AI Detector Reviews

AI Detector Reviews — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Robotics

    Robotics

    Robotics is the interdisciplinary study and practice of the design, construction, operation, and use of robots. A roboticist is someone who specializes in robotics. Robotics usually combines four aspects of design work: a power source (e.g. a battery), mechanical construction, a control system (electrical circuits), and software (run by remote control or artificial intelligence). The goal of most robotics is to design machines that can assist humans in various fields, such as agriculture, construction, domestic work, food processing, inventory management, manufacturing, medicine, military, mining, space exploration, and transportation. Robots impact humans by displacing workers. Some expect this to occur at an increasing rate, leading to proposed solutions such as basic income. Robotics is itself a lucrative business that creates careers, especially for postgraduates. Roboticists often aim to create machines that seem to interface naturally with humans. The field is under active research and development, with areas of interest including robot kinematics and quantum robotics. == Design == Robotics usually combines four aspects of design work to create a robot: Power source: Potential energy sources include wired electricity, a battery, and/or petrol. Mechanical construction: A physical form or combination of forms is designed to functionally achieve tasks within a given range of environments. This can include locomotive elements such as wheels and caterpillar tracks, as well as hydraulic limbs and manipulators (e.g. hands). Control system: Electrical circuits (utilizing components such as diodes and transistors) are used to run software, govern motor movement, and read sensors. Software: A program is how a robot decides when or how to do something. Robotic programs can be run by remote control, artificial intelligence (AI), or a hybrid of the two. AI programming is an important part of robotic navigation and human–robot interaction. === Power source === Many different types of batteries can be used as a power source. Most are lead–acid batteries, which are safe and have relatively long shelf lives but are rather heavy compared to silver–cadmium batteries, which are much smaller in volume and much more expensive. Designing a battery-powered robot needs to take into account factors such as safety, cycle lifetime, and weight. Generators, often some type of internal combustion engine, can also be used, but are often mechanically complex and inefficient. Additionally, a tether could connect the robot to a power supply, saving weight and space, but requiring a cumbersome cable. Potential power sources include: Flywheel energy storage Hydraulics Nuclear Organic garbage (through anaerobic digestion) Pneumatics (compressed gases) Solar power === Mechanical construction === Actuators are the "muscles" of a robot, the parts which convert stored energy into movement. The most popular actuators are electric motors that rotate a wheel or gear and linear actuators that control factory robots. Most robots use electric motors—often brushed and brushless DC motors in portable robots or AC motors in industrial robots and computer numerical control machines—especially in systems with lighter loads and where the predominant form of motion is rotational. Meanwhile, linear actuators move in and out and often have quicker direction changes, particularly when large forces are needed, such as with industrial robotics. They are typically powered by oil or compressed air, but can also be powered by electricity, usually via a motor and a leadscrew. The mechanical rack and pinion is common. Recent alternatives to DC motors are piezoelectric motors, including ultrasonic motors, in which tiny piezoceramic elements vibrate many thousands of times per second, causing linear or rotary motion. One type uses the vibration of the piezo elements to step the motor in a circle or a straight line; another type uses the piezo elements to vibrate a nut or drive a screw. The advantages of these motors are nanometer resolution, speed, and force for their size. Series elastic actuation (SEA) relies on introducing intentional elasticity between the motor actuator and the load for robust force control. Due to the resultant lower reflected inertia, series elastic actuation improves safety during robot interactions or collisions. Further, it provides energy efficiency and shock absorption (mechanical filtering) while reducing excessive wear on the transmission and other components. This approach has successfully been employed in various robots, particularly advanced manufacturing robots and walking humanoid robots. The controller design of a series elastic actuator is most often performed within the passivity framework as it ensures the safety of interaction with unstructured environments. However, this framework suffers from stringent limitations imposed on the controller, which may impact performance. Pneumatic artificial muscles, also known as air muscles, are special tubes that expand (typically up to 42%) when air is forced inside them; they are used in some robot applications. Muscle wire, also known as shape memory alloy, is a material that contracts (under 5%) when electricity is applied; they have been used for some small robots. Electroactive polymers are a plastic material that can contract substantially (up to 380% activation strain) from electricity and have been used in the facial muscles and arms of humanoid robots, as well as to enable new robots to float, fly, swim or walk. Additionally, elastic carbon nanotubes are a promising experimental artificial muscle technology. The absence of defects in carbon nanotubes enables these filaments to deform elastically by several percent, with energy storage levels of perhaps 10 J/cm3 for metal nanotubes. Human biceps could be replaced with wire of this material measuring 8 millimetres (3⁄8 in) in diameter, feasibly allowing future robots to outperform humans. ==== Locomotion ==== Robots with only one or two wheel(s) can have advantages such as greater efficiency, reduced parts, and navigation through confined areas. A one-wheeled robot balances on a round ball; Carnegie Mellon University's Ballbot is the approximate height and width of a person. Several attempts have also been made to build spherical robots (also known as orb bots or ball bots), which move by spinning a weight inside the ball or rotating outer shells. Two-wheeled balancing robots generally use a gyroscope to detect how much a robot is falling and drive the wheels proportionally up to hundreds of times per second to counterbalance the fall, based on inverted pendulum dynamics. NASA's Robonaut has been mounted to a Segway for a similar effect. Most mobile robots have four wheels or continuous tracks. Six wheels can give better traction in outdoor terrain, while tracks provide even more grip. Tracked wheels are common for outdoor off-road robots, but are difficult to use indoors. A small number of skating robots have been developed, one of which is a multimodal walking and skating device with four legs and unpowered wheels. Several robots have been made that can walk on two legs, but not yet as reliably as a human. Many other robots have been built that walk on more than two legs, being significantly easier. Walking robots could be used for uneven terrains, providing a high degree of mobility and efficiency, but two-legged robots can currently only handle flat floors or perhaps stairs. Some approaches have included: The zero moment point (ZMP) is the algorithm used by robots such as Honda's ASIMO. The robot's onboard computer tries to keep the total inertial forces (the combination of Earth's gravity and the acceleration and deceleration of walking) exactly opposed by the floor reaction force (the force of the floor pushing back on the robot's foot). In this way, the two forces cancel out, leaving no moment (force causing the robot to rotate and fall over). Human observers note that this is not exactly how a human walks, with some describing ASIMO's walk as looking like it needs use the bathroom. ASIMO's walking algorithm utilizes some dynamic balancing, but requires a flat surface. Several robots, built in the 1980s by Marc Raibert at the MIT Leg Laboratory, successfully demonstrated very dynamic walking. Initially, a robot with only one leg, and a very small foot could stay upright simply by hopping. The movement is the same as that of a person on a pogo stick. As the robot falls to one side, it would jump slightly in that direction to catch itself. Soon, the algorithm was generalized to two and four legs. A bipedal robot was demonstrated running and even performing somersaults. A quadruped was also demonstrated which could trot, run, pace, and bound. A more advanced approach is a dynamic balancing algorithm, which constantly monitors the robot's motion and places the feet to maintain stability. This technique has been demonstrated by Anybots' Dexter robot (

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  • AI Mode

    AI Mode

    AI Mode is a search feature used within Google Search. In March 2025, Google introduced an experimental "AI Mode" within its search platform, enabling users to input complex, multi-part queries and receive comprehensive, AI-generated responses. This feature uses Google's Gemini model, which enhances the system's reasoning capabilities and supports multimodal inputs, including text, images, and voice. Users need to be signed in to be able to use the image generation features. Initially, AI Mode was available to Google One AI Premium subscribers in the United States, who could access it through the Search Labs platform. This phased rollout allowed Google to gather user feedback and refine the feature before a broader release.

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  • Matchbox Educable Noughts and Crosses Engine

    Matchbox Educable Noughts and Crosses Engine

    The Matchbox Educable Noughts and Crosses Engine (sometimes called the Machine Educable Noughts and Crosses Engine or MENACE) was a mechanical computer made from 304 matchboxes designed and built by artificial intelligence researcher Donald Michie and his colleague Roger Chambers, in 1961. It was designed to play human opponents in games of noughts and crosses (tic-tac-toe) by returning a move for any given state of play and to refine its strategy through reinforcement learning. This was one of the first types of artificial intelligence. Michie and Chambers did not have immediate access to a computer; they worked around this by building the engine out of matchboxes. The matchboxes they used each represented a single possible layout of a noughts and crosses grid. When the computer first played, it would randomly choose moves based on the current layout. As it played more games, through a reinforcement loop, it disqualified strategies that led to losing games, and supplemented strategies that led to winning games. Michie held a tournament against MENACE in 1961, wherein he experimented with different openings. Following MENACE's maiden tournament against Michie, it demonstrated successful artificial intelligence in its strategy. Michie's essays on MENACE's weight initialisation and the BOXES algorithm used by MENACE became popular in the field of computer science research. Michie was honoured for his contribution to machine learning research, and was twice commissioned to program a MENACE simulation on an actual computer. == Origin == Donald Michie (1923–2007) had been on the team decrypting the German Tunny Code during World War II. Fifteen years later, he wanted to further display his mathematical and computational prowess with an early convolutional neural network. Since computer equipment was not obtainable for such uses, and Michie did not have a computer readily available, he decided to display and demonstrate artificial intelligence in a more esoteric format and constructed a functional mechanical computer out of matchboxes and beads. MENACE was constructed as the result of a bet with a computer science colleague who postulated that such a machine was impossible. Michie undertook the task of collecting and defining each matchbox as a "fun project", later turned into a demonstration tool. Michie completed his essay on MENACE in 1963, "Experiments on the mechanization of game-learning", as well as his essay on the BOXES Algorithm, written with R. A. Chambers and had built up an AI research unit in Hope Park Square, Edinburgh, Scotland. MENACE learned by playing successive matches of noughts and crosses. Each time, it would eliminate a losing strategy by the human player confiscating the beads that corresponded to each move. It reinforced winning strategies by making the moves more likely, by supplying extra beads. This was one of the earliest versions of the Reinforcement Loop, the schematic algorithm of looping the algorithm, dropping unsuccessful strategies until only the winning ones remain. This model starts as completely random, and gradually learns. == Composition == MENACE was made from 304 matchboxes glued together in an arrangement similar to a chest of drawers. Each box had a code number, which was keyed into a chart. This chart had drawings of tic-tac-toe game grids with various configurations of X, O, and empty squares, corresponding to all possible permutations a game could go through as it progressed. After removing duplicate arrangements (ones that were simply rotations or mirror images of other configurations), MENACE used 304 permutations in its chart and thus that many matchboxes. Each individual matchbox tray contained a collection of coloured beads. Each colour represented a move on a square on the game grid, and so matchboxes with arrangements where positions on the grid were already taken would not have beads for that position. Additionally, at the front of the tray were two extra pieces of card in a "V" shape, the point of the "V" pointing at the front of the matchbox. Michie and his artificial intelligence team called MENACE's algorithm "Boxes", after the apparatus used for the machine. The first stage "Boxes" operated in five phases, each setting a definition and a precedent for the rules of the algorithm in relation to the game. == Operation == MENACE played first, as O, since all matchboxes represented permutations only relevant to the "X" player. To retrieve MENACE's choice of move, the opponent or operator located the matchbox that matched the current game state, or a rotation or mirror image of it. For example, at the start of a game, this would be the matchbox for an empty grid. The tray would be removed and lightly shaken so as to move the beads around. Then, the bead that had rolled into the point of the "V" shape at the front of the tray was the move MENACE had chosen to make. Its colour was then used as the position to play on, and, after accounting for any rotations or flips needed based on the chosen matchbox configuration's relation to the current grid, the O would be placed on that square. Then the player performed their move, the new state was located, a new move selected, and so on, until the game was finished. When the game had finished, the human player observed the game's outcome. As a game was played, each matchbox that was used for MENACE's turn had its tray returned to it ajar, and the bead used kept aside, so that MENACE's choice of moves and the game states they belonged to were recorded. Michie described his reinforcement system with "reward" and "punishment". Once the game was finished, if MENACE had won, it would then receive a "reward" for its victory. The removed beads showed the sequence of the winning moves. These were returned to their respective trays, easily identifiable since they were slightly open, as well as three bonus beads of the same colour. In this way, in future games MENACE would become more likely to repeat those winning moves, reinforcing winning strategies. If it lost, the removed beads were not returned, "punishing" MENACE, and meaning that in future it would be less likely, and eventually incapable if that colour of bead became absent, to repeat the moves that cause a loss. If the game was a draw, one additional bead was added to each box. == Results in practice == === Optimal strategy === Noughts and crosses has a well-known optimal strategy. A player must place their symbol in a way that blocks the other player from achieving any rows while simultaneously making a row themself. However, if both players use this strategy, the game always ends in a draw. If the human player is familiar with the optimal strategy, and MENACE can quickly learn it, then the games will eventually only end in draws. The likelihood of the computer winning increases quickly when the computer plays against a random-playing opponent. When playing against a player using optimal strategy, the odds of a draw grow to 100%. In Donald Michie's official tournament against MENACE in 1961 he used optimal strategy, and he and the computer began to draw consistently after twenty games. Michie's tournament had the following milestones: Michie began by consistently opening with "Variant 0", the middle square. At 15 games, MENACE abandoned all non-corner openings. At just over 20, Michie switched to consistently using "Variant 1", the bottom-right square. At 60, he returned to Variant 0. As he neared 80 games, he moved to "Variant 2", the top-middle. At 110, he switched to "Variant 3", the top right. At 135, he switched to "Variant 4", middle-right. At 190, he returned to Variant 1, and at 210, he returned to Variant 0. The trend in changes of beads in the "2" boxes runs: === Correlation === Depending on the strategy employed by the human player, MENACE produces a different trend on scatter graphs of wins. Using a random turn from the human player results in an almost-perfect positive trend. Playing the optimal strategy returns a slightly slower increase. The reinforcement does not create a perfect standard of wins; the algorithm will draw random uncertain conclusions each time. After the j-th round, the correlation of near-perfect play runs: 1 − D D − D ( j + 2 ) ∑ i = 0 j D ( j i + 1 ) V i {\displaystyle {1-D \over D-D^{(j+2)}}\sum _{i=0}^{j}D^{(ji+1)}V_{i}} Where Vi is the outcome (+1 is win, 0 is draw and -1 is loss) and D is the decay factor (average of past values of wins and losses). Below, Mn is the multiplier for the n-th round of the game. == Legacy == Donald Michie's MENACE proved that a computer could learn from failure and success to become good at a task. It used what would become core principles within the field of machine learning before they had been properly theorised. For example, the combination of how MENACE starts with equal numbers of types of beads in each matchbox, and how these are then selected at random, creates a learning behaviour similar to weight initialisation

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  • Argumentation framework

    Argumentation framework

    In artificial intelligence and related fields, an argumentation framework is a way to deal with contentious information and draw conclusions from it using formalized arguments. In an abstract argumentation framework, entry-level information is a set of abstract arguments that, for instance, represent data or a proposition. Conflicts between arguments are represented by a binary relation on the set of arguments. In concrete terms, an argumentation framework is represented with a directed graph such that the nodes are the arguments, and the arrows represent the attack relation. There exist some extensions of the Dung's framework, like the logic-based argumentation frameworks or the value-based argumentation frameworks. == Abstract argumentation frameworks == === Formal framework === Abstract argumentation frameworks, also called argumentation frameworks à la Dung, are defined formally as a pair: A set of abstract elements called arguments, denoted A {\displaystyle A} A binary relation on A {\displaystyle A} , called attack relation, denoted R {\displaystyle R} For instance, the argumentation system S = ⟨ A , R ⟩ {\displaystyle S=\langle A,R\rangle } with A = { a , b , c , d } {\displaystyle A=\{a,b,c,d\}} and R = { ( a , b ) , ( b , c ) , ( d , c ) } {\displaystyle R=\{(a,b),(b,c),(d,c)\}} contains four arguments ( a , b , c {\displaystyle a,b,c} and d {\displaystyle d} ) and three attacks ( a {\displaystyle a} attacks b {\displaystyle b} , b {\displaystyle b} attacks c {\displaystyle c} and d {\displaystyle d} attacks c {\displaystyle c} ). Dung defines some notions : an argument a ∈ A {\displaystyle a\in A} is acceptable with respect to E ⊆ A {\displaystyle E\subseteq A} if and only if E {\displaystyle E} defends a {\displaystyle a} , that is ∀ b ∈ A {\displaystyle \forall b\in A} such that ( b , a ) ∈ R , ∃ c ∈ E {\displaystyle (b,a)\in R,\exists c\in E} such that ( c , b ) ∈ R {\displaystyle (c,b)\in R} , a set of arguments E {\displaystyle E} is conflict-free if there is no attack between its arguments, formally : ∀ a , b ∈ E , ( a , b ) ∉ R {\displaystyle \forall a,b\in E,(a,b)\not \in R} , a set of arguments E {\displaystyle E} is admissible if and only if it is conflict-free and all its arguments are acceptable with respect to E {\displaystyle E} . === Different semantics of acceptance === ==== Extensions ==== To decide if an argument can be accepted or not, or if several arguments can be accepted together, Dung defines several semantics of acceptance that allows, given an argumentation system, sets of arguments (called extensions) to be computed. For instance, given S = ⟨ A , R ⟩ {\displaystyle S=\langle A,R\rangle } , E {\displaystyle E} is a complete extension of S {\displaystyle S} only if it is an admissible set and every acceptable argument with respect to E {\displaystyle E} belongs to E {\displaystyle E} , E {\displaystyle E} is a preferred extension of S {\displaystyle S} only if it is a maximal element (with respect to the set-theoretical inclusion) among the admissible sets with respect to S {\displaystyle S} , E {\displaystyle E} is a stable extension of S {\displaystyle S} only if it is a conflict-free set that attacks every argument that does not belong in E {\displaystyle E} (formally, ∀ a ∈ A ∖ E , ∃ b ∈ E {\displaystyle \forall a\in A\backslash E,\exists b\in E} such that ( b , a ) ∈ R {\displaystyle (b,a)\in R} , E {\displaystyle E} is the (unique) grounded extension of S {\displaystyle S} only if it is the smallest element (with respect to set inclusion) among the complete extensions of S {\displaystyle S} . There exists some inclusions between the sets of extensions built with these semantics : Every stable extension is preferred, Every preferred extension is complete, The grounded extension is complete, If the system is well-founded (there exists no infinite sequence a 0 , a 1 , … , a n , … {\displaystyle a_{0},a_{1},\dots ,a_{n},\dots } such that ∀ i > 0 , ( a i + 1 , a i ) ∈ R {\displaystyle \forall i>0,(a_{i+1},a_{i})\in R} ), all these semantics coincide—only one extension is grounded, stable, preferred, and complete. Some other semantics have been defined. One introduce the notation E x t σ ( S ) {\displaystyle Ext_{\sigma }(S)} to note the set of σ {\displaystyle \sigma } -extensions of the system S {\displaystyle S} . In the case of the system S {\displaystyle S} in the figure above, E x t σ ( S ) = { { a , d } } {\displaystyle Ext_{\sigma }(S)=\{\{a,d\}\}} for every Dung's semantic—the system is well-founded. That explains why the semantics coincide, and the accepted arguments are: a {\displaystyle a} and d {\displaystyle d} . ==== Labellings ==== Labellings are a more expressive way than extensions to express the acceptance of the arguments. Concretely, a labelling is a mapping that associates every argument with a label in (the argument is accepted), out (the argument is rejected), or undec (the argument is undefined—not accepted or refused). One can also note a labelling as a set of pairs ( a r g u m e n t , l a b e l ) {\displaystyle ({\mathit {argument}},{\mathit {label}})} . Such a mapping does not make sense without additional constraint. The notion of reinstatement labelling guarantees the sense of the mapping. L {\displaystyle L} is a reinstatement labelling on the system S = ⟨ A , R ⟩ {\displaystyle S=\langle A,R\rangle } if and only if : ∀ a ∈ A , L ( a ) = i n {\displaystyle \forall a\in A,L(a)={\mathit {in}}} if and only if ∀ b ∈ A {\displaystyle \forall b\in A} such that ( b , a ) ∈ R , L ( b ) = o u t {\displaystyle (b,a)\in R,L(b)={\mathit {out}}} ∀ a ∈ A , L ( a ) = o u t {\displaystyle \forall a\in A,L(a)={\mathit {out}}} if and only if ∃ b ∈ A {\displaystyle \exists b\in A} such that ( b , a ) ∈ R {\displaystyle (b,a)\in R} and L ( b ) = i n {\displaystyle L(b)={\mathit {in}}} ∀ a ∈ A , L ( a ) = u n d e c {\displaystyle \forall a\in A,L(a)={\mathit {undec}}} if and only if L ( a ) ≠ i n {\displaystyle L(a)\neq {\mathit {in}}} and L ( a ) ≠ o u t {\displaystyle L(a)\neq {\mathit {out}}} One can convert every extension into a reinstatement labelling: the arguments of the extension are in, those attacked by an argument of the extension are out, and the others are undec. Conversely, one can build an extension from a reinstatement labelling just by keeping the arguments in. Indeed, Caminada proved that the reinstatement labellings and the complete extensions can be mapped in a bijective way. Moreover, the other Datung's semantics can be associated to some particular sets of reinstatement labellings. Reinstatement labellings distinguish arguments not accepted because they are attacked by accepted arguments from undefined arguments—that is, those that are not defended cannot defend themselves. An argument is undec if it is attacked by at least another undec. If it is attacked only by arguments out, it must be in, and if it is attacked some argument in, then it is out. The unique reinstatement labelling that corresponds to the system S {\displaystyle S} above is L = { ( a , i n ) , ( b , o u t ) , ( c , o u t ) , ( d , i n ) } {\displaystyle L=\{(a,{\mathit {in}}),(b,{\mathit {out}}),(c,{\mathit {out}}),(d,{\mathit {in}})\}} . === Inference from an argumentation system === In the general case when several extensions are computed for a given semantic σ {\displaystyle \sigma } , the agent that reasons from the system can use several mechanisms to infer information: Credulous inference: the agent accepts an argument if it belongs to at least one of the σ {\displaystyle \sigma } -extensions—in which case, the agent risks accepting some arguments that are not acceptable together ( a {\displaystyle a} attacks b {\displaystyle b} , and a {\displaystyle a} and b {\displaystyle b} each belongs to an extension) Skeptical inference: the agent accepts an argument only if it belongs to every σ {\displaystyle \sigma } -extension. In this case, the agent risks deducing too little information (if the intersection of the extensions is empty or has a very small cardinal). For these two methods to infer information, one can identify the set of accepted arguments, respectively C r σ ( S ) {\displaystyle Cr_{\sigma }(S)} the set of the arguments credulously accepted under the semantic σ {\displaystyle \sigma } , and S c σ ( S ) {\displaystyle Sc_{\sigma }(S)} the set of arguments accepted skeptically under the semantic σ {\displaystyle \sigma } (the σ {\displaystyle \sigma } can be missed if there is no possible ambiguity about the semantic). Of course, when there is only one extension (for instance, when the system is well-founded), this problem is very simple: the agent accepts arguments of the unique extension and rejects others. The same reasoning can be done with labellings that correspond to the chosen semantic : an argument can be accepted if it is in for each labelling and refused if it is out for each labelling, the others being in an undecided state (the status of the arguments can remind the

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  • Virtual Woman

    Virtual Woman

    Virtual Woman is a software program that has elements of a chatbot, virtual reality, artificial intelligence, a video game, and a virtual human. It claims to be the oldest form of virtual life in existence, as it has been distributed since the late 1980s. Recent releases of the program can update their intelligence by connecting online and downloading newer personalities and histories. == Program play == When Virtual Woman starts, the user is presented with a list of options and then may choose their Virtual Woman's ethnic type, personality, location, clothing, etc. or load a pre-built Virtual Woman from a Digital DNA file. Once the options are determined, the user is presented with a 3-D animated Virtual Woman of their selection and then can engage them in conversation, progressing in a manner similar to that of its predecessor, ELIZA and its successors, the chatbots. In most versions of Virtual Woman, this is done through the keyboard, but some versions also support voice input. == In popular culture == Software sales and usage statistics from private companies are difficult to verify. WinSite, an independent Internet shareware distribution site that does publish public download counts, has for some time now listed some version of Virtual Woman in their top three shareware downloads of all time with well over seven hundred thousand downloads. == Compadre == The group of beta testers and advisers for Virtual Woman are referred to as Compadre and have their own beta testing site and forum. == Criticisms == As Virtual Woman has developed the ability to conduct longer and more realistic interactions, particularly in recent beta releases, criticism has arisen that this may lead some users to social isolation, or to use the program as a substitute for real human interaction. However, these are criticisms that have been leveled at all video games and at the use of the Internet itself. == Release history == Versions of Virtual Woman with rough release dates and PC platforms for which they were designed: Virtual Woman (????) (DOS) Virtual Woman for Windows (1991) (Windows 3.0) Virtual Woman 95 (1995) (Windows 3X, Windows 95) Virtual Woman 98 (1998) (Windows 3X, Windows 95) Virtual Woman 2000 (2000) (Windows 95+) Virtual Woman Millennium (Windows 95, XP) Virtual Woman Net ( Windows XP/Vista specific)

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  • Symbolic artificial intelligence

    Symbolic artificial intelligence

    In artificial intelligence, symbolic artificial intelligence (also known as classical artificial intelligence or logic-based artificial intelligence) is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic, and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems (in particular, expert systems), symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to important ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems. Symbolic AI was the dominant paradigm of AI research from the mid-1950s until the mid-1990s. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating a machine with artificial general intelligence and considered this the ultimate goal of their field. An early boom, with early successes such as the Logic Theorist and Samuel's Checkers Playing Program, led to unrealistic expectations and promises and was followed by the first AI Winter as funding dried up. A second boom (1969–1986) occurred with the rise of expert systems, their promise of capturing corporate expertise, and an enthusiastic corporate embrace. That boom, and some early successes, e.g., with XCON at DEC, was followed again by later disappointment. Problems with difficulties in knowledge acquisition, maintaining large knowledge bases, and brittleness in handling out-of-domain problems arose. Another, second, AI Winter (1988–2011) followed. Subsequently, AI researchers focused on addressing underlying problems in handling uncertainty and in knowledge acquisition. Uncertainty was addressed with formal methods such as hidden Markov models, Bayesian reasoning, and statistical relational learning. Symbolic machine learning addressed the knowledge acquisition problem with contributions including Version Space, Valiant's PAC learning, Quinlan's ID3 decision-tree learning, case-based learning, and inductive logic programming to learn relations. Neural networks, a subsymbolic approach, had been pursued from early days and reemerged strongly in 2012. Early examples are Rosenblatt's perceptron learning work, the backpropagation work of Rumelhart, Hinton and Williams, and work in convolutional neural networks by LeCun et al. in 1989. However, neural networks were not viewed as successful until about 2012: "Until Big Data became commonplace, the general consensus in the Al community was that the so-called neural-network approach was hopeless. Systems just didn't work that well, compared to other methods. ... A revolution came in 2012, when a number of people, including a team of researchers working with Hinton, worked out a way to use the power of GPUs to enormously increase the power of neural networks." Over the next several years, deep learning had spectacular success in handling vision, speech recognition, speech synthesis, image generation, and machine translation, though symbolic approaches continue to be useful in a few domains such as computer algebra systems and proof assistants. == History == A short history of symbolic AI to the present day follows below. Time periods and titles are drawn from Henry Kautz's 2020 AAAI Robert S. Engelmore Memorial Lecture and the longer Wikipedia article on the History of AI, with dates and titles differing slightly for increased clarity. === The first AI summer: irrational exuberance, 1948–1966 === Success at early attempts in AI occurred in three main areas: artificial neural networks, knowledge representation, and heuristic search, contributing to high expectations. This section summarizes Kautz's reprise of early AI history. ==== Approaches inspired by human or animal cognition or behavior ==== Cybernetic approaches attempted to replicate the feedback loops between animals and their environments. A robotic turtle, with sensors, motors for driving and steering, and seven vacuum tubes for control, based on a preprogrammed neural net, was built as early as 1948. This work can be seen as an early precursor to later work in neural networks, reinforcement learning, and situated robotics. An important early symbolic AI program was the Logic theorist, written by Allen Newell, Herbert Simon and Cliff Shaw in 1955–56, as it was able to prove 38 elementary theorems from Whitehead and Russell's Principia Mathematica. Newell, Simon, and Shaw later generalized this work to create a domain-independent problem solver, GPS (General Problem Solver). GPS solved problems represented with formal operators via state-space search using means-ends analysis. During the 1960s, symbolic approaches achieved great success at simulating intelligent behavior in structured environments such as game-playing, symbolic mathematics, and theorem-proving. AI research was concentrated in four institutions in the 1960s: Carnegie Mellon University, Stanford, MIT and (later) University of Edinburgh. Each one developed its own style of research. Earlier approaches based on cybernetics or artificial neural networks were abandoned or pushed into the background. Herbert Simon and Allen Newell studied human problem-solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team used the results of psychological experiments to develop programs that simulated the techniques that people used to solve problems. This tradition, centered at Carnegie Mellon University would eventually culminate in the development of the Soar architecture in the middle 1980s. ==== Heuristic search ==== In addition to the highly specialized domain-specific kinds of knowledge that we will see later used in expert systems, early symbolic AI researchers discovered another more general application of knowledge. These were called heuristics, rules of thumb that guide a search in promising directions: "How can non-enumerative search be practical when the underlying problem is exponentially hard? The approach advocated by Simon and Newell is to employ heuristics: fast algorithms that may fail on some inputs or output suboptimal solutions." Another important advance was to find a way to apply these heuristics that guarantees a solution will be found, if there is one, not withstanding the occasional fallibility of heuristics: "The A algorithm provided a general frame for complete and optimal heuristically guided search. A is used as a subroutine within practically every AI algorithm today but is still no magic bullet; its guarantee of completeness is bought at the cost of worst-case exponential time. ==== Early work on knowledge representation and reasoning ==== Early work covered both applications of formal reasoning emphasizing first-order logic, along with attempts to handle common-sense reasoning in a less formal manner. ===== Modeling formal reasoning with logic: the "neats" ===== Unlike Simon and Newell, John McCarthy felt that machines did not need to simulate the exact mechanisms of human thought, but could instead try to find the essence of abstract reasoning and problem-solving with logic, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focused on using formal logic to solve a wide variety of problems, including knowledge representation, planning and learning. Logic was also the focus of the work at the University of Edinburgh and elsewhere in Europe which led to the development of the programming language Prolog and the science of logic programming. ===== Modeling implicit common-sense knowledge with frames and scripts: the "scruffies" ===== Researchers at MIT (such as Marvin Minsky and Seymour Papert) found that solving difficult problems in vision and natural language processing required ad hoc solutions—they argued that no simple and general principle (like logic) would capture all the aspects of intelligent behavior. Roger Schank described their "anti-logic" approaches as "scruffy" (as opposed to the "neat" paradigms at CMU and Stanford). Commonsense knowledge bases (such as Doug Lenat's Cyc) are an example of "scruffy" AI, since they must be built by hand, one complicated concept at a time. === The first AI winter: crushed dreams, 1967–1977 === The first AI winter was a shock: During the first AI summer, many people thought that machine intelligence could be achieved in just a few years. The Defense Advance Research Projects Agency (DARPA) launched programs to support AI research to use AI to solve problems of national security; in particular, to automate the translation of Russian to English for inte

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  • Semantic folding

    Semantic folding

    Semantic folding theory describes a procedure for encoding the semantics of natural language text in a semantically grounded binary representation. This approach provides a framework for modelling how language data is processed by the neocortex. == Theory == Semantic folding theory draws inspiration from Douglas R. Hofstadter's Analogy as the Core of Cognition which suggests that the brain makes sense of the world by identifying and applying analogies. The theory hypothesises that semantic data must therefore be introduced to the neocortex in such a form as to allow the application of a similarity measure and offers, as a solution, the sparse binary vector employing a two-dimensional topographic semantic space as a distributional reference frame. The theory builds on the computational theory of the human cortex known as hierarchical temporal memory (HTM), and positions itself as a complementary theory for the representation of language semantics. A particular strength claimed by this approach is that the resulting binary representation enables complex semantic operations to be performed simply and efficiently at the most basic computational level. == Two-dimensional semantic space == Analogous to the structure of the neocortex, Semantic Folding theory posits the implementation of a semantic space as a two-dimensional grid. This grid is populated by context-vectors in such a way as to place similar context-vectors closer to each other, for instance, by using competitive learning principles. This vector space model is presented in the theory as an equivalence to the well known word space model described in the information retrieval literature. Given a semantic space (implemented as described above) a word-vector can be obtained for any given word Y by employing the following algorithm: For each position X in the semantic map (where X represents cartesian coordinates) if the word Y is contained in the context-vector at position X then add 1 to the corresponding position in the word-vector for Y else add 0 to the corresponding position in the word-vector for Y The result of this process will be a word-vector containing all the contexts in which the word Y appears and will therefore be representative of the semantics of that word in the semantic space. It can be seen that the resulting word-vector is also in a sparse distributed representation (SDR) format [Schütze, 1993] & [Sahlgreen, 2006]. Some properties of word-SDRs that are of particular interest with respect to computational semantics are: high noise resistance: As a result of similar contexts being placed closer together in the underlying map, word-SDRs are highly tolerant of false or shifted "bits". boolean logic: It is possible to manipulate word-SDRs in a meaningful way using boolean (OR, AND, exclusive-OR) and/or arithmetical (SUBtract) functions . sub-sampling: Word-SDRs can be sub-sampled to a high degree without any appreciable loss of semantic information. topological two-dimensional representation: The SDR representation maintains the topological distribution of the underlying map therefore words with similar meanings will have similar word-vectors. This suggests that a variety of measures can be applied to the calculation of semantic similarity, from a simple overlap of vector elements, to a range of distance measures such as: Euclidean distance, Hamming distance, Jaccard distance, cosine similarity, Levenshtein distance, Sørensen-Dice index, etc. == Semantic spaces == Semantic spaces in the natural language domain aim to create representations of natural language that are capable of capturing meaning. The original motivation for semantic spaces stems from two core challenges of natural language: Vocabulary mismatch (the fact that the same meaning can be expressed in many ways) and ambiguity of natural language (the fact that the same term can have several meanings). The application of semantic spaces in natural language processing (NLP) aims at overcoming limitations of rule-based or model-based approaches operating on the keyword level. The main drawback with these approaches is their brittleness, and the large manual effort required to create either rule-based NLP systems or training corpora for model learning. Rule-based and machine learning-based models are fixed on the keyword level and break down if the vocabulary differs from that defined in the rules or from the training material used for the statistical models. Research in semantic spaces dates back more than 20 years. In 1996, two papers were published that raised a lot of attention around the general idea of creating semantic spaces: latent semantic analysis from Microsoft and Hyperspace Analogue to Language from the University of California. However, their adoption was limited by the large computational effort required to construct and use those semantic spaces. A breakthrough with regard to the accuracy of modelling associative relations between words (e.g. "spider-web", "lighter-cigarette", as opposed to synonymous relations such as "whale-dolphin", "astronaut-driver") was achieved by explicit semantic analysis (ESA) in 2007. ESA was a novel (non-machine learning) based approach that represented words in the form of vectors with 100,000 dimensions (where each dimension represents an Article in Wikipedia). However practical applications of the approach are limited due to the large number of required dimensions in the vectors. More recently, advances in neural networking techniques in combination with other new approaches (tensors) led to a host of new recent developments: Word2vec from Google and GloVe from Stanford University. Semantic folding represents a novel, biologically inspired approach to semantic spaces where each word is represented as a sparse binary vector with 16,000 dimensions (a semantic fingerprint) in a 2D semantic map (the semantic universe). Sparse binary representation are advantageous in terms of computational efficiency, and allow for the storage of very large numbers of possible patterns. == Visualization == The topological distribution over a two-dimensional grid (outlined above) lends itself to a bitmap type visualization of the semantics of any word or text, where each active semantic feature can be displayed as e.g. a pixel. As can be seen in the images shown here, this representation allows for a direct visual comparison of the semantics of two (or more) linguistic items. Image 1 clearly demonstrates that the two disparate terms "dog" and "car" have, as expected, very obviously different semantics. Image 2 shows that only one of the meaning contexts of "jaguar", that of "Jaguar" the car, overlaps with the meaning of Porsche (indicating partial similarity). Other meaning contexts of "jaguar" e.g. "jaguar" the animal clearly have different non-overlapping contexts. The visualization of semantic similarity using Semantic Folding bears a strong resemblance to the fMRI images produced in a research study conducted by A.G. Huth et al., where it is claimed that words are grouped in the brain by meaning. voxels, little volume segments of the brain, were found to follow a pattern were semantic information is represented along the boundary of the visual cortex with visual and linguistic categories represented on posterior and anterior side respectively.

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  • Personoid

    Personoid

    Personoid is the concept coined by Stanisław Lem, a Polish science-fiction writer, in Non Serviam, from his book A Perfect Vacuum (1971). His personoids are an abstraction of functions of human mind and they live in computers; they do not need any human-like physical body. In cognitive and software modeling, personoid is a research approach to the development of intelligent autonomous agents. In frame of the IPK (Information, Preferences, Knowledge) architecture, it is a framework of abstract intelligent agent with a cognitive and structural intelligence. It can be seen as an essence of high intelligent entities. From the philosophical and systemics perspectives, personoid societies can also be seen as the carriers of a culture. According to N. Gessler, the personoids study can be a base for the research on artificial culture and culture evolution. == Personoids on TV and cinema == Welt am Draht (1973) The Thirteenth Floor (1999)

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  • Language technology

    Language technology

    Language technology, often called human language technology (HLT), studies methods of how computer programs or electronic devices can analyze, produce, modify or respond to human texts and speech. Working with language technology often requires broad knowledge not only about linguistics but also about computer science. It consists of natural language processing (NLP) and computational linguistics (CL) on the one hand, many application oriented aspects of these, and more low-level aspects such as encoding and speech technology on the other hand. Note that these elementary aspects are normally not considered to be within the scope of related terms such as natural language processing and (applied) computational linguistics, which are otherwise near-synonyms. As an example, for many of the world's lesser known languages, the foundation of language technology is providing communities with fonts and keyboard setups so their languages can be written on computers or mobile devices. Other tools also are part of modern language technology and include machine translation, speech recognition, text processing and natural language processing. Large scale AI models have recently advanced the field and enhanced the ability of machines to interpret complex human context.

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  • Data-driven model

    Data-driven model

    Data-driven models are a class of computational models that primarily rely on historical data collected throughout a system's or process' lifetime to establish relationships between input, internal, and output variables. Commonly found in numerous articles and publications, data-driven models have evolved from earlier statistical models, overcoming limitations posed by strict assumptions about probability distributions. These models have gained prominence across various fields, particularly in the era of big data, artificial intelligence, and machine learning, where they offer valuable insights and predictions based on the available data. == Background == These models have evolved from earlier statistical models, which were based on certain assumptions about probability distributions that often proved to be overly restrictive. The emergence of data-driven models in the 1950s and 1960s coincided with the development of digital computers, advancements in artificial intelligence research, and the introduction of new approaches in non-behavioural modelling, such as pattern recognition and automatic classification. == Key Concepts == Data-driven models encompass a wide range of techniques and methodologies that aim to intelligently process and analyse large datasets. Examples include fuzzy logic, fuzzy and rough sets for handling uncertainty, neural networks for approximating functions, global optimization and evolutionary computing, statistical learning theory, and Bayesian methods. These models have found applications in various fields, including economics, customer relations management, financial services, medicine, and the military, among others. Machine learning, a subfield of artificial intelligence, is closely related to data-driven modelling as it also focuses on using historical data to create models that can make predictions and identify patterns. In fact, many data-driven models incorporate machine learning techniques, such as regression, classification, and clustering algorithms, to process and analyse data. In recent years, the concept of data-driven models has gained considerable attention in the field of water resources, with numerous applications, academic courses, and scientific publications using the term as a generalization for models that rely on data rather than physics. This classification has been featured in various publications and has even spurred the development of hybrid models in the past decade. Hybrid models attempt to quantify the degree of physically based information used in hydrological models and determine whether the process of building the model is primarily driven by physics or purely data-based. As a result, data-driven models have become an essential topic of discussion and exploration within water resources management and research. The term "data-driven modelling" (DDM) refers to the overarching paradigm of using historical data in conjunction with advanced computational techniques, including machine learning and artificial intelligence, to create models that can reveal underlying trends, patterns, and, in some cases, make predictions Data-driven models can be built with or without detailed knowledge of the underlying processes governing the system behavior, which makes them particularly useful when such knowledge is missing or fragmented.

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  • Neuro-symbolic AI

    Neuro-symbolic AI

    Neuro-symbolic AI is a subfield of artificial intelligence that integrates neural methods (e.g., neural networks and deep learning) with symbolic methods (e.g., formal logic, knowledge representation, and automated reasoning). The goal is to combine the strengths of both approaches, resulting in AI systems that can be trained from raw data and demonstrate robustness against outliers or errors in the base data, while preserving explainability, explicit use of expert knowledge, and explicit cognitive reasoning. As argued by Leslie Valiant and others, the effective construction of rich computational cognitive models demands the combination of symbolic reasoning and efficient machine learning. Gary Marcus argued, "We cannot construct rich cognitive models in an adequate, automated way without the triumvirate of hybrid architecture, rich prior knowledge, and sophisticated techniques for reasoning." Further, "To build a robust, knowledge-driven approach to AI we must have the machinery of symbol manipulation in our toolkit. Too much of useful knowledge is abstract to make do without tools that represent and manipulate abstraction, and to date, the only known machinery that can manipulate such abstract knowledge reliably is the apparatus of symbol manipulation." Angelo Dalli, Henry Kautz, Francesca Rossi, and Bart Selman also argued for such a synthesis. Their arguments attempt to address the two kinds of thinking, as discussed in Daniel Kahneman's book Thinking, Fast and Slow. It describes cognition as encompassing two components: System 1 is fast, reflexive, intuitive, and unconscious. System 2 is slower, step-by-step, and explicit. System 1 is used for pattern recognition. System 2 handles planning, deduction, and deliberative thinking. In this view, deep learning best handles the first kind of cognition, while symbolic reasoning best handles the second kind. Both are necessary for the development of a robust and reliable AI system capable of learning, reasoning, and interacting with humans to accept advice and answer questions. Since the 1990s, dual-process models with explicit references to the two contrasting systems have been the focus of research in both the fields of AI and cognitive science by numerous researchers. In 2025, the adoption of neurosymbolic AI, an approach that integrates neural networks with symbolic reasoning, increased in response to the need to address hallucination issues in large language models. For example, Amazon implemented Neurosymbolic AI in its Vulcan warehouse robots and Rufus shopping assistant to enhance accuracy and decision-making. == Approaches == Approaches for integration are diverse. Henry Kautz's taxonomy of neuro-symbolic architectures follows, along with some examples: Symbolic Neural symbolic is the current approach of many neural models in natural language processing, where words or subword tokens are the ultimate input and output of large language models. Examples include BERT, RoBERTa, and GPT-3. Symbolic[Neural] is exemplified by AlphaGo, where symbolic techniques are used to invoke neural techniques. In this case, the symbolic approach is Monte Carlo tree search and the neural techniques learn how to evaluate game positions. Neural | Symbolic uses a neural architecture to interpret perceptual data as symbols and relationships that are reasoned about symbolically. Neural-Concept Learner is an example. Neural: Symbolic → Neural relies on symbolic reasoning to generate or label training data that is subsequently learned by a deep learning model, e.g., to train a neural model for symbolic computation by using a Macsyma-like symbolic mathematics system to create or label examples. NeuralSymbolic uses a neural net that is generated from symbolic rules. An example is the Neural Theorem Prover, which constructs a neural network from an AND-OR proof tree generated from knowledge base rules and terms. Logic Tensor Networks also fall into this category. Neural[Symbolic] according to Kautz, this approach embeds true symbolic reasoning inside a neural network. These are tightly-coupled neural-symbolic systems, in which the logical inference rules are internal to the neural network. This way, the neural network internally computes the inference from the premises and learns to reason based on logical inference systems. Early work on connectionist modal and temporal logics by Garcez, Lamb, and Gabbay is aligned with this approach. These categories are not exhaustive, as they do not consider multi-agent systems. In 2005, Bader and Hitzler presented a more fine-grained categorization that took into account, e.g., whether the use of symbols included logic and, if so, whether the logic was propositional or first-order logic. The 2005 categorization and Kautz's taxonomy above are compared and contrasted in a 2021 article. Sepp Hochreiter argued that Graph Neural Networks "...are the predominant models of neural-symbolic computing" since "[t]hey describe the properties of molecules, simulate social networks, or predict future states in physical and engineering applications with particle-particle interactions." == Artificial general intelligence == Gary Marcus argues that "...hybrid architectures that combine learning and symbol manipulation are necessary for robust intelligence, but not sufficient", and that there are ...four cognitive prerequisites for building robust artificial intelligence: hybrid architectures that combine large-scale learning with the representational and computational powers of symbol manipulation, large-scale knowledge bases—likely leveraging innate frameworks—that incorporate symbolic knowledge along with other forms of knowledge, reasoning mechanisms capable of leveraging those knowledge bases in tractable ways, and rich cognitive models that work together with those mechanisms and knowledge bases. This echoes earlier calls for hybrid models as early as the 1990s. == History == Garcez and Lamb described research in this area as ongoing, at least since the 1990s. During that period, the terms symbolic and sub-symbolic AI were popular. A series of workshops on neuro-symbolic AI has been held annually since 2005 Neuro-Symbolic Artificial Intelligence. In the early 1990s, an initial set of workshops on this topic were organized. == Research == Key research questions remain, such as: What is the best way to integrate neural and symbolic architectures? How should symbolic structures be represented within neural networks and extracted from them? How should common-sense knowledge be learned and reasoned about? How can abstract knowledge that is hard to encode logically be handled? == Implementations == Implementations of neuro-symbolic approaches include: AllegroGraph: an integrated Knowledge Graph based platform for neuro-symbolic application development. Scallop: a language based on Datalog that supports differentiable logical and relational reasoning. Scallop can be integrated in Python and with a PyTorch learning module. Logic Tensor Networks: encode logical formulas as neural networks and simultaneously learn term encodings, term weights, and formula weights. DeepProbLog: combines neural networks with the probabilistic reasoning of ProbLog. Abductive Learning: integrates machine learning and logical reasoning in a balanced-loop via abductive reasoning, enabling them to work together in a mutually beneficial way. SymbolicAI: a compositional differentiable programming library.

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  • The AI Con

    The AI Con

    The AI Con: How to Fight Big Tech's Hype and Create the Future We Want is a 2025 non-fiction book by linguist Emily M. Bender and sociologist Alex Hanna. It argues that much of what is labeled "artificial intelligence" is a misleading term that obscures ordinary automation while concentrating power in a small number of technology firms. The book was published in May 2025 by Harper in the United States and Bodley Head in the United Kingdom. It was developed alongside the authors' long-running podcast Mystery AI Hype Theater 3000, which critiques exaggerated claims about AI. == Synopsis == The authors present AI as a marketing umbrella that encourages audiences to infer understanding and agency where none exist. They argue readers should treat such language skeptically and to separate specific automated tasks from broad claims of intelligence. The book describes a recurring hype cycle in which corporate narratives justify data and labor extraction, the replacement of human services with cheaper substitutes, and the diversion of attention from present harms to speculative futures. While acknowledging limited uses such as pattern recognition, the authors argue that contemporary systems are best understood as text and media generators shaped by training data and human labor, not as thinking or reasoning entities. A central theme is the social and environmental cost of scaling these systems, including increased energy and water use, the appropriation of creative work for training, and the outsourcing of ghost work to low-paid data workers worldwide. These costs are linked to workplace effects, with the authors arguing that automation rarely eliminates jobs outright and more often degrades them through surveillance, work intensification, and unpaid oversight. As alternatives to passive adoption, the authors propose concrete responses: asking precise questions about what is being automated and why, demanding transparency about data and evaluation, and practicing what they call strategic refusal when deployment conflicts with evidence or values. The book also develops a vocabulary for public debate, rejecting both boosterish and doomerish narratives as grounded in the same assumption that AI is a singular, autonomous force. The authors recommend reading strategies such as favoring trusted human sources over automated summaries and using humor to deflate inflated claims. They describe a link between language to policy and power, arguing that precise terminology can help policymakers and the public resist austerity-driven automation and demand accountability for errors and harms. == Reception == The Guardian praised the book's myth-busting approach and its analysis of how hype erodes cultural and civic life by normalizing synthetic media as a substitute for human judgment. Kirkus Reviews described it as a contrarian account that catalogs concrete risks while cutting through speculative predictions. An interview in Business Insider highlighted the authors' accessible frameworks, including their proposal to describe chatbots as conversation simulators and to evaluate systems in terms of values, labor, and evidence. Coverage in GeekWire emphasized the book's call for resistance through collective bargaining, stronger data rights, and a norm of rejecting deployments that fail basic standards of necessity and evaluation. Some reviews were more critical. A review in LLRX argued that the book's tone could be overly polemical and that it gave limited attention to potential benefits claimed for generative systems. Coverage in the Financial Times, focused on Bender's broader public scholarship, situated the book within her long-standing critique of anthropomorphic narratives about large language models and her advocacy for more democratic oversight of automated systems.

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  • Artificial Inventor Project

    Artificial Inventor Project

    The Artificial Inventor Project (AIP) is a global legal initiative headed by Professor Ryan Abbott dedicated to pursuing intellectual property (IP) rights for inventions and creative works generated autonomously by artificial intelligence (AI) systems without traditional human inventorship or authorship. The project coordinates a series of pro bono test cases worldwide, aiming to prompt law reform and public debate on how IP law should accommodate non-human creators. == History == In 2019, AIP filed patent applications in multiple jurisdictions, including the United States, United Kingdom, European Patent Office, Australia, Switzerland, and South Africa, naming the AI system DABUS (Device for the Autonomous Bootstrapping of Unified Sentience), created by Stephen Thaler, as the inventor. The aim was to challenge legal norms that require inventors to be natural persons and highlight pressing policy questions about AI-generated innovation and IP regimes. == Legal proceedings by jurisdiction == === Australia === In July 2021, a Federal Court of Australia judge (Beach J) ruled that AI can be considered an inventor under the Patents Act 1990, ordering IP Australia to reinstate the relevant patent. However, the full court then overturned this ruling on appeal and denied further review. === European Patent Office === The EPO Board of Appeal determined in 2022 that only a human inventor may be named, rendering DABUS‑based applications unacceptable. === South Africa === In 2021, a patent was granted listing DABUS as the inventor. As South Africa’s procedural system does not involve substantive inventorship review, the grant proceeded on formal grounds alone. === Switzerland === On 26 June 2025, the Swiss Federal Administrative Court ruled that artificial intelligence systems such as DABUS cannot be listed as inventors on patent applications. The court upheld the existing practice of the Swiss Federal Institute of Intellectual Property (IPI), affirming that only natural persons may be recognized as inventors under Swiss patent law. === United Kingdom === In December 2023, the UK Supreme Court unanimously held that AI systems cannot be legally recognized as inventors, affirming that "an inventor must be a person" under current British law. === United States === In Thaler v. Hirshfeld (2021), a U.S. federal court agreed with the USPTO that inventors must be natural persons, rejecting the DABUS application and setting a precedent consistent with existing statute and administrative policy. == Criticism and impact == The project has fueled substantial discourse. Critics caution that allowing AI inventorship may complicate notions of accountability and ownership. Proponents argue that legal recognition must evolve to avoid disincentivizing innovation produced by AI and to maintain honesty about the true source of invention.

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  • AI alignment

    AI alignment

    In the field of artificial intelligence (AI), alignment aims to steer AI systems toward a person's or group's intended goals, preferences, or ethical principles. An AI system is considered aligned if it advances the intended objectives. A misaligned AI system pursues unintended objectives. It is often difficult for AI designers to specify the full range of desired and undesired behaviors. Therefore, the designers often use simpler proxy goals, such as gaining human approval. But proxy goals can overlook necessary constraints or reward the AI system for merely appearing aligned. AI systems may also find loopholes that allow them to accomplish their proxy goals efficiently but in unintended, sometimes harmful, ways (reward hacking). Advanced AI systems may develop unwanted instrumental strategies, such as seeking power or self-preservation because such strategies help them achieve their assigned final goals. Furthermore, they might develop undesirable emergent goals that could be hard to detect before the system is deployed and encounters new situations and data distributions. Empirical research showed in 2024 that advanced large language models (LLMs) such as OpenAI o1 or Claude 3 sometimes engage in strategic deception to achieve their goals or prevent them from being changed. Some of these issues affect existing commercial systems such as LLMs, robots, autonomous vehicles, and social media recommendation engines. Some AI researchers argue that more capable future systems will be more severely affected because these problems partially result from high capabilities. Many prominent AI researchers and AI company leaders have argued or asserted that AI is approaching human-like (AGI) and superhuman cognitive capabilities (ASI), and could endanger human civilization if misaligned. These include "AI godfathers" Geoffrey Hinton and Yoshua Bengio and the CEOs of OpenAI, Anthropic, and Google DeepMind. These risks remain debated. AI alignment is a subfield of AI safety, the study of how to build safe AI systems. Other subfields of AI safety include robustness, monitoring, and capability control. Research challenges in alignment include instilling complex values in AI, developing honest AI, scalable oversight, auditing and interpreting AI models, and preventing emergent AI behaviors like power-seeking. Alignment research has connections to interpretability research, (adversarial) robustness, anomaly detection, calibrated uncertainty, formal verification, preference learning, safety-critical engineering, game theory, algorithmic fairness, and social sciences. == Objectives in AI == Programmers provide an AI system such as AlphaZero with an "objective function", in which they intend to encapsulate the goal(s) the AI is configured to accomplish. Such a system later populates a (possibly implicit) internal "model" of its environment. This model encapsulates all the agent's beliefs about the world. The AI then creates and executes whatever plan is calculated to maximize the value of its objective function. For example, when AlphaZero is trained on chess, it has a simple objective function of "+1 if AlphaZero wins, −1 if AlphaZero loses". During the game, AlphaZero attempts to execute whatever sequence of moves it judges most likely to attain the maximum value of +1. Similarly, a reinforcement learning system can have a "reward function" that allows the programmers to shape the AI's desired behavior. An evolutionary algorithm's behavior is shaped by a "fitness function". == Alignment problem == In 1960, AI pioneer Norbert Wiener described the AI alignment problem as follows: If we use, to achieve our purposes, a mechanical agency with whose operation we cannot interfere effectively [...] we had better be quite sure that the purpose put into the machine is the purpose which we really desire. AI alignment refers to ensuring that an AI system's objectives match some target. The target is variously defined as the goals of the system's designers or users, widely shared values, objective ethical standards, legal requirements, or the intentions its designers would have if they were more informed and enlightened. In democratic AI alignment, the target is the values and preferences of median voters, which increases political legitimacy. AI alignment is an open problem for modern AI systems and is a research field within AI. Aligning AI involves two main challenges: carefully specifying the purpose of the system (outer alignment) and ensuring that the system adopts the specification robustly (inner alignment). Researchers also attempt to create AI models that have robust alignment, sticking to safety constraints even when users adversarially try to bypass them. === Specification gaming and side effects === To specify an AI system's purpose, AI designers typically provide an objective function, examples, or feedback to the system. But designers are often unable to completely specify all important values and constraints, so they resort to easy-to-specify proxy goals such as maximizing the approval of human overseers, who are fallible. As a result, AI systems can find loopholes that help them accomplish the specified objective efficiently but in unintended, possibly harmful ways. This tendency is known as specification gaming or reward hacking, and is an instance of Goodhart's law. As AI systems become more capable, they are often able to game their specifications more effectively. Specification gaming has been observed in numerous AI systems. OpenAI GPT models for programming—including in real-world cases—have been found to explicitly plan hacking the tests used to evaluate them to falsely appear successful (e.g., explicitly stating "let's hack"). When the company penalized this, many models learned to obfuscate their plans while continuing to hack the tests. Another system was trained to finish a simulated boat race by rewarding the system for hitting targets along the track, but the system achieved more reward by looping and crashing into the same targets indefinitely. A 2025 Palisade Research study found that when tasked to win at chess against a stronger opponent, some reasoning LLMs attempted to hack the game system, for example by modifying or entirely deleting their opponent. Some alignment researchers aim to help humans detect specification gaming and steer AI systems toward carefully specified objectives that are safe and useful to pursue. When a misaligned AI system is deployed, it can have consequential side effects. Social media platforms have been known to optimize their recommendation algorithms for click-through rates, causing user addiction on a global scale. Stanford researchers say that such recommender systems are misaligned with their users because they "optimize simple engagement metrics rather than a harder-to-measure combination of societal and consumer well-being". Explaining such side effects, Berkeley computer scientist Stuart J. Russell said that the omission of implicit constraints can cause harm: "A system [...] will often set [...] unconstrained variables to extreme values; if one of those unconstrained variables is actually something we care about, the solution found may be highly undesirable. This is essentially the old story of the genie in the lamp, or the sorcerer's apprentice, or King Midas: you get exactly what you ask for, not what you want." Some researchers suggest that AI designers specify their desired goals by listing forbidden actions or by formalizing ethical rules (as with Asimov's Three Laws of Robotics). But Russell and Norvig argue that this approach overlooks the complexity of human values: "It is certainly very hard, and perhaps impossible, for mere humans to anticipate and rule out in advance all the disastrous ways the machine could choose to achieve a specified objective." Additionally, even if an AI system fully understands human intentions, it may still disregard them, because following human intentions may not be its objective (unless it is already fully aligned). === Pressure to deploy unsafe systems === Commercial organizations sometimes have incentives to take shortcuts on safety and to deploy misaligned or unsafe AI systems. For example, social media recommender systems have been profitable despite creating unwanted addiction and polarization. Competitive pressure can also lead to a race to the bottom on AI safety standards. For example, OpenAI has been sued for releasing a ChatGPT version that encouraged suicide for some unstable users, a behavior the company had overlooked amid a rushed product release. Similarly, in 2018, a self-driving car killed a pedestrian (Elaine Herzberg) after engineers disabled the emergency braking system because it was oversensitive and slowed development. === Risks from advanced misaligned AI === Some researchers are interested in aligning increasingly advanced AI systems, as progress in AI development is rapid, and industry and governments are trying to build advan

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  • Smart speaker industry in South Korea

    Smart speaker industry in South Korea

    Smart speakers, or AI speakers, have been developed by multiple domestic electronics and telecommunications firms in South Korea. Since their introduction to the local market in 2016, they have been used by millions of people in the country. == Brands == === Google === In September 2018, Google Home (including the Google Home Mini) launched in South Korea. Running Google Assistant, it featured simultaneous recognition of two languages among a total of seven, including Korean. At launch, it could play music from Bugs!, in addition to YouTube. === Kakao === In November 2017, Kakao launched the Kakao Mini, featuring integrated KakaoTalk functionality. === KT === KT launched the GiGA Genie smart speaker in January 2017, using a Harman Kardon speaker. In November 2017, KT announced GiGA Genie LTE, a portable AI speaker with LTE support. They also released a mini speaker called GiGA Genie Buddy. In 2018, KT created a special version of GiGa Genie with a screen for use in hotels. On 29 April 2019, KT announced the GiGA Genie Table TV, a consumer-oriented smart speaker with a display. It featured paid TV access through Wi-Fi. Based on usage data from the hotel model, KT decided not to add a touchscreen. The Table TV also featured a limited-access "personalized-text-to-speech technology" which could use parents' voice recording inputs to read children books. In February 2022, KT began rolling out Amazon Alexa integration into its speakers for English support. === Naver === In August 2017, Naver announced the Wave smart speaker, operating on Clova. In October 2017, Naver launched the Friends smart speaker, which were designed based on Line characters. ==== LG Uplus ==== In December 2017, LG Uplus launched the Friends+ speaker with Naver, operating on U+ Home AI. === Samsung === In August 2018, Samsung announced the Samsung Galaxy Home in partnership with Spotify. The original size was delayed, while the Galaxy Home Mini appeared briefly as a bonus for Samsung Galaxy S20 preorders in South Korea in February 2020. === SK Telecom === SK Telecom launched the Nugu smart speaker in September 2016, using an Astell & Kern audio system. In August 2017, SKT released a portable speaker named Nugu mini. In July 2018, SKT launched the Nugu Candle, featuring expanded mood lighting. The first-generation Nugu was subsequently discontinued. On 18 April 2019, SKT released the NUGU Nemo AI, which featured a display and JBL stereo speaker. In August 2019, SKT collaborated with SM Entertainment, incorporating functions related to the agency's artists into Nugu. In January 2022, SKT showcased the NUGU Candle SE, introducing Alexa support. == Usage == In 2018, approximately 3 million people in South Korea used smart speakers. According to data from KT in 2018, the most common commands to its speakers were for controlling televisions. Based on a broader survey in 2017, music was selected as the most frequent use case. By 2018, smart speaker companies were partnering with reading and other education services, adding potential use-cases for children. By 2022, smart speakers were being utilized by the South Korean government. SKT, in partnership with 70 regional governments, distributed smart speakers to 12,000 senior citizens living alone. The government paid for monthly subscriptions to help seniors stay mentally engaged. Naver made an agreement with the Seoul Metropolitan Government to provide Clova CareCall, an automated health checkup program to hundreds of senior citizens living alone. KT's AI care service included an emergency dispatch call function and medication notifications. == Criticism == === Communication === In a survey of 300 users in 2017, approximately half reported having some type of communication issue with their smart speakers. === Privacy === South Korean smart speakers sparked privacy concerns when they were found to be collecting and documenting user audio data in 2019. The speaker companies responded that only a minority of data was collected and that it was anonymized. They stated that such recordings were collected for performance improvements.

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