Blinn proposed a method of calculating the degree of lighting a point on a surface should receive based on an established "perturbation" of the normals across the surface. == Hardware rendering == Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color. Then, the data is passed into a shader and used to compute the final appearance of the scene, pixel-by-pixel. Deferred shading is a per-pixel shading technique that has recently become feasible for games. With deferred shading, a "g-buffer" is used to store all terms needed to shade a final scene on the pixel level. The format of this data varies from application to application depending on the desired effect, and can include normal data, positional data, specular data, diffuse data, emissive maps and albedo, among others. Using multiple render targets, all of this data can be rendered to the g-buffer with a single pass, and a shader can calculate the final color of each pixel based on the data from the g-buffer in a final "deferred pass". Because deferred shading assumes only one visible fragment per pixel sample, transparent objects are generally handled in a separate forward pass. == Software rendering == Per-pixel lighting is also performed in software on many high-end commercial rendering applications which typically do not render at interactive framerates. This is called offline rendering or software rendering. NVidia's mental ray rendering software, which is integrated with such suites as Autodesk's Softimage is a well-known example.

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  • India AI Impact Summit 2026

    India AI Impact Summit 2026

    The India AI Impact Summit 2026 (also abbreviated as the AI Impact Summit) was an international summit on artificial intelligence held at Bharat Mandapam, New Delhi, India, from 16 to 21 February 2026. It is the fourth in a series of global AI summits following the Bletchley Park AI Safety Summit in 2023, the AI Seoul Summit in 2024, and the AI Action Summit in Paris in 2025. Organised under the IndiaAI Mission by the Ministry of Electronics and Information Technology, it is the first summit in the series to be hosted by a Global South nation. This series of AI summits will continue with the AI Summit in Geneva to be hosted by Switzerland in 2027. The summit was inaugurated by Prime Minister Narendra Modi on 19 February 2026. The opening ceremony was also addressed by French President Emmanuel Macron and United Nations Secretary-General António Guterres. The summit was attended by over 20 heads of state and a delegation of global technology leaders including Sundar Pichai (Google), Sam Altman (OpenAI), and Demis Hassabis (DeepMind). The event faced criticism for organisational issues, misrepresentation of non-Indian products as Indian, and a perceived focus on trade fair activities over substantive governance. == Background == The AI Impact Summit was an international summit on artificial intelligence (AI) held in New Delhi from 16 to 20 February 2026. It followed the AI Action Summit in Paris in February 2025, the AI Seoul Summit in 2024 and the Bletchley Park AI Safety Summit in 2023. According to Crowell & Moring, the changing summit titles seemed to reflect a broader shift in focus away from AI safety and governance toward practical impact, implementation, and measurable outcomes. Ahead of the summit, an international panel of experts published the second International AI Safety Report. The summit was structured around three foundational pillars, termed "Sutras": People, Planet, and Progress. Seven thematic working groups were established to deliver outcomes across these pillars, covering AI for economic growth and social good; democratising AI resources; inclusion for social empowerment; safe and trusted AI; human capital; science; and resilience, innovation, and efficiency. == Programme == The summit ran over five days, later extended to six following overwhelming public response. Originally scheduled to conclude on 20 February, the event was extended to 21 February with expanded evening hours for the exhibition. === India AI Impact Expo === The India AI Impact Expo, inaugurated by Prime Minister Modi on 16 February, featured over 300 exhibitors from 30 countries across more than 10 thematic pavilions. Pavilions were organised across thematic zones aligned with the summit's three pillars, showcasing AI applications in healthcare, agriculture, education, and sustainable industry. === Leaders' Plenary and CEO Roundtable === The Leaders' Plenary on 19 February brought together heads of state, ministers, and representatives from multilateral institutions to outline national and global priorities on AI governance, infrastructure, and international cooperation. A CEO Roundtable, held the same evening, convened senior executives from global technology and industry firms with government leaders to discuss investment, research collaboration, and deployment of AI systems. === Research Symposium === A Research Symposium on AI and its Impact was held on 18 February, with the IIIT Hyderabad as knowledge partner. Discussions covered sovereign AI infrastructure, global adoption challenges, research breakthroughs, and policy priorities. == Participants == The summit drew delegations from over 100 countries, including more than 20 heads of state and 60 ministers. Notable attendees from the technology industry included Sundar Pichai (Google), Sam Altman (OpenAI), Dario Amodei (Anthropic), Demis Hassabis (Google DeepMind), and Mukesh Ambani (Reliance Industries). Representatives from multilateral institutions included Sangbu Kim of the World Bank. == Announcements and outcomes == === Indian AI models === Several Indian AI models and products were unveiled during the summit. Sarvam AI, an Indian AI laboratory, launched a new generation of large language models, including 30-billion and 105-billion parameter models using a mixture of experts architecture, as well as text-to-speech, speech-to-text, and vision models. Sarvam also introduced the Kaze smartglasses, described as the company's first hardware product, which Prime Minister Modi tested at the expo. The government-backed BharatGen Param2 model, a 17-billion parameter model supporting 22 Indian languages with multimodal capabilities, was also launched at the summit. === Infrastructure commitments === Union Minister Ashwini Vaishnaw outlined India's "whole-of-nation" AI strategy, describing plans to build a "frugal, sovereign and scalable" AI ecosystem. The government announced plans to add more than 20,000 GPUs to India's existing base of 38,000 under the IndiaAI Compute Portal. Microsoft announced at the summit that it was on track to invest US$50 billion by the end of the decade to bring AI to lower-income countries. Goa reaffirmed its commitment to artificial intelligence at the India AI Impact Summit 2026. === Guinness World Record === During the summit, India set a Guinness World Record for the most pledges received for an AI responsibility campaign in 24 hours, with 250,946 valid pledges collected between 16 and 17 February 2026. The campaign, conducted in partnership with Intel India as part of the IndiaAI Mission, exceeded its initial target of 5,000 pledges. == Controversies and criticisms == === Galgotias University incident === On 18 February, Galgotias University faced widespread criticism after a representative presented a robot dog at the university's exhibition pavilion as an indigenous development. Social media users identified the robot as the Unitree Go2, a commercially available product manufactured by Chinese company Unitree Robotics. IT Secretary S. Krishnan stated that the government did not want exhibitors to showcase items that were not their own, and the university was directed to vacate its stall. Galgotias University issued an apology, stating that the representative had been "ill-informed" and was not authorised to speak to the press. The incident drew political reactions, with the Indian National Congress using it to criticise the government. The controversy was amplified after Union IT Minister Ashwini Vaishnaw had earlier shared a video clip of the robot on social media, which was subsequently deleted. === Organisational issues === On day 1 of the Summit, Dhananjay Yadav, a Bengaluru-based entrepreneur had alleged that his product was stolen in the Summit. He called it as a pain for the people in an X post. He further wrote, "Think about this: We paid for flights, accommodation, logistics and even the booth. Only to see our wearables disappear inside a high-security zone". Later, the stolen devices were recovered by The Delhi Police. Bloomberg reported that delegates were left stranded without food or water during a security lockdown ahead of the Prime Minister's visit on 19 February. The summit venue was closed to the public on 19 February for the Prime Minister's visit, leading to criticism from attendees who had registered for that day. === Protests by the Indian Youth Congress (IYC) === On 20 February, some members of the Indian Youth Congress (IYC) carried out protests inside the venue with slogans such as "PM is compromised" and the criticism of the recent trade deal between India and the US. 4 of these members were sent to police custody by the court on 22 February. While Bharatiya Janta Party condemned these protests, with its spokesperson Shehzad Poonawalla saying, "From being anti-BJP, you have gone to being anti-national? If you have a problem with the BJP, then protest at the BJP office, Jantar Mantar, or outside the PM's office. But the people of the country and their alliance partners condemn them for their attempt to defame India in front of the entire world at the AI Summit." Congress leader Harish Rawat defended the protests, saying "it's also a fact that AI might become a tool in the hands of a few individuals… It's the opposition's job to warn against that… It's not the first time such international events have been opposed. I know how the BJP protested during the Commonwealth Games… To say that such opposition has happened for the first time is not correct. The BJP has been doing this while in the opposition." These protestors were granted bail by the Delhi high court on 2 March. == Reception and analysis == Bloomberg News reported that Prime Minister Modi used the summit to assert India's global AI ambitions following a challenging year in foreign policy. TechPolicy.Press published several critical analyses of the summit. One article argued that the summit's structure granted "multinational corporations parity with sovereign governments

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  • The Raimones

    The Raimones

    The Raimones (stylized as THE RAiMONES) is a 2017 generative music project that utilized artificial intelligence to compose music in the style of the American punk rock band The Ramones. Developed by Matthias Frey, a researcher at Sony CSL Tokyo, the project was an early experiment in applying deep learning to high-energy, minimalist musical genres. == Technical Development == The project utilized Long short-term memory (LSTM) recurrent neural networks to generate musical structures and lyrics. The model was trained on a dataset consisting of 130 Ramones songs in MIDI format and the band's complete lyrical catalog. The technical framework was built using Python and Jupyter Notebook, drawing influence from the character-level RNN text generation models popularized by Andrej Karpathy. Unlike contemporary AI music projects that focused on the harmonic complexities of classical or pop music, THE RAiMONES sought to determine if neural networks could replicate the "1-2-3-4" rhythmic consistency and formulaic nature of early punk. == "I'm Alive" == The primary output of the project was the song "I'm Alive," released in 2017. The work is described as a form of "augmented intelligence," a hybrid approach where the AI provides the compositional foundation and human musicians handle the arrangement and performance. The song was recorded by the musician Mr. Ratboy (Gilbert Avondet). Avondet's involvement provided a stylistic link to the subject material, as he had previously served as a touring guitarist for Marky Ramone and the Intruders in 1996. The project's discography has since been made available on major streaming platforms, including Apple Music. == Reception and Significance == The project has been cited as a "proof of concept" for AI's ability to tackle "noisy" and aggressive aesthetics. In 2019, the Belgian magazine Knack Focus profiled the project alongside other AI pioneers such as Holly Herndon, noting the project's attempt to recreate the sound of "deceased legends" while maintaining a distinct, machine-like quality. It has also been featured in academic settings, such as at UC Santa Cruz, as a case study for AI-driven genre mimicry.

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  • Mark I Perceptron

    Mark I Perceptron

    The Mark I Perceptron was a pioneering supervised image classification learning system developed by Frank Rosenblatt in 1958. It was the first implementation of an artificial intelligence (AI) machine. It differs from the Perceptron which is a software architecture proposed in 1943 by Warren McCulloch and Walter Pitts, which was also employed in Mark I, and enhancements of which have continued to be an integral part of cutting edge AI technologies like the Transformer. == Architecture == The Mark I Perceptron was organized into three layers: A set of sensory units which receive optical input A set of association units, each of which fire based on input from multiple sensory units A set of response units, which fire based on input from multiple association units The connection between sensory units and association units were random. The working of association units was very similar to the response units. Different versions of the Mark I used different numbers of units in each of the layers. == Capabilities == In his 1957 proposal for funding for development of the "Cornell Photoperceptron", Rosenblatt claimed:"Devices of this sort are expected ultimately to be capable of concept formation, language translation, collation of military intelligence, and the solution of problems through inductive logic."With the first version of the Mark I Perceptron as early as 1958, Rosenblatt demonstrated a simple binary classification experiment, namely distinguishing between sheets of paper marked on the right versus those marked on the left side. One of the later experiments distinguished a square from a circle printed on paper. The shapes were perfect and their sizes fixed; the only variation was in their position and orientation. The Mark I Perceptron achieved 99.8% accuracy on a test dataset with 500 neurons in a single layer. The size of the training dataset was 10,000 example images. It took 3 seconds for the training pipeline to go through a single image. Higher accuracy was observed with thick outline figures compared to solid figures, likely because outline figures reduced overfitting. Another experiment distinguished between a square and a diamond for which 100% accuracy was achieved with only 60 training images, with a Perceptron having 1,000 neurons in a single layer. The time taken to process each training input for this larger perceptron was 15 seconds. The only variation was in position of the image, since rotation would have been ambiguous. In that same experiment, it could distinguish between the letters X and E with 100% accuracy when trained with only 20 images (10 images of each letter). Variations in the images included both position and rotation by up to 30 degrees. When variation in rotation was increased to any angle (both in training and test datasets), the accuracy reduced to 90% with 60 training images (30 images of each letter). For distinguishing between the letters E and F, a more challenging problem due to their similarity, the same 1,000 neuron perceptron achieved an accuracy of more than 80% with 60 training images. Variation was only in the position of the image, with no rotation.

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  • Couchbase Server

    Couchbase Server

    Couchbase Server, originally known as Membase, is a source-available, distributed (shared-nothing architecture) multi-model NoSQL document-oriented database software package optimized for interactive applications. These applications may serve many concurrent users by creating, storing, retrieving, aggregating, manipulating and presenting data. In support of these kinds of application needs, Couchbase Server is designed to provide easy-to-scale key-value, or JSON document access, with low latency and high sustainability throughput. It is designed to be clustered from a single machine to very large-scale deployments spanning many machines. Couchbase Server provided client protocol compatibility with memcached, but added disk persistence, data replication, live cluster reconfiguration, rebalancing and multitenancy with data partitioning. == Product history == Membase was developed by several leaders of the memcached project, who had founded a company, NorthScale, to develop a key-value store with the simplicity, speed, and scalability of memcached, but also the storage, persistence and querying capabilities of a database. The original membase source code was contributed by NorthScale, and project co-sponsors Zynga and Naver Corporation (then known as NHN) to a new project on membase.org in June 2010. On February 8, 2011, the Membase project founders and Membase, Inc. announced a merger with CouchOne (a company with many of the principal players behind CouchDB) with an associated project merger. The merged company was called Couchbase, Inc. In January 2012, Couchbase released Couchbase Server 1.8. In September of 2012, Orbitz said it had changed some of its systems to use Couchbase. In December of 2012, Couchbase Server 2.0 (announced in July 2011) was released and included a new JSON document store, indexing and querying, incremental MapReduce and replication across data centers. == Architecture == Every Couchbase node consists of a data service, index service, query service, and cluster manager component. Starting with the 4.0 release, the three services can be distributed to run on separate nodes of the cluster if needed. In the parlance of Eric Brewer's CAP theorem, Couchbase is normally a CP type system meaning it provides consistency and partition tolerance, or it can be set up as an AP system with multiple clusters. === Cluster manager === The cluster manager supervises the configuration and behavior of all the servers in a Couchbase cluster. It configures and supervises inter-node behavior like managing replication streams and re-balancing operations. It also provides metric aggregation and consensus functions for the cluster, and a RESTful cluster management interface. The cluster manager uses the Erlang programming language and the Open Telecom Platform. ==== Replication and fail-over ==== Data replication within the nodes of a cluster can be controlled with several parameters. In December of 2012, support was added for replication between different data centers. === Data manager === The data manager stores and retrieves documents in response to data operations from applications. It asynchronously writes data to disk after acknowledging to the client. In version 1.7 and later, applications can optionally ensure data is written to more than one server or to disk before acknowledging a write to the client. Parameters define item ages that affect when data is persisted, and how max memory and migration from main-memory to disk is handled. It supports working sets greater than a memory quota per "node" or "bucket". External systems can subscribe to filtered data streams, supporting, for example, full text search indexing, data analytics or archiving. ==== Data format ==== A document is the most basic unit of data manipulation in Couchbase Server. Documents are stored in JSON document format with no predefined schemas. Non-JSON documents can also be stored in Couchbase Server (binary, serialized values, XML, etc.) ==== Object-managed cache ==== Couchbase Server includes a built-in multi-threaded object-managed cache that implements memcached compatible APIs such as get, set, delete, append, prepend etc. ==== Storage engine ==== Couchbase Server has a tail-append storage design that is immune to data corruption, OOM killers or sudden loss of power. Data is written to the data file in an append-only manner, which enables Couchbase to do mostly sequential writes for update, and provide an optimized access patterns for disk I/O. === Performance === A performance benchmark done by Altoros in 2012, compared Couchbase Server with other technologies. Cisco Systems published a benchmark that measured the latency and throughput of Couchbase Server with a mixed workload in 2012. == Licensing and support == Couchbase Server is a packaged version of Couchbase's open source software technology and is available in a community edition without recent bug fixes with an Apache 2.0 license and an edition for commercial use. Couchbase Server builds are available for Ubuntu, Debian, Red Hat, SUSE, Oracle Linux, Microsoft Windows and macOS operating systems. Couchbase has supported software developers' kits for the programming languages .NET, PHP, Ruby, Python, C, Node.js, Java, Go, and Scala. == SQL++ == A query language called SQL++ (formerly called N1QL), is used for manipulating the JSON data in Couchbase, just like SQL manipulates data in RDBMS. It has SELECT, INSERT, UPDATE, DELETE, MERGE statements to operate on JSON data. It was initially announced in March 2015 as "SQL for documents". The SQL++ data model is non-first normal form (N1NF) with support for nested attributes and domain-oriented normalization. The SQL++ data model is also a proper superset and generalization of the relational model. === Example === Like query SELECT FROM `bucket` WHERE email LIKE "%@example.org"; Array query SELECT FROM `bucket` WHERE ANY x IN friends SATISFIES x.name = "Pavan" END; == Couchbase Mobile == Couchbase Mobile / Couchbase Lite is a mobile database providing data replication. Couchbase Lite (originally TouchDB) provides native libraries for offline-first NoSQL databases with built-in peer-to-peer or client-server replication mechanisms. Sync Gateway manages secure access and synchronization of data between Couchbase Lite and Couchbase Server. Couchbase Lite added support for Vector Search in version 3.2, allowing cloud to edge support for vector search in mobile applications. == Uses == Couchbase began as an evolution of Memcached, a high-speed data cache, and can be used as a drop-in replacement for Memcached, providing high availability for memcached application without code changes. Couchbase is used to support applications where a flexible data model, easy scalability, and consistent high performance are required, such as tracking real-time user activity or providing a store of user preferences or online applications. Couchbase Mobile, which stores data locally on devices (usually mobile devices) is used to create “offline-first” applications that can operate when a device is not connected to a network and synchronize with Couchbase Server once a network connection is re-established. The Catalyst Lab at Northwestern University uses Couchbase Mobile to support the Evo application, a healthy lifestyle research program where data is used to help participants improve dietary quality, physical activity, stress, or sleep. Amadeus uses Couchbase with Apache Kafka to support their “open, simple, and agile” strategy to consume and integrate data on loyalty programs for airline and other travel partners. High scalability is needed when disruptive travel events create a need to recognize and compensate high value customers. Starting in 2012, it played a role in LinkedIn's caching systems, including backend caching for recruiter and jobs products, counters for security defense mechanisms, for internal applications. == Alternatives == For caching, Couchbase competes with Memcached and Redis. For document databases, Couchbase competes with other document-oriented database systems. It is commonly compared with MongoDB, Amazon DynamoDB, Oracle RDBMS, DataStax, Google Bigtable, MariaDB, IBM Cloudant, Redis Enterprise, SingleStore, and MarkLogic.

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  • BL (logic)

    BL (logic)

    In mathematical logic, basic fuzzy logic (or shortly BL), the logic of the continuous t-norms, is one of the t-norm fuzzy logics. It belongs to the broader class of substructural logics, or logics of residuated lattices; it extends the logic MTL of all left-continuous t-norms. == Syntax == === Language === The language of the propositional logic BL consists of countably many propositional variables and the following primitive logical connectives: Implication → {\displaystyle \rightarrow } (binary) Strong conjunction ⊗ {\displaystyle \otimes } (binary). The sign & is a more traditional notation for strong conjunction in the literature on fuzzy logic, while the notation ⊗ {\displaystyle \otimes } follows the tradition of substructural logics. Bottom ⊥ {\displaystyle \bot } (nullary — a propositional constant); 0 {\displaystyle 0} or 0 ¯ {\displaystyle {\overline {0}}} are common alternative signs and zero a common alternative name for the propositional constant (as the constants bottom and zero of substructural logics coincide in MTL). The following are the most common defined logical connectives: Weak conjunction ∧ {\displaystyle \wedge } (binary), also called lattice conjunction (as it is always realized by the lattice operation of meet in algebraic semantics). Unlike MTL and weaker substructural logics, weak conjunction is definable in BL as A ∧ B ≡ A ⊗ ( A → B ) {\displaystyle A\wedge B\equiv A\otimes (A\rightarrow B)} Negation ¬ {\displaystyle \neg } (unary), defined as ¬ A ≡ A → ⊥ {\displaystyle \neg A\equiv A\rightarrow \bot } Equivalence ↔ {\displaystyle \leftrightarrow } (binary), defined as A ↔ B ≡ ( A → B ) ∧ ( B → A ) {\displaystyle A\leftrightarrow B\equiv (A\rightarrow B)\wedge (B\rightarrow A)} As in MTL, the definition is equivalent to ( A → B ) ⊗ ( B → A ) . {\displaystyle (A\rightarrow B)\otimes (B\rightarrow A).} (Weak) disjunction ∨ {\displaystyle \vee } (binary), also called lattice disjunction (as it is always realized by the lattice operation of join in algebraic semantics), defined as A ∨ B ≡ ( ( A → B ) → B ) ∧ ( ( B → A ) → A ) {\displaystyle A\vee B\equiv ((A\rightarrow B)\rightarrow B)\wedge ((B\rightarrow A)\rightarrow A)} Top ⊤ {\displaystyle \top } (nullary), also called one and denoted by 1 {\displaystyle 1} or 1 ¯ {\displaystyle {\overline {1}}} (as the constants top and zero of substructural logics coincide in MTL), defined as ⊤ ≡ ⊥ → ⊥ {\displaystyle \top \equiv \bot \rightarrow \bot } Well-formed formulae of BL are defined as usual in propositional logics. In order to save parentheses, it is common to use the following order of precedence: Unary connectives (bind most closely) Binary connectives other than implication and equivalence Implication and equivalence (bind most loosely) === Axioms === A Hilbert-style deduction system for BL has been introduced by Petr Hájek (1998). Its single derivation rule is modus ponens: from A {\displaystyle A} and A → B {\displaystyle A\rightarrow B} derive B . {\displaystyle B.} The following are its axiom schemata: ( B L 1 ) : ( A → B ) → ( ( B → C ) → ( A → C ) ) ( B L 2 ) : A ⊗ B → A ( B L 3 ) : A ⊗ B → B ⊗ A ( B L 4 ) : A ⊗ ( A → B ) → B ⊗ ( B → A ) ( B L 5 a ) : ( A → ( B → C ) ) → ( A ⊗ B → C ) ( B L 5 b ) : ( A ⊗ B → C ) → ( A → ( B → C ) ) ( B L 6 ) : ( ( A → B ) → C ) → ( ( ( B → A ) → C ) → C ) ( B L 7 ) : ⊥ → A {\displaystyle {\begin{array}{ll}{\rm {(BL1)}}\colon &(A\rightarrow B)\rightarrow ((B\rightarrow C)\rightarrow (A\rightarrow C))\\{\rm {(BL2)}}\colon &A\otimes B\rightarrow A\\{\rm {(BL3)}}\colon &A\otimes B\rightarrow B\otimes A\\{\rm {(BL4)}}\colon &A\otimes (A\rightarrow B)\rightarrow B\otimes (B\rightarrow A)\\{\rm {(BL5a)}}\colon &(A\rightarrow (B\rightarrow C))\rightarrow (A\otimes B\rightarrow C)\\{\rm {(BL5b)}}\colon &(A\otimes B\rightarrow C)\rightarrow (A\rightarrow (B\rightarrow C))\\{\rm {(BL6)}}\colon &((A\rightarrow B)\rightarrow C)\rightarrow (((B\rightarrow A)\rightarrow C)\rightarrow C)\\{\rm {(BL7)}}\colon &\bot \rightarrow A\end{array}}} The axioms (BL2) and (BL3) of the original axiomatic system were shown to be redundant (Chvalovský, 2012) and (Cintula, 2005). All the other axioms were shown to be independent (Chvalovský, 2012). == Semantics == Like in other propositional t-norm fuzzy logics, algebraic semantics is predominantly used for BL, with three main classes of algebras with respect to which the logic is complete: General semantics, formed of all BL-algebras — that is, all algebras for which the logic is sound Linear semantics, formed of all linear BL-algebras — that is, all BL-algebras whose lattice order is linear Standard semantics, formed of all standard BL-algebras — that is, all BL-algebras whose lattice reduct is the real unit interval [0, 1] with the usual order; they are uniquely determined by the function that interprets strong conjunction, which can be any continuous t-norm.

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  • Fuzzy measure theory

    Fuzzy measure theory

    In mathematics, fuzzy measure theory considers generalized measures in which the additive property is replaced by the weaker property of monotonicity. The central concept of fuzzy measure theory is the fuzzy measure (also capacity, see ), which was introduced by Choquet in 1953 and independently defined by Sugeno in 1974 in the context of fuzzy integrals. There exists a number of different classes of fuzzy measures including plausibility/belief measures, possibility/necessity measures, and probability measures, which are a subset of classical measures. == Definitions == Let X {\displaystyle \mathbf {X} } be a universe of discourse, C {\displaystyle {\mathcal {C}}} be a class of subsets of X {\displaystyle \mathbf {X} } , and E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} . A function g : C → R {\displaystyle g:{\mathcal {C}}\to \mathbb {R} } where ∅ ∈ C ⇒ g ( ∅ ) = 0 {\displaystyle \emptyset \in {\mathcal {C}}\Rightarrow g(\emptyset )=0} E ⊆ F ⇒ g ( E ) ≤ g ( F ) {\displaystyle E\subseteq F\Rightarrow g(E)\leq g(F)} is called a fuzzy measure. A fuzzy measure is called normalized or regular if g ( X ) = 1 {\displaystyle g(\mathbf {X} )=1} . == Properties of fuzzy measures == A fuzzy measure is: additive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) = g ( E ) + g ( F ) . {\displaystyle g(E\cup F)=g(E)+g(F).} ; supermodular if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have g ( E ∪ F ) + g ( E ∩ F ) ≥ g ( E ) + g ( F ) {\displaystyle g(E\cup F)+g(E\cap F)\geq g(E)+g(F)} ; submodular if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have g ( E ∪ F ) + g ( E ∩ F ) ≤ g ( E ) + g ( F ) {\displaystyle g(E\cup F)+g(E\cap F)\leq g(E)+g(F)} ; superadditive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) ≥ g ( E ) + g ( F ) {\displaystyle g(E\cup F)\geq g(E)+g(F)} ; subadditive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) ≤ g ( E ) + g ( F ) {\displaystyle g(E\cup F)\leq g(E)+g(F)} ; symmetric if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have | E | = | F | {\displaystyle |E|=|F|} implies g ( E ) = g ( F ) {\displaystyle g(E)=g(F)} ; Boolean if for any E ∈ C {\displaystyle E\in {\mathcal {C}}} , we have g ( E ) = 0 {\displaystyle g(E)=0} or g ( E ) = 1 {\displaystyle g(E)=1} . Understanding the properties of fuzzy measures is useful in application. When a fuzzy measure is used to define a function such as the Sugeno integral or Choquet integral, these properties will be crucial in understanding the function's behavior. For instance, the Choquet integral with respect to an additive fuzzy measure reduces to the Lebesgue integral. In discrete cases, a symmetric fuzzy measure will result in the ordered weighted averaging (OWA) operator. Submodular fuzzy measures result in convex functions, while supermodular fuzzy measures result in concave functions when used to define a Choquet integral. == Möbius representation == Let g be a fuzzy measure. The Möbius representation of g is given by the set function M, where for every E , F ⊆ X {\displaystyle E,F\subseteq X} , M ( E ) = ∑ F ⊆ E ( − 1 ) | E ∖ F | g ( F ) . {\displaystyle M(E)=\sum _{F\subseteq E}(-1)^{|E\backslash F|}g(F).} The equivalent axioms in Möbius representation are: M ( ∅ ) = 0 {\displaystyle M(\emptyset )=0} . ∑ F ⊆ E | i ∈ F M ( F ) ≥ 0 {\displaystyle \sum _{F\subseteq E|i\in F}M(F)\geq 0} , for all E ⊆ X {\displaystyle E\subseteq \mathbf {X} } and all i ∈ E {\displaystyle i\in E} A fuzzy measure in Möbius representation M is called normalized if ∑ E ⊆ X M ( E ) = 1. {\displaystyle \sum _{E\subseteq \mathbf {X} }M(E)=1.} Möbius representation can be used to give an indication of which subsets of X interact with one another. For instance, an additive fuzzy measure has Möbius values all equal to zero except for singletons. The fuzzy measure g in standard representation can be recovered from the Möbius form using the Zeta transform: g ( E ) = ∑ F ⊆ E M ( F ) , ∀ E ⊆ X . {\displaystyle g(E)=\sum _{F\subseteq E}M(F),\forall E\subseteq \mathbf {X} .} == Simplification assumptions for fuzzy measures == Fuzzy measures are defined on a semiring of sets or monotone class, which may be as granular as the power set of X, and even in discrete cases the number of variables can be as large as 2|X|. For this reason, in the context of multi-criteria decision analysis and other disciplines, simplification assumptions on the fuzzy measure have been introduced so that it is less computationally expensive to determine and use. For instance, when it is assumed the fuzzy measure is additive, it will hold that g ( E ) = ∑ i ∈ E g ( { i } ) {\displaystyle g(E)=\sum _{i\in E}g(\{i\})} and the values of the fuzzy measure can be evaluated from the values on X. Similarly, a symmetric fuzzy measure is defined uniquely by |X| values. Two important fuzzy measures that can be used are the Sugeno- or λ {\displaystyle \lambda } -fuzzy measure and k-additive measures, introduced by Sugeno and Grabisch respectively. === Sugeno λ-measure === The Sugeno λ {\displaystyle \lambda } -measure is a special case of fuzzy measures defined iteratively. It has the following definition: ==== Definition ==== Let X = { x 1 , … , x n } {\displaystyle \mathbf {X} =\left\lbrace x_{1},\dots ,x_{n}\right\rbrace } be a finite set and let λ ∈ ( − 1 , + ∞ ) {\displaystyle \lambda \in (-1,+\infty )} . A Sugeno λ {\displaystyle \lambda } -measure is a function g : 2 X → [ 0 , 1 ] {\displaystyle g:2^{X}\to [0,1]} such that g ( X ) = 1 {\displaystyle g(X)=1} . if A , B ⊆ X {\displaystyle A,B\subseteq \mathbf {X} } (alternatively A , B ∈ 2 X {\displaystyle A,B\in 2^{\mathbf {X} }} ) with A ∩ B = ∅ {\displaystyle A\cap B=\emptyset } then g ( A ∪ B ) = g ( A ) + g ( B ) + λ g ( A ) g ( B ) {\displaystyle g(A\cup B)=g(A)+g(B)+\lambda g(A)g(B)} . As a convention, the value of g at a singleton set { x i } {\displaystyle \left\lbrace x_{i}\right\rbrace } is called a density and is denoted by g i = g ( { x i } ) {\displaystyle g_{i}=g(\left\lbrace x_{i}\right\rbrace )} . In addition, we have that λ {\displaystyle \lambda } satisfies the property λ + 1 = ∏ i = 1 n ( 1 + λ g i ) {\displaystyle \lambda +1=\prod _{i=1}^{n}(1+\lambda g_{i})} . Tahani and Keller as well as Wang and Klir have shown that once the densities are known, it is possible to use the previous polynomial to obtain the values of λ {\displaystyle \lambda } uniquely. === k-additive fuzzy measure === The k-additive fuzzy measure limits the interaction between the subsets E ⊆ X {\displaystyle E\subseteq X} to size | E | = k {\displaystyle |E|=k} . This drastically reduces the number of variables needed to define the fuzzy measure, and as k can be anything from 1 (in which case the fuzzy measure is additive) to X, it allows for a compromise between modelling ability and simplicity. ==== Definition ==== A discrete fuzzy measure g on a set X is called k-additive ( 1 ≤ k ≤ | X | {\displaystyle 1\leq k\leq |\mathbf {X} |} ) if its Möbius representation verifies M ( E ) = 0 {\displaystyle M(E)=0} , whenever | E | > k {\displaystyle |E|>k} for any E ⊆ X {\displaystyle E\subseteq \mathbf {X} } , and there exists a subset F with k elements such that M ( F ) ≠ 0 {\displaystyle M(F)\neq 0} . == Shapley and interaction indices == In game theory, the Shapley value or Shapley index is used to indicate the weight of a game. Shapley values can be calculated for fuzzy measures in order to give some indication of the importance of each singleton. In the case of additive fuzzy measures, the Shapley value will be the same as each singleton. For a given fuzzy measure g, and | X | = n {\displaystyle |\mathbf {X} |=n} , the Shapley index for every i , … , n ∈ X {\displaystyle i,\dots ,n\in X} is: ϕ ( i ) = ∑ E ⊆ X ∖ { i } ( n − | E | − 1 ) ! | E | ! n ! [ g ( E ∪ { i } ) − g ( E ) ] . {\displaystyle \phi (i)=\sum _{E\subseteq \mathbf {X} \backslash \{i\}}{\frac {(n-|E|-1)!|E|!}{n!}}[g(E\cup \{i\})-g(E)].} The Shapley value is the vector ϕ ( g ) = ( ψ ( 1 ) , … , ψ ( n ) ) . {\displaystyle \mathbf {\phi } (g)=(\psi (1),\dots ,\psi (n)).}

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  • It's the Most Terrible Time of the Year

    It's the Most Terrible Time of the Year

    It's the Most Terrible Time of the Year is an AI-generated television commercial created for McDonald's Netherlands by TBWA\Neboko and The Sweetshop. It was released on 6 December 2025 before being pulled four days later due to negative reception over its use of generative artificial intelligence and its cynical, negative depiction of the holiday season. == Plot == On a bleak, snowy day, various people in the city experience different kinds of mishaps during the Christmas season. Among other incidents, families struggle with their huge loads of presents; Santa Claus gets stuck in traffic; a Christmas tree "redecorates" a man's home, sending him through the window; another family puts up with annoying relatives and a burnt Christmas dinner. Because of all this chaos, a man decides to find refuge in a McDonald's outlet. A Christmas choir finishes singing the jingle "It's the Most Terrible Time of the Year" with the call to action to "hide out in McDonald's till January's here". == Campaign == It's the Most Terrible Time of the Year is a 45-second television commercial made by Dutch agency TBWA\Neboko with involvement of United States-based film production studio The Sweetshop. The advertisement was produced heavily with generative artificial intelligence (AI) following the trend set by other brands such as Coca-Cola and Toys "R" Us. McDonald's Netherlands, the client, released a statement that the commercial was meant to depict "the stressful moments during the holidays in the Netherlands". The commercial also used Andy Williams's "It's the Most Wonderful Time of the Year" with lyrics changed to fit with the concept of the advertisement. According to The Sweetshop, the production of the advertisement took "seven weeks". It also added that much effort was put into the commercial compared to the traditional process. Ten people of its in-house AI engine The Gardening Club worked on the project. Los Angeles-based directors Mark Potoka and Matt Spicer were initially credited to be involved in the film but they resigned due to being sidelined from the production process. == Reception == The advertisement was released on McDonald's Netherlands' YouTube channel on 6 December 2025. It had a negative reception over the use of generative AI and the "cynical" concept of the work's story. The video was made private on 9 December 2025. The Sweetshop stated that the production of the advertisement took human effort. McDonald's Netherlands, while stating the original intent of the commercial, released a statement after its pullout that, for many of its customers, the holiday season is the "most wonderful time of the year".

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  • Color quantization

    Color quantization

    In computer graphics, color quantization or color image quantization is quantization applied to color spaces; it is a process that reduces the number of distinct colors used in an image, usually with the intention that the new image should be as visually similar as possible to the original image. Computer algorithms to perform color quantization on bitmaps have been studied since the 1970s. Color quantization is critical for displaying images with many colors on devices that can only display a limited number of colors, usually due to memory limitations, and enables efficient compression of certain types of images. The name "color quantization" is primarily used in computer graphics research literature; in applications, terms such as optimized palette generation, optimal palette generation, or decreasing color depth are used. Some of these are misleading, as the palettes generated by standard algorithms are not necessarily the best possible. == Algorithms == Most standard techniques treat color quantization as a problem of clustering points in three-dimensional space, where the points represent colors found in the original image and the three axes represent the three color channels. Almost any three-dimensional clustering algorithm can be applied to color quantization, and vice versa. After the clusters are located, typically the points in each cluster are averaged to obtain the representative color that all colors in that cluster are mapped to. The three color channels are usually red, green, and blue, but another popular choice is the Lab color space, in which Euclidean distance is more consistent with perceptual difference. The most popular algorithm by far for color quantization, invented by Paul Heckbert in 1979, is the median cut algorithm. Many variations on this scheme are in use. Before this time, most color quantization was done using the population algorithm or population method, which essentially constructs a histogram of equal-sized ranges and assigns colors to the ranges containing the most points. A more modern popular method is clustering using octrees, first conceived by Gervautz and Purgathofer and improved by Xerox PARC researcher Dan Bloomberg. If the palette is fixed, as is often the case in real-time color quantization systems such as those used in operating systems, color quantization is usually done using the "straight-line distance" or "nearest color" algorithm, which simply takes each color in the original image and finds the closest palette entry, where distance is determined by the distance between the two corresponding points in three-dimensional space. In other words, if the colors are ( r 1 , g 1 , b 1 ) {\displaystyle (r_{1},g_{1},b_{1})} and ( r 2 , g 2 , b 2 ) {\displaystyle (r_{2},g_{2},b_{2})} , we want to minimize the Euclidean distance: ( r 1 − r 2 ) 2 + ( g 1 − g 2 ) 2 + ( b 1 − b 2 ) 2 . {\displaystyle {\sqrt {(r_{1}-r_{2})^{2}+(g_{1}-g_{2})^{2}+(b_{1}-b_{2})^{2}}}.} This effectively decomposes the color cube into a Voronoi diagram, where the palette entries are the points and a cell contains all colors mapping to a single palette entry. There are efficient algorithms from computational geometry for computing Voronoi diagrams and determining which region a given point falls in; in practice, indexed palettes are so small that these are usually overkill. Color quantization is frequently combined with dithering, which can eliminate unpleasant artifacts such as banding that appear when quantizing smooth gradients and give the appearance of a larger number of colors. Some modern schemes for color quantization attempt to combine palette selection with dithering in one stage, rather than perform them independently. A number of other much less frequently used methods have been invented that use entirely different approaches. The Local K-means algorithm, conceived by Oleg Verevka in 1995, is designed for use in windowing systems where a core set of "reserved colors" is fixed for use by the system and many images with different color schemes might be displayed simultaneously. It is a post-clustering scheme that makes an initial guess at the palette and then iteratively refines it. In the early days of color quantization, the k-means clustering algorithm was deemed unsuitable because of its high computational requirements and sensitivity to initialization. In 2011, M. Emre Celebi reinvestigated the performance of k-means as a color quantizer. He demonstrated that an efficient implementation of k-means outperforms a large number of color quantization methods. The high-quality but slow NeuQuant algorithm reduces images to 256 colors by training a Kohonen neural network "which self-organises through learning to match the distribution of colours in an input image. Taking the position in RGB-space of each neuron gives a high-quality colour map in which adjacent colours are similar." It is particularly advantageous for images with gradients. Finally, one of the newer methods is spatial color quantization, conceived by Puzicha, Held, Ketterer, Buhmann, and Fellner of the University of Bonn, which combines dithering with palette generation and a simplified model of human perception to produce visually impressive results even for very small numbers of colors. It does not treat palette selection strictly as a clustering problem, in that the colors of nearby pixels in the original image also affect the color of a pixel. See sample images. == History and applications == In the early days of PCs, it was common for video adapters to support only 2, 4, 16, or (eventually) 256 colors due to video memory limitations; they preferred to dedicate the video memory to having more pixels (higher resolution) rather than more colors. Color quantization helped to justify this tradeoff by making it possible to display many high color images in 16- and 256-color modes with limited visual degradation. Many operating systems automatically perform quantization and dithering when viewing high color images in a 256 color video mode, which was important when video devices limited to 256 color modes were dominant. Modern computers can now display millions of colors at once, far more than can be distinguished by the human eye, limiting this application primarily to mobile devices and legacy hardware. Nowadays, color quantization is mainly used in GIF and PNG images. GIF, for a long time the most popular lossless and animated bitmap format on the World Wide Web, only supports up to 256 colors, necessitating quantization for many images. Some early web browsers constrained images to use a specific palette known as the web colors, leading to severe degradation in quality compared to optimized palettes. PNG images support 24-bit color, but can often be made much smaller in filesize without much visual degradation by application of color quantization, since PNG files use fewer bits per pixel for palettized images. The infinite number of colors available through the lens of a camera is impossible to display on a computer screen; thus converting any photograph to a digital representation necessarily involves some quantization. Practically speaking, 24-bit color is sufficiently rich to represent almost all colors perceivable by humans with sufficiently small error as to be visually identical (if presented faithfully), within the available color space. However, the digitization of color, either in a camera detector or on a screen, necessarily limits the available color space. Consequently there are many colors that may be impossible to reproduce, regardless of how many bits are used to represent the color. For example, it is impossible in typical RGB color spaces (common on computer monitors) to reproduce the full range of green colors that the human eye is capable of perceiving. With the few colors available on early computers, different quantization algorithms produced very different-looking output images. As a result, a lot of time was spent on writing sophisticated algorithms to be more lifelike. === Quantization for image compression === Many image file formats support indexed color. A whole-image palette typically selects 256 "representative" colors for the entire image, where each pixel references any one of the colors in the palette, as in the GIF and PNG file formats. A block palette typically selects 2 or 4 colors for each block of 4x4 pixels, used in BTC, CCC, S2TC, and S3TC. === Editor support === Many bitmap graphics editors contain built-in support for color quantization, and will automatically perform it when converting an image with many colors to an image format with fewer colors. Most of these implementations allow the user to set exactly the number of desired colors. Examples of such support include: Photoshop's Mode→Indexed Color function supplies a number of quantization algorithms ranging from the fixed Windows system and Web palettes to the proprietary Local and Global algorithms for generating palettes suited to a particu

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  • Supreme Commander (video game)

    Supreme Commander (video game)

    Supreme Commander (sometimes SupCom) is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game Total Annihilation. First announced in the August 2005 edition of PC Gamer magazine, the game was released in Europe on February 16, 2007, and in North America on February 20. The standalone expansion Supreme Commander: Forged Alliance was released on November 6 of the same year. The sequel, Supreme Commander 2, was released in 2010. Nowadays, the original Supreme Commander is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods. The gameplay of Supreme Commander focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. Supreme Commander was highly anticipated in pre-release previews, and was well received by critics, with a Metacritic average of 86 out of 100. == Gameplay == Supreme Commander, like its spiritual predecessors, Total Annihilation and Spring, begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to create an army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots. All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and shielding, and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most entrenched player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage. Supreme Commander features a varied skirmish AI. The typical Easy' and Normal modes are present, but the Hard difficulty level has four possible variants. Horde AI will swarm the player with hordes of lower level units, Tech AI will upgrade its units as fast as possible and assault the player with advanced units, the Balanced AI attempts to find a balance between the two, and the Supreme AI decides which of the three hard strategies is best for the map. The single player campaign consists of eighteen missions, six for each faction. The player is an inexperienced Commander who plays a key role in their faction's campaign to bring the "Infinite War" to an end. Despite the low number of campaign missions, each mission can potentially last hours. At the start of a mission, objectives are assigned for the player to complete. Once the player accomplishes them, the map is expanded, sometimes doubling or tripling in size, and new objectives are assigned. As the mission is commonly divided into three segments, the player will often have to overcome several enemy positions to achieve victory. === Resource management === Because humans have developed replication technology, making advanced use of rapid prototyping and nanotechnology, only two types of resources are required to wage war: Energy and Mass. Energy is obtained by constructing power generators on any solid surface (except fuel generators, which can only be built on fuel deposits), while Mass is obtained either by placing mass extractors on limited mass deposit spots (the most efficient method, although it requires map control) or by building mass fabricators to convert energy into mass. Constructor units can gather energy by "reclaiming" it from organic debris such as trees and mass from rocks and wrecked units. Each player has a certain amount of resource storage, which can be expanded by the construction of storage structures. This gives the player reserves in times of shortage or allows them to stockpile resources. If the resource generation exceeds the player's capacity, the material is wasted. On the contrary, if the storages are depleted and the demand of one of the resources exceeds the production, then all the productions speed is reduced. In addition, if an energy deficit occurs, shields will stop working. An adjacency system allows certain structures to benefit from being built directly adjacent to others. Energy-consuming structures will use less energy when built adjacent to power generators and power generators will produce more energy when built adjacent to power storage structures. The same applies to their mass-producing equivalents. Likewise, factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. However, by placing structures in close proximity, they become more vulnerable to collateral damage if an adjacent structure is destroyed. Furthermore, most resource generation structures can cause chain reactions when destroyed (especially Tier III structures, which produce large amounts of resources but often have large detonations that can wipe out a nearby army). === Warfare === Supreme Commander uses a "strategic zoom" system that allows the player to seamlessly zoom from a detailed close up view of an individual unit all the way out to a view of the entire map, at which point it resembles a fullscreen version of the minimap denoting individual units with icons. The camera also has a free movement mode and can be slaved to track a selected unit and there is a split screen mode which also supports multiple monitors. This system allows Supreme Commander to use vast maps up to 80 km x 80 km, with players potentially controlling a thousand units each. Units in Supreme Commander are built to scale as they would be in the real world. For example, battleships dwarf submarines. Late into the game, the larger "experimental" units, such as the Cybran Monkeylord, an enormous spider-shaped assault unit, can actually crush smaller enemy units by stepping on them. Because of the wide range of planets colonized by humanity in the setting, the theatres of war range from desert to arctic, and all battlespaces are employed. Technologies emerging in modern warfare are frequently employed in Supreme Commander. For example, stealth technology and both tactical and strategic missile and missile defense systems can be used. Supreme Commander introduced several innovations designed to reduce the amount of micromanagement inherent in many RTS games. Engineers units have the command "assist", that will help follow other engineers and help them finish their orders or improve production rate of factories. In addition, engineers with the order "patrol" will repair units, buildings and recycle wrecks in their along their patrol route. Holding the shift key causes any orders given to a unit (or group of units) to be queued. In this manner a unit may be ordered to attack several targets in succession, or to make best speed to a given point on the map and then attack towards a specified location engaging any hostiles it encounters along the way. After orders have been issued, holding the shift key causes all issued orders to be displayed on the map where they can be subsequently modified to accommodate a change of plan. Further, when a unit is ordered to attack a target, the player can issue an order to perform a coordinated attack to another unit. This order coordinates the arrival time of the units at the target automatically by adjusting the speed of the units involved. As in other RTS games, air transports can be used to convey units to specified destinations, in Supreme Commander though by shift queuing orders a transport containing several units can be ordered to drop specific units at subsequent waypoints. An air transport can also be ordered to create a ferry route, an airbridge wherein any land units ordered to the start of the ferry route will be conveyed by the air transport to the specified destination. The output from a production factory can be routed to a ferry route causing all units co

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  • Ordered weighted averaging

    Ordered weighted averaging

    In applied mathematics, specifically in fuzzy logic, the ordered weighted averaging (OWA) operators provide a parameterized class of mean type aggregation operators. They were introduced by Ronald R. Yager. Many notable mean operators such as the max, arithmetic average, median and min, are members of this class. They have been widely used in computational intelligence because of their ability to model linguistically expressed aggregation instructions. == Definition == An OWA operator of dimension n {\displaystyle \ n} is a mapping F : R n → R {\displaystyle F:\mathbb {R} ^{n}\rightarrow \mathbb {R} } that has an associated collection of weights W = [ w 1 , … , w n ] {\displaystyle \ W=[w_{1},\ldots ,w_{n}]} lying in the unit interval and summing to one and with F ( a 1 , … , a n ) = ∑ j = 1 n w j b j {\displaystyle F(a_{1},\ldots ,a_{n})=\sum _{j=1}^{n}w_{j}b_{j}} where b j {\displaystyle b_{j}} is the jth largest of the a i {\displaystyle a_{i}} . By choosing different W one can implement different aggregation operators. The OWA operator is a non-linear operator as a result of the process of determining the bj. == Notable OWA operators == F ( a 1 , … , a n ) = max ( a 1 , … , a n ) {\displaystyle \ F(a_{1},\ldots ,a_{n})=\max(a_{1},\ldots ,a_{n})} if w 1 = 1 {\displaystyle \ w_{1}=1} and w j = 0 {\displaystyle \ w_{j}=0} for j ≠ 1 {\displaystyle j\neq 1} F ( a 1 , … , a n ) = min ( a 1 , … , a n ) {\displaystyle \ F(a_{1},\ldots ,a_{n})=\min(a_{1},\ldots ,a_{n})} if w n = 1 {\displaystyle \ w_{n}=1} and w j = 0 {\displaystyle \ w_{j}=0} for j ≠ n {\displaystyle j\neq n} F ( a 1 , … , a n ) = a v e r a g e ( a 1 , … , a n ) {\displaystyle \ F(a_{1},\ldots ,a_{n})=\mathrm {average} (a_{1},\ldots ,a_{n})} if w j = 1 n {\displaystyle \ w_{j}={\frac {1}{n}}} for all j ∈ [ 1 , n ] {\displaystyle j\in [1,n]} == Properties == The OWA operator is a mean operator. It is bounded, monotonic, symmetric, and idempotent, as defined below. == Characterizing features == Two features have been used to characterize the OWA operators. The first is the attitudinal character, also called orness. This is defined as A − C ( W ) = 1 n − 1 ∑ j = 1 n ( n − j ) w j . {\displaystyle A-C(W)={\frac {1}{n-1}}\sum _{j=1}^{n}(n-j)w_{j}.} It is known that A − C ( W ) ∈ [ 0 , 1 ] {\displaystyle A-C(W)\in [0,1]} . In addition A − C(max) = 1, A − C(ave) = A − C(med) = 0.5 and A − C(min) = 0. Thus the A − C goes from 1 to 0 as we go from Max to Min aggregation. The attitudinal character characterizes the similarity of aggregation to OR operation(OR is defined as the Max). The second feature is the dispersion. This defined as H ( W ) = − ∑ j = 1 n w j ln ⁡ ( w j ) . {\displaystyle H(W)=-\sum _{j=1}^{n}w_{j}\ln(w_{j}).} An alternative definition is E ( W ) = ∑ j = 1 n w j 2 . {\displaystyle E(W)=\sum _{j=1}^{n}w_{j}^{2}.} The dispersion characterizes how uniformly the arguments are being used. == Type-1 OWA aggregation operators == The above Yager's OWA operators are used to aggregate the crisp values. Can we aggregate fuzzy sets in the OWA mechanism? The Type-1 OWA operators have been proposed for this purpose. So the type-1 OWA operators provides us with a new technique for directly aggregating uncertain information with uncertain weights via OWA mechanism in soft decision making and data mining, where these uncertain objects are modelled by fuzzy sets. The type-1 OWA operator is defined according to the alpha-cuts of fuzzy sets as follows: Given the n linguistic weights { W i } i = 1 n {\displaystyle \left\{{W^{i}}\right\}_{i=1}^{n}} in the form of fuzzy sets defined on the domain of discourse U = [ 0 , 1 ] {\displaystyle U=[0,\;\;1]} , then for each α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,\;1]} , an α {\displaystyle \alpha } -level type-1 OWA operator with α {\displaystyle \alpha } -level sets { W α i } i = 1 n {\displaystyle \left\{{W_{\alpha }^{i}}\right\}_{i=1}^{n}} to aggregate the α {\displaystyle \alpha } -cuts of fuzzy sets { A i } i = 1 n {\displaystyle \left\{{A^{i}}\right\}_{i=1}^{n}} is given as Φ α ( A α 1 , … , A α n ) = { ∑ i = 1 n w i a σ ( i ) ∑ i = 1 n w i | w i ∈ W α i , a i ∈ A α i , i = 1 , … , n } {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\ldots ,A_{\alpha }^{n}}\right)=\left\{{{\frac {\sum \limits _{i=1}^{n}{w_{i}a_{\sigma (i)}}}{\sum \limits _{i=1}^{n}{w_{i}}}}\left|{w_{i}\in W_{\alpha }^{i},\;a_{i}}\right.\in A_{\alpha }^{i},\;i=1,\ldots ,n}\right\}} where W α i = { w | μ W i ( w ) ≥ α } , A α i = { x | μ A i ( x ) ≥ α } {\displaystyle W_{\alpha }^{i}=\{w|\mu _{W_{i}}(w)\geq \alpha \},A_{\alpha }^{i}=\{x|\mu _{A_{i}}(x)\geq \alpha \}} , and σ : { 1 , … , n } → { 1 , … , n } {\displaystyle \sigma :\{\;1,\ldots ,n\;\}\to \{\;1,\ldots ,n\;\}} is a permutation function such that a σ ( i ) ≥ a σ ( i + 1 ) , ∀ i = 1 , … , n − 1 {\displaystyle a_{\sigma (i)}\geq a_{\sigma (i+1)},\;\forall \;i=1,\ldots ,n-1} , i.e., a σ ( i ) {\displaystyle a_{\sigma (i)}} is the i {\displaystyle i} th largest element in the set { a 1 , … , a n } {\displaystyle \left\{{a_{1},\ldots ,a_{n}}\right\}} . The computation of the type-1 OWA output is implemented by computing the left end-points and right end-points of the intervals Φ α ( A α 1 , … , A α n ) {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\ldots ,A_{\alpha }^{n}}\right)} : Φ α ( A α 1 , … , A α n ) − {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\ldots ,A_{\alpha }^{n}}\right)_{-}} and Φ α ( A α 1 , … , A α n ) + , {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\ldots ,A_{\alpha }^{n}}\right)_{+},} where A α i = [ A α − i , A α + i ] , W α i = [ W α − i , W α + i ] {\displaystyle A_{\alpha }^{i}=[A_{\alpha -}^{i},A_{\alpha +}^{i}],W_{\alpha }^{i}=[W_{\alpha -}^{i},W_{\alpha +}^{i}]} . Then membership function of resulting aggregation fuzzy set is: μ G ( x ) = ∨ α : x ∈ Φ α ( A α 1 , ⋯ , A α n ) α ⁡ α {\displaystyle \mu _{G}(x)=\mathop {\vee } _{\alpha :x\in \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)_{\alpha }}\alpha } For the left end-points, we need to solve the following programming problem: Φ α ( A α 1 , ⋯ , A α n ) − = min W α − i ≤ w i ≤ W α + i A α − i ≤ a i ≤ A α + i ∑ i = 1 n w i a σ ( i ) / ∑ i = 1 n w i {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)_{-}=\min \limits _{\begin{array}{l}W_{\alpha -}^{i}\leq w_{i}\leq W_{\alpha +}^{i}A_{\alpha -}^{i}\leq a_{i}\leq A_{\alpha +}^{i}\end{array}}\sum \limits _{i=1}^{n}{w_{i}a_{\sigma (i)}/\sum \limits _{i=1}^{n}{w_{i}}}} while for the right end-points, we need to solve the following programming problem: Φ α ( A α 1 , ⋯ , A α n ) + = max W α − i ≤ w i ≤ W α + i A α − i ≤ a i ≤ A α + i ∑ i = 1 n w i a σ ( i ) / ∑ i = 1 n w i {\displaystyle \Phi _{\alpha }\left({A_{\alpha }^{1},\cdots ,A_{\alpha }^{n}}\right)_{+}=\max \limits _{\begin{array}{l}W_{\alpha -}^{i}\leq w_{i}\leq W_{\alpha +}^{i}A_{\alpha -}^{i}\leq a_{i}\leq A_{\alpha +}^{i}\end{array}}\sum \limits _{i=1}^{n}{w_{i}a_{\sigma (i)}/\sum \limits _{i=1}^{n}{w_{i}}}} Zhou et al. presented a fast method to solve two programming problem so that the type-1 OWA aggregation operation can be performed efficiently. == OWA for committee voting == Amanatidis, Barrot, Lang, Markakis and Ries present voting rules for multi-issue voting, based on OWA and the Hamming distance. Barrot, Lang and Yokoo study the manipulability of these rules.

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