AI For Business Edinburgh

AI For Business Edinburgh — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Language engineering

    Language engineering

    Language engineering involves the creation of natural language processing systems, whose cost and outputs are measurable and predictable. It is a distinct field contrasted to natural language processing and computational linguistics. A recent trend of language engineering is the use of Semantic Web technologies for the creation, archiving, processing, and retrieval of machine processable language data. Meta-Language Engineering is a proposed extension of Language Engineering first recorded in 2025, associated with the work of Delyone de Paula Canedo Filho. The term is used to designate an approach that, in addition to natural language processing, encompasses the symbolic, cognitive, and epistemological structuring of language systems.

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  • Computing Machinery and Intelligence

    Computing Machinery and Intelligence

    "Computing Machinery and Intelligence" is a paper written by Alan Turing on the topic of artificial intelligence. The paper, published in 1950 in Mind, was the first to introduce his concept of what is now known as the Turing test to the general public. Turing's paper considers the question "Can machines think?" Turing says that since the words "think" and "machine" cannot clearly be defined, we should "replace the question by another, which is closely related to it and is expressed in relatively unambiguous words." To achieve this objective, Turing proposes a three-step approach. First, he identifies a simple and unambiguous concept to substitute for the term "think." Second, he delineates the specific "machines" under consideration. Third, armed with these tools, he poses a new question related to the first, which he believes he can answer in the affirmative. == Turing's test == Rather than trying to determine if a machine is thinking, Turing suggests we should ask if the machine can win a game, called the "Imitation Game". The original Imitation game, that Turing described, is a simple party game involving three players. Player A is a man, player B is a woman and player C (who plays the role of the interrogator) can be of either sex. In the Imitation Game, player C is unable to see either player A or player B (and knows them only as X and Y), and can communicate with them only through written notes or any other form that does not give away any details about their gender. By asking questions of player A and player B, player C tries to determine which of the two is the man and which is the woman. Player A's role is to trick the interrogator into making the wrong decision, while player B attempts to assist the interrogator in making the right one. Turing proposes a variation of this game that involves the computer: We now ask the question, "What will happen when a machine takes the part of A in this game?" Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace our original, "Can machines think?" So the modified game becomes one that involves three participants in isolated rooms: a computer (which is being tested), a human, and a (human) judge. The human judge can converse with both the human and the computer by typing into a terminal. Both the computer and the human try to convince the judge that they are the human. If the judge cannot consistently tell which is which, then the computer wins the game. Researchers in the United Kingdom had been exploring "machine intelligence" for up to ten years prior to the founding of the field of artificial intelligence (AI) research in 1956. It was a common topic among the members of the Ratio Club, an informal group of British cybernetics and electronics researchers that included Alan Turing. Turing, in particular, had been running the notion of machine intelligence since at least 1941 and one of the earliest-known mentions of "computer intelligence" was made by him in 1947. As Stevan Harnad notes, the question has become "Can machines do what we (as thinking entities) can do?" In other words, Turing is no longer asking whether a machine can "think"; he is asking whether a machine can act indistinguishably from the way a thinker acts. This question avoids the difficult philosophical problem of pre-defining the verb "to think" and focuses instead on the performance capacities that being able to think makes possible, and how a causal system can generate them. Since Turing introduced his test, it has been both highly influential and widely criticised, and has become an important concept in the philosophy of artificial intelligence. Some of its criticisms, such as John Searle's Chinese room, are themselves controversial. Some have taken Turing's question to have been "Can a computer, communicating over a teleprinter, fool a person into believing it is human?" but it seems clear that Turing was not talking about fooling people but about generating human cognitive capacity. == Digital machines == Turing also notes that we need to determine which "machines" we wish to consider. He points out that a human clone, while man-made, would not provide a very interesting example. Turing suggested that we should focus on the capabilities of digital machinery—machines which manipulate the binary digits of 1 and 0, rewriting them into memory using simple rules. He gave two reasons. First, there is no reason to speculate whether or not they can exist. They already did in 1950. Second, digital machinery is "universal". Turing's research into the foundations of computation had proved that a digital computer can, in theory, simulate the behaviour of any other digital machine, given enough memory and time. (This is the essential insight of the Church–Turing thesis and the universal Turing machine.) Therefore, if any digital machine can "act like it is thinking", then every sufficiently powerful digital machine can. Turing writes, "all digital computers are in a sense equivalent." This allows the original question to be made even more specific. Turing now restates the original question as "Let us fix our attention on one particular digital computer C. Is it true that by modifying this computer to have an adequate storage, suitably increasing its speed of action, and providing it with an appropriate programme, C can be made to play satisfactorily the part of A in the imitation game, the part of B being taken by a man?" Hence, Turing states that the focus is not on "whether all digital computers would do well in the game nor whether the computers that are presently available would do well, but whether there are imaginable computers which would do well". What is more important is to consider the advancements possible in the state of our machines today regardless of whether we have the available resource to create one or not. == Nine common objections == Having clarified the question, Turing turned to answering it: he considered the following nine common objections, which include all the major arguments against artificial intelligence raised in the years since his paper was first published. Religious Objection: This states that thinking is a function of man's immortal soul; therefore, a machine cannot think. "In attempting to construct such machines," wrote Turing, "we should not be irreverently usurping His power of creating souls, any more than we are in the procreation of children: rather we are, in either case, instruments of His will providing mansions for the souls that He creates." 'Heads in the Sand' Objection: "The consequences of machines thinking would be too dreadful. Let us hope and believe that they cannot do so." This thinking is popular among intellectual people, as they believe superiority derives from higher intelligence and the possibility of being overtaken is a threat (as machines have efficient memory capacities and processing speed, machines exceeding the learning and knowledge capabilities are highly probable). This objection is a fallacious appeal to consequences, confusing what should not be with what can or cannot be (Wardrip-Fruin, 56). The Mathematical Objection: This objection uses mathematical theorems, such as Gödel's incompleteness theorem, to show that there are limits to what questions a computer system based on logic can answer. Turing suggests that humans are too often wrong themselves and pleased at the fallibility of a machine. (This argument would be made again by philosopher John Lucas in 1961 and physicist Roger Penrose in 1989, and later would be called Penrose–Lucas argument.) Argument From Consciousness: This argument, suggested by Professor Geoffrey Jefferson in his 1949 Lister Oration (acceptance speech for his 1948 award of Lister Medal) states that "not until a machine can write a sonnet or compose a concerto because of thoughts and emotions felt, and not by the chance fall of symbols, could we agree that machine equals brain." Turing replies by saying that we have no way of knowing that any individual other than ourselves experiences emotions, and that therefore we should accept the test. He adds, "I do not wish to give the impression that I think there is no mystery about consciousness ... [b]ut I do not think these mysteries necessarily need to be solved before we can answer the question [of whether machines can think]." (This argument, that a computer can't have conscious experiences or understanding, would be made in 1980 by philosopher John Searle in his Chinese room argument. Turing's reply is now known as the "other minds reply". See also Can a machine have a mind? in the philosophy of AI.) Arguments from various disabilities. These arguments all have the form "a computer will never do X". Turing offers a selection:Be kind, resourceful, beautiful, friendly, have initiative, have a sense of humour, tell right from wrong, make mistakes, fall in love, enjo

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  • Distributed artificial intelligence

    Distributed artificial intelligence

    Distributed Artificial Intelligence (DAI) (also called Decentralized Artificial Intelligence) is a melding of artificial intelligence with distributed computing. From artificial intelligence comes the theory and technology for constructing or analyzing an intelligent system. But where artificial intelligence uses psychology as a source of ideas, inspiration, and metaphor, DAI uses sociology, economics, and management science for inspiration. Where the focus of artificial intelligence is on the individual, the focus of DAI is on the group. Distributed computing provides the computational substrate on which this group focus can occur. Using techniques from artificial intelligence, communication theory, control theory, and interaction theory, it produces a cooperative solution to problems by a decentralized group of computational entities (agents). DAI is closely related to and a predecessor of the field of multi-agent systems. They are distinguished generally by multi-agent systems being open, where the entities might arise from different interests and have individual goals, and distributed artificial-intelligence systems, where the entities have common goals. There are numerous applications and tools. == Definition == Distributed Artificial Intelligence (DAI) is an approach to solving complex learning, planning, and decision-making problems. It is embarrassingly parallel, thus able to exploit large scale computation and spatial distribution of computing resources. These properties allow it to solve problems that require the processing of very large data sets. DAI systems consist of autonomous learning processing nodes (agents), that are distributed, often at a very large scale. DAI nodes can act independently, and partial solutions are integrated by communication between nodes, often asynchronously. By virtue of their scale, DAI systems are robust and elastic, and by necessity, loosely coupled. Furthermore, DAI systems are built to be adaptive to changes in the problem definition or underlying data sets due to the scale and difficulty in redeployment. DAI systems do not require all the relevant data to be aggregated in a single location, in contrast to monolithic or centralized Artificial Intelligence systems, which have tightly coupled and geographically close processing nodes. Therefore, DAI systems often operate on sub-samples or hashed impressions of very large datasets. In addition, the source dataset may change or be updated during the course of the execution of a DAI system. == Development == In 1975 distributed artificial intelligence emerged as a subfield of artificial intelligence that dealt with interactions of intelligent agents. As a scientific discipline, it progressed through a series of workshops in the USA (International Workshop on Distributed Artificial Intelligence, held in 13 editions from 1978 - 1994), Europe (Workshop on Modelling Autonomous Agents in a Multi-Agent World https://link.springer.com/conference/maamaw), and Asia (Multi-Agent and Cooperative Computation Workshop (MACC) https://sites.google.com/view/sig-macc/macc-workshop?authuser=0). Distributed artificial intelligence systems were conceived as a group of intelligent entities, called agents, that interacted by cooperation, by coexistence, or by competition. DAI is categorized into multi-agent systems and distributed problem solving. In multi-agent systems the main focus is how agents coordinate their knowledge and activities. For distributed problem solving the major focus is how the problem is decomposed and the solutions are synthesized. == Goals == The objectives of Distributed Artificial Intelligence are to solve the reasoning, planning, learning and perception problems of artificial intelligence, especially if they require large data, by distributing the problem to autonomous processing nodes (agents). To reach the objective, DAI requires: A distributed system with robust and elastic computation on unreliable and failing resources that are loosely coupled Coordination of the actions and communication of the nodes Subsamples of large data sets and online machine learning There are many reasons for wanting to distribute intelligence or cope with multi-agent systems. Mainstream problems in DAI research include the following: Parallel problem solving: mainly deals with how classic artificial intelligence concepts can be modified, so that multiprocessor systems and clusters of computers can be used to speed up calculation. Distributed problem solving (DPS): the concept of agent, autonomous entities that can communicate with each other, was developed to serve as an abstraction for developing DPS systems. See below for further details. Multi-Agent Based Simulation (MABS): a branch of DAI that builds the foundation for simulations that need to analyze not only phenomena at macro level but also at micro level, as it is in many social simulation scenarios. == Approaches == Two types of DAI has emerged: In Multi-agent systems agents coordinate their knowledge and activities and reason about the processes of coordination. Agents are physical or virtual entities that can act, perceive their environment, and communicate with other agents. An agent is autonomous and has skills to achieve goals. The agents change the state of their environment by their actions. There are a number of different coordination techniques. In distributed problem solving the work is divided among nodes and the knowledge is shared. The main concerns are task decomposition and synthesis of the knowledge and solutions. DAI can apply a bottom-up approach to AI, similar to the subsumption architecture as well as the traditional top-down approach of AI. In addition, DAI can also be a vehicle for emergence. === Challenges === The challenges in Distributed AI are: How to carry out communication and interaction of agents and which communication language or protocols should be used. How to ensure the coherency of agents. How to synthesise the results among 'intelligent agents' group by formulation, description, decomposition and allocation. == Applications and tools == Areas where DAI have been applied are: Electronic commerce, e.g. for trading strategies the DAI system learns financial trading rules from subsamples of very large samples of financial data Networks, e.g. in telecommunications the DAI system controls the cooperative resources in a WLAN network Routing, e.g. model vehicle flow in transport networks Scheduling, e.g. flow shop scheduling where the resource management entity ensures local optimization and cooperation for global and local consistency Search engines, e.g. in LLM federated search like Ithy where document retrieval and analysis are distributed to DAI agents before aggregation Multi-Agent systems, e.g. artificial life, the study of simulated life Electric power systems, e.g. Condition Monitoring Multi-Agent System (COMMAS) applied to transformer condition monitoring, and IntelliTEAM II Automatic Restoration System DAI integration in tools has included: ECStar is a distributed rule-based learning system. == Agents == === Systems: Agents and multi-agents === Notion of Agents: Agents can be described as distinct entities with standard boundaries and interfaces designed for problem solving. Notion of Multi-Agents: Multi-Agent system is defined as a network of agents which are loosely coupled working as a single entity like society for problem solving that an individual agent cannot solve. === Software agents === The key concept used in DPS and MABS is the abstraction called software agents. An agent is a virtual (or physical) autonomous entity that has an understanding of its environment and acts upon it. An agent is usually able to communicate with other agents in the same system to achieve a common goal, that one agent alone could not achieve. This communication system uses an agent communication language. A first classification that is useful is to divide agents into: reactive agent – A reactive agent is not much more than an automaton that receives input, processes it and produces an output. deliberative agent – A deliberative agent in contrast should have an internal view of its environment and is able to follow its own plans. hybrid agent – A hybrid agent is a mixture of reactive and deliberative, that follows its own plans, but also sometimes directly reacts to external events without deliberation. Well-recognized agent architectures that describe how an agent is internally structured are: ASMO (emergence of distributed modules) BDI (Believe Desire Intention, a general architecture that describes how plans are made) InterRAP (A three-layer architecture, with a reactive, a deliberative and a social layer) PECS (Physics, Emotion, Cognition, Social, describes how those four parts influences the agents behavior). Soar (a rule-based approach)

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  • Fuzzy logic

    Fuzzy logic

    Fuzzy logic is a form of many-valued logic in which the truth value of variables may be any real number between 0 and 1. It is employed to handle the concept of partial truth, where the truth value may range between completely true and completely false. By contrast, in Boolean logic, the truth values of variables may only be the integer values 0 or 1. The term fuzzy logic was introduced with the 1965 proposal of fuzzy set theory by mathematician Lotfi Zadeh. Basic fuzzy logic had, however, been studied since the 1920s, as infinite-valued logic—notably by Łukasiewicz and Tarski. The works of Zadeh and Joseph Goguen in the 1960s and 1970s went further by considering issues such as linguistic variables and lattices. Fuzzy logic is based on the observation that people make decisions based on imprecise and non-numerical information. Fuzzy models or fuzzy sets are mathematical means of representing vagueness and imprecise information (hence the term fuzzy). These models have the capability of recognising, representing, manipulating, interpreting, and using data and information that are vague and lack certainty. Fuzzy logic has been applied to many fields, from control theory to artificial intelligence. == Overview == Classical logic only permits conclusions that are either true or false. However, there are also propositions with variable answers, which one might find when asking a group of people to identify a color. In such instances, the truth appears as the result of reasoning from inexact or partial knowledge in which the sampled answers are mapped on a spectrum. Both degrees of truth and probabilities range between 0 and 1 and hence may seem identical at first, but fuzzy logic uses degrees of truth as a mathematical model of vagueness, while probability is a mathematical model of ignorance. === Applying truth values === A basic application might characterize various sub-ranges of a continuous variable. For instance, a temperature measurement for anti-lock brakes might have several separate membership functions defining particular temperature ranges needed to control the brakes properly. Each function maps the same temperature value to a truth value in the 0 to 1 range. These truth values can then be used to determine how the brakes should be controlled. Fuzzy set theory provides a means for representing uncertainty. === Linguistic variables === In fuzzy logic applications, non-numeric values are often used to facilitate the expression of rules and facts. A linguistic variable such as age may accept values such as young and its antonym old. Because natural languages do not always contain enough value terms to express a fuzzy value scale, it is common practice to modify linguistic values with adjectives or adverbs. For example, we can use the hedges rather and somewhat to construct the additional values rather old or somewhat young. == Fuzzy systems == === Mamdani === The most well-known system is the Mamdani rule-based one. It uses the following rules: Fuzzify all input values into fuzzy membership functions. Execute all applicable rules in the rulebase to compute the fuzzy output functions. De-fuzzify the fuzzy output functions to get "crisp" output values. ==== Fuzzification ==== Fuzzification is the process of assigning the numerical input of a system to fuzzy sets with some degree of membership. This degree of membership may be anywhere within the interval [0,1]. If it is 0 then the value does not belong to the given fuzzy set, and if it is 1 then the value completely belongs within the fuzzy set. Any value between 0 and 1 represents the degree of uncertainty that the value belongs in the set. These fuzzy sets are typically described by words, and so by assigning the system input to fuzzy sets, we can reason with it in a linguistically natural manner. For example, in the image below, the meanings of the expressions cold, warm, and hot are represented by functions mapping a temperature scale. A point on that scale has three "truth values"—one for each of the three functions. The vertical line in the image represents a particular temperature that the three arrows (truth values) gauge. Since the red arrow points to zero, this temperature may be interpreted as "not hot"; i.e. this temperature has zero membership in the fuzzy set "hot". The orange arrow (pointing at 0.2) may describe it as "slightly warm" and the blue arrow (pointing at 0.8) "fairly cold". Therefore, this temperature has 0.2 membership in the fuzzy set "warm" and 0.8 membership in the fuzzy set "cold". The degree of membership assigned for each fuzzy set is the result of fuzzification. Fuzzy sets are often defined as triangle or trapezoid-shaped curves, as each value will have a slope where the value is increasing, a peak where the value is equal to 1 (which can have a length of 0 or greater) and a slope where the value is decreasing. They can also be defined using a sigmoid function. One common case is the standard logistic function defined as S ( x ) = 1 1 + e − x {\displaystyle S(x)={\frac {1}{1+e^{-x}}}} which has the following symmetry property S ( x ) + S ( − x ) = 1. {\displaystyle S(x)+S(-x)=1.} From this it follows that ( S ( x ) + S ( − x ) ) ⋅ ( S ( y ) + S ( − y ) ) ⋅ ( S ( z ) + S ( − z ) ) = 1 {\displaystyle (S(x)+S(-x))\cdot (S(y)+S(-y))\cdot (S(z)+S(-z))=1} ==== Fuzzy logic operators ==== Fuzzy logic works with membership values in a way that mimics Boolean logic. To this end, replacements for basic operators ("gates") AND, OR, NOT must be available. There are several ways to accomplish this. A common replacement is called the Zadeh operators: For TRUE/1 and FALSE/0, the fuzzy expressions produce the same result as the Boolean expressions. There are also other operators, more linguistic in nature, called hedges that can be applied. These are generally adverbs such as very, or somewhat, which modify the meaning of a set using a mathematical formula. However, an arbitrary choice table does not always define a fuzzy logic function. In the paper (Zaitsev, et al), a criterion has been formulated to recognize whether a given choice table defines a fuzzy logic function and a simple algorithm of fuzzy logic function synthesis has been proposed based on introduced concepts of constituents of minimum and maximum. A fuzzy logic function represents a disjunction of constituents of minimum, where a constituent of minimum is a conjunction of variables of the current area greater than or equal to the function value in this area (to the right of the function value in the inequality, including the function value). Another set of AND/OR operators is based on multiplication, where Given any two of AND/OR/NOT, it is possible to derive the third. The generalization of AND is an instance of a t-norm. ==== IF-THEN rules ==== IF-THEN rules map input or computed truth values to desired output truth values. Example: Given a certain temperature, the fuzzy variable hot has a certain truth value, which is copied to the high variable. Should an output variable occur in several THEN parts, the values from the respective IF parts are combined using the OR operator. ==== Defuzzification ==== The goal is to get a continuous variable from fuzzy truth values. This would be easy if the output truth values were exactly those obtained from fuzzification of a given number. Since, however, all output truth values are computed independently, in most cases they do not represent such a set of numbers. One has then to decide for a number that matches best the "intention" encoded in the truth value. For example, for several truth values of fan_speed, an actual speed must be found that best fits the computed truth values of the variables 'slow', 'moderate' and so on. There is no single algorithm for this purpose. A common algorithm is For each truth value, cut the membership function at this value Combine the resulting curves using the OR operator Find the center-of-weight of the area under the curve The x position of this center is then the final output. === Takagi–Sugeno–Kang (TSK) === The Takagi–Sugeno or Takagi–Sugeno–Kang (TSK) system was introduced by Tomohiro Takagi and Michio Sugeno for fuzzy identification of systems and applications to modeling and control. Sugeno and Kang later developed methods for structure identification of such fuzzy models from input-output data. The TSK system is similar to Mamdani, but the defuzzification process is included in the execution of the fuzzy rules. These are also adapted, so that instead the consequent of the rule is represented through a polynomial function, usually constant in a zero-order model or linear in a first-order model. An example of a rule with a constant output would be: In this case, the output will be equal to the constant of the consequent (e.g. 2). In most scenarios we would have an entire rule base, with 2 or more rules. If this is the case, the output of the entire rule base will be the average of the consequent of each rule i (Y

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  • PropBank

    PropBank

    PropBank is a corpus that is annotated with verbal propositions and their arguments—a "proposition bank". Although "PropBank" refers to a specific corpus produced by Martha Palmer et al., the term propbank is also coming to be used as a common noun referring to any corpus that has been annotated with propositions and their arguments. The PropBank project has played a role in research in natural language processing, and has been used in semantic role labelling. == Comparison == PropBank differs from FrameNet, the resource to which it is most frequently compared, in several ways. PropBank is a verb-oriented resource, while FrameNet is centered on the more abstract notion of frames, which generalizes descriptions across similar verbs (e.g. "describe" and "characterize") as well as nouns and other words (e.g. "description"). PropBank does not annotate events or states of affairs described using nouns. PropBank commits to annotating all verbs in a corpus, whereas the FrameNet project chooses sets of example sentences from a large corpus and only in a few cases has annotated longer continuous stretches of text. PropBank-style annotations often remain close to the syntactic level, while FrameNet-style annotations are sometimes more semantically motivated. From the start, PropBank was developed with the idea of serving as training data for machine learning-based semantic role labeling systems in mind. It requires that all arguments to a verb be syntactic constituents and different senses of a word are only distinguished if the differences bear on the arguments. Due to such differences, semantic role labeling with respect to PropBank is often a somewhat easier task than producing FrameNet-style annotations.

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  • Tensor network

    Tensor network

    Tensor networks or tensor network states are a class of variational wave functions used in the study of many-body quantum systems and fluids. Tensor networks extend one-dimensional matrix product states to higher dimensions while preserving some of their useful mathematical properties. The wave function is encoded as a tensor contraction of a network of individual tensors. The structure of the individual tensors can impose global symmetries on the wave function (such as antisymmetry under exchange of fermions) or restrict the wave function to specific quantum numbers, like total charge, angular momentum, or spin. It is also possible to derive strict bounds on quantities like entanglement and correlation length using the mathematical structure of the tensor network. This has made tensor networks useful in theoretical studies of quantum information in many-body systems. They have also proved useful in variational studies of ground states, excited states, and dynamics of strongly correlated many-body systems. == Diagrammatic notation == In general, a tensor network diagram (Penrose diagram) can be viewed as a graph where nodes (or vertices) represent individual tensors, while edges represent summation over an index. Free indices are depicted as edges (or legs) attached to a single vertex only. Sometimes, there is also additional meaning to a node's shape. For instance, one can use trapezoids for unitary matrices or tensors with similar behaviour. This way, flipped trapezoids would be interpreted as complex conjugates to them. == History == Foundational research on tensor networks began in 1971 with a paper by Roger Penrose. In "Applications of negative dimensional tensors" Penrose developed tensor diagram notation, describing how the diagrammatic language of tensor networks could be used in applications in physics. In 1992, Steven R. White developed the density matrix renormalization group (DMRG) for quantum lattice systems. The DMRG was the first successful tensor network and associated algorithm. In 2002, Guifré Vidal and Reinhard Werner attempted to quantify entanglement, laying the groundwork for quantum resource theories. This was also the first description of the use of tensor networks as mathematical tools for describing quantum systems. In 2004, Frank Verstraete and Ignacio Cirac developed the theory of matrix product states, projected entangled pair states, and variational renormalization group methods for quantum spin systems. In 2006, Vidal developed the multi-scale entanglement renormalization ansatz (MERA). In 2007 he developed entanglement renormalization for quantum lattice systems. In 2010, Ulrich Schollwock developed the density-matrix renormalization group for the simulation of one-dimensional strongly correlated quantum lattice systems. In 2014, Román Orús introduced tensor networks for complex quantum systems and machine learning, as well as tensor network theories of symmetries, fermions, entanglement and holography. == Connection to machine learning == Tensor networks have been adapted for supervised learning, taking advantage of similar mathematical structure in variational studies in quantum mechanics and large-scale machine learning. This crossover has spurred collaboration between researchers in artificial intelligence and quantum information science. In June 2019, Google, the Perimeter Institute for Theoretical Physics, and X (company), released TensorNetwork, an open-source library for efficient tensor calculations. The main interest in tensor networks and their study from the perspective of machine learning is to reduce the number of trainable parameters (in a layer) by approximating a high-order tensor with a network of lower-order ones. Using the so-called tensor train technique (TT), one can reduce an N-order tensor (containing exponentially many trainable parameters) to a chain of N tensors of order 2 or 3, which gives us a polynomial number of parameters.

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  • Uncertain inference

    Uncertain inference

    Uncertain inference was first described by C. J. van Rijsbergen as a way to formally define a query and document relationship in Information retrieval. This formalization is a logical implication with an attached measure of uncertainty. == Definitions == Rijsbergen proposes that the measure of uncertainty of a document d to a query q be the probability of its logical implication, i.e.: P ( d → q ) {\displaystyle P(d\to q)} A user's query can be interpreted as a set of assertions about the desired document. It is the system's task to infer, given a particular document, if the query assertions are true. If they are, the document is retrieved. In many cases the contents of documents are not sufficient to assert the queries. A knowledge base of facts and rules is needed, but some of them may be uncertain because there may be a probability associated to using them for inference. Therefore, we can also refer to this as plausible inference. The plausibility of an inference d → q {\displaystyle d\to q} is a function of the plausibility of each query assertion. Rather than retrieving a document that exactly matches the query we should rank the documents based on their plausibility in regards to that query. Since d and q are both generated by users, they are error prone; thus d → q {\displaystyle d\to q} is uncertain. This will affect the plausibility of a given query. By doing this it accomplishes two things: Separate the processes of revising probabilities from the logic Separate the treatment of relevance from the treatment of requests Multimedia documents, like images or videos, have different inference properties for each datatype. They are also different from text document properties. The framework of plausible inference allows us to measure and combine the probabilities coming from these different properties. Uncertain inference generalizes the notions of autoepistemic logic, where truth values are either known or unknown, and when known, they are true or false. == Example == If we have a query of the form: q = A ∧ B ∧ C {\displaystyle q=A\wedge B\wedge C} where A, B and C are query assertions, then for a document D we want the probability: P ( D → ( A ∧ B ∧ C ) ) {\displaystyle P(D\to (A\wedge B\wedge C))} If we transform this into the conditional probability P ( ( A ∧ B ∧ C ) | D ) {\displaystyle P((A\wedge B\wedge C)|D)} and if the query assertions are independent we can calculate the overall probability of the implication as the product of the individual assertions probabilities. == Further work == Croft and Krovetz applied uncertain inference to an information retrieval system for office documents they called OFFICER. In office documents the independence assumption is valid since the query will focus on their individual attributes. Besides analysing the content of documents one can also query about the author, size, topic or collection for example. They devised methods to compare document and query attributes, infer their plausibility and combine it into an overall rating for each document. Besides that uncertainty of document and query contents also had to be addressed. Probabilistic logic networks is a system for performing uncertain inference; crisp true/false truth values are replaced not only by a probability, but also by a confidence level, indicating the certitude of the probability. Markov logic networks allow uncertain inference to be performed; uncertainties are computed using the maximum entropy principle, in analogy to the way that Markov chains describe the uncertainty of finite-state machines.

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  • Grok sexual deepfake scandal

    Grok sexual deepfake scandal

    From 2025 onwards, X (formerly Twitter)'s integrated chatbot, Grok, has allowed users to nonconsensually alter images of individuals, including minors, to show them in bikinis or transparent clothing, or in sexually suggestive contexts. The majority of these prompts were targeted at women and girls. Users were able to generate such images by responding to a photo with a request to Grok, such as "put her in a bikini", to which the chatbot would publicly reply with a generated image. The scandal drew significant criticism from lawmakers across the world, and there were calls for bans on X, as well as legal crackdowns on X and xAI for, amongst other reasons, the facilitation of sexual abuse, revenge porn, and child pornography. == Background == Deepfake pornography emerged in the late 2010s with the advent of machine learning. Originally, it was created on a small individual scale using a combination of machine learning algorithms, computer vision techniques, and AI software. However, the production process has significantly evolved since 2018, with the advent of several public apps that have largely automated the process. Since 2023, several AI apps available on Google Play and the Apple App Store are capable of "nudify-ing" user provided photos to generate non-consensual deepfake pornography. Grok would first be proposed by Elon Musk in 2023, when he expressed an intention to create his own AI chatbot to "combat bias". Grok version 2.0, released on August 14, 2024, would introduce image generation capabilities, ones which would be improved over successive updates. == Grok deepfake generation == Cases of Grok being used to remove the clothes from women in pictures, replacing them with bikinis or lingerie, began to surface in May 2025. By late December 2025, a trend of X users requesting such edits to women's photos without permission had taken root, and this received significant media attention in the first few days of January 2026. Some users prompted Grok to edit photos of women into sexualized poses, and others to add blood and bruising, with the chatbot publicly posting these graphic images in response. Grok's X account was restricted on January 9 from posting image generation responses to users who are not paid subscribers, providing a link to "subscribe to unlock these features". All users were still able to generate Grok-altered images using X's "Edit image" feature, and the standalone Grok website and app. However, by March 19, Grok’s Imagine feature was fully restricted to paid subscribers only (SuperGrok tier) for both the standalone Grok website and mobile app. == Analysis == An analysis of 20,000 images generated by Grok between December 25, 2025, and January 1, 2026, showed 2% appeared to be 18 or younger, including 30 of "young or very young" women or girls in bikinis or transparent clothes. A Reuters review of Grok requests over 10 minutes on January 2nd found 102 attempts to put women in bikinis. A separate analysis conducted over 24 hours from January 5 to 6 calculated that users had Grok create 6,700 sexually suggestive or nudified images per hour — 84 times more so than the top 5 deepfake websites combined. Wired reported that far more graphic AI-generated sexual imagery was being created by Grok on its website and app, which are separate to X, including female celebrities removing their clothes and engaging in sexual acts. An analysis of 800 pieces of recovered content by the Paris-based nonprofit AI Forensics found that almost 10% were "instances of photorealistic people, very young, doing sexual activities". AI-generated deepfakes have been described as sexual assault, and as a means to push women out of the public sphere. AI-generated sexually explicit or exploitative image claims are now being treated more like product safety or personal injury harms, not just privacy violations. Because harm may occur the moment an image is generated, some plaintiffs argue liability should focus on the system’s design and safety safeguards. == Reactions == On January 15, the Get Grok Gone campaign delivered letters to Apple and Google, demanding the removal of the app from Apple Store and Google Play Store respectively. The campaign accused both companies of profiting from nonconsensual intimate imagery and child sexual abuse imagery, which were also banned by the companies own policies. The Get Grok Gone campaign argues that the restrictions placed on Grok by xAI are not enough and that Apple and Google are enabling the distribution of harmful material by hosting the apps. === Elon Musk and xAI === xAI responded to requests for comment from media organizations with the automated reply, "Legacy Media Lies." On January 2, Elon Musk reacted "Not sure why, but I couldn’t stop laughing about this one 🤣🤣" to an image of a toaster dressed in a bikini by Grok. Later, on January 14, Elon Musk said that he was "not aware of any naked underage images generated by Grok. Literally zero." Later that same day, xAI announced that X users will no longer be able to use Grok to alter images of real people to portray them in revealing clothing. However, verified X users, as well as users of the standalone Grok app and website, were still able to generate such images. ==== Elon Musk's family ==== Ashley St. Clair, mother of one of Elon Musk's children, reported that Grok users were creating fake sexualized images from her photos, including a photo of her as a child. She considers the photos to be a form of revenge porn, and considered suing under the Take It Down Act. A spokesperson for X stated, "We take action against illegal content on X, including child sexual abuse material (CSAM), by removing it, permanently suspending accounts, and working with local governments and law enforcement as necessary. Anyone using or prompting Grok to make illegal content will suffer the same consequences as if they upload illegal content." However, Grok continued to post non-consensual sexual images. On January 15, St. Clair filed a lawsuit against xAI in the New York Supreme Court. === Canada === In response to the Grok deepfake scandal, individuals have asked that the government of Canada boycott X. On January 10, 2026, Canadian MP and Minister of AI Evan Solomon declared that Canada "is not considering a ban on X". In April 2026, Bill C-16, An Act to amend certain Acts in relation to criminal and correctional matters (child protection, gender-based violence, delays and other measures), was amended following a proposal by Conservative MP Andrew Lawton to ensure that AI-generated images and "nearly nude" intimate images are criminalized. A further proposal by NDP MP Leah Gazan to encompass "sexualized or humiliating contexts, such transparent bathing suits or being covered in blood or bruises" was voted down. === France === On January 2, 2026, French ministers reported the AI tool to prosecutors, calling the content "manifestly illegal", and also asked regulators to check compliance with the Digital Services Act. On February 3, Paris prosecutors office, a cybercrime team employed by them and Europol searched the Paris offices of X. The investigation started as one into allegations of abuse of algorithms and fraudulent data extraction, but has expanded into spreading Holocaust denial and sexual deepfakes. Elon Musk and former CEO Linda Yaccarino have been summoned to a hearing on April 20, with other X staff as witnesses. On April 20, Musk did not turn up for the hearing. The Paris prosecutors office told the BBC on April 20 that it had "taken note of the absence of the people summoned", adding "the presence or absence (of the people summoned) is not an obstacle to continuing the investigation". === India === Indian Member of Parliament Priyanka Chaturvedi filed a complaint to India's IT ministry, demanding a review of Grok's safety mechanisms. === Indonesia === On January 10, Indonesia announced that Grok will be temporarily blocked, becoming the first country to do so. Meutya Hafid, the Minister of Communication and Digital Affairs, stated that "the government views the practice of non-consensual sexual deepfakes as a serious violation of human rights, dignity, and the security of citizens in the digital space." Access to Grok in the country was later restored on February 1. === Ireland === On January 6, Coimisiún na Meán, the Irish media commission, said they were consulting with the European Commission about concerns that Grok was generating sexualized images of women and children. The same day, Ofcom of the United Kingdom contacted X concerning complaints about these images. On January 13, Micheál Martin, Taoiseach of Ireland, announced he would talk with Rossa Fanning, the country's Attorney General, about the Grok chatbot being used to produce sexually explicit images of women and minors. On January 14, the Garda Síochána announced there are 200 investigations into child sex abuse images generated by Grok. The Garda National Cyber Crime Bureau has al

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  • 1 Second Everyday

    1 Second Everyday

    1 Second Everyday (1SE) is an application developed by Cesar Kuriyama. The application allows the user to record one second of video every day and then chronologically edits (mashes) them together into a single film. It is compatible with iOS and Android. The idea of the application was developed by Kuriyama's 1 Second Everyday — Age 30 video. The application was launched in January 2013. 1 Second Everyday played a part in the plot of Chef and also became the inspiration for the 2014 short animated clip Feast. == Background == === Kuriyama's video === In February 2011, when Cesar Kuriyama turned 30, after saving money, he quit his job in an advertising firm and took a year off to travel. During this time, he started working on a project he called 1 Second Everyday. As part of the project, every day he recorded one second of video – something that was supposed to help him remember that day. He started the project because he was frustrated with his memory. He planned to stockpile the 365 one-second clips into one film to serve as a memento of his year. While working on the project Kuriyama realized that recording one second every day impacted the decisions he made in a positive way. After a year he made a 365-second clip out of his recordings. The video called 1 Second Everyday – Age 30, went viral. According to Kuriyama, he was initially inspired to take a year off from work by a TED talk given by Stefan Sagmeister called "The Power of Time Off." Kuriyama also delivered a TED talk about 1 Second Everyday in 2012 at TED 2012 in Long Beach California. === Kickstarter campaign === After completing his own video, Kuriyama decided to develop an application that would allow the users to record one second every day and compile their own videos. He developed a prototype of the application and then in 2012, he launched a Kickstarter campaign to raise funds for completing the application. The campaign became one of the most backed app campaigns in the history of Kickstarter. It was backed by 11,281 backers who pledged a total of $56,959 on an initial goal of $20,000. Following the completion of the Kickstarter campaign, he partnered with an application design studio in Brooklyn to develop the application. 1 Second Everyday was released two weeks after the completion of its Kickstarter campaign. == Application == The application was released for iOS on 10 January 2013. An Android-compatible version of the application was developed later. Using it, the user can record the videos in the application or they can select one second portions from their libraries. 1 Second Everyday dates every snippet. The user can also set alarms to remember to record their daily video. In order to compile a video, the user selects the seconds they want and the application creates a compilation video. The user can keep multiple timelines. It also allows users to post directly on social networks. The main interface in 1 Second Everyday is a calendar, which shows the user which days have snippets and which they can still fill in. In the beginning, 1 Second Everyday restricted the recording to one second. However, the developers later released Super Seconds, which allowed users to record an additional half a second video. In 2014, 1 Second Everyday Crowds was launched, which is an area in the application featuring compilations of second clips from different users. == In the media == The Kickstarter campaign of 1 Second Everyday was featured in Entrepreneur's 3 Innovative Tech Startups on Kickstarter Right Now in 2012. The application was featured in The New York Times, The Washington Post, Gawker and other media outlets. By the end of the launch day, it was in Top 10 Free Apps on App Store. It was also selected as the App of the Week on GeekWire in 2013. Several other one-second compilation videos were also posted on the Internet after Kuriyama's video gained media attention. Sam Cornwell, an English photographer documented his son Indigo's growth using a montage of one-second iPhone clips. He shot these clips every single day from the moment of birth right up to the baby's first birthday. According to Cornwell, he was inspired by Kuriyama's project. The video of Cornwell's son gained considerable media attention after it was posted on YouTube. Save the Children also made a video commercial based on a similar format that showed a British girl oblivious of the Syrian war end up being a refugee. 1SE was a finalist for the Fast Company Innovation by Design Award in 2015, but lost to Google Maps. In 2015, Google Android created a gallery, Leap Second 2015, with the help of Droga5 and Kuriyama. The gallery showcased how people around the world enjoyed the one extra second of their lives. Through the 1 Second Everyday app available at Google Play, people were able to submit their extra second, which were then vetted and added to the gallery. The viewers were able to view other celebratory seconds from around the world as well as searching for them using different hashtags.

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  • The Stories of Ibis

    The Stories of Ibis

    The Stories of Ibis (アイの物語, Ai no Monogatari) is a Japanese science-fiction light novel by Hiroshi Yamamoto (山本 弘) and translated by Takami Nieda. Yamamoto considered this to be an easier read than his earlier science fiction novel 'God Never Keeps Silent' because of its "light novel touch". The light novel was published in Japanese by Kadokawa Shoten and in English by Viz Media under their 'Haikasoru' imprint. The Stories of Ibis is told through a collection of short stories. All but two had been previously published. The two that Yamamoto wrote for the novel were 'The Day Shion Came' and 'AI's Story'. This is similar to The Illustrated Man by Ray Bradbury. Yamamoto drew from Bradbury's idea of short stories that were loosely connected. He represented this influence in the novel by giving Ibis a facial tattoo. == Plot == The Stories of Ibis begins with a wandering storyteller who encounters Ibis. He has the mindset that all robots are a threat to humanity and must be fought against for survival. He attacks the robot Ibis, not aware of who she is, as a result of his mindset. Ibis tells the storyteller that she is far more proficient in battle. During the battle the storyteller becomes injured and Ibis takes him to an android hospital to care for him. While he is recovering Ibis offers to tell him stories. While originally skeptical he agrees after Ibis makes it clear that the stories are not taboo. The space after each story is referred to as intermission and is a time for Ibis to comment on the story she just told. === The Universe on my Hands === The story is about a group of friends who are writing a science fiction story over the internet. One of the group members kills someone in real life. The rest of the short story is about how the group fights to convince this man to not commit suicide, but to turn himself in. He resolves to turn himself in, being hopeful to the future because he knows he has friends who care about him. The ending words of the story are a commentary. While the story they were writing was not real, the emotions they were feeling were real. === A Romance in Virtual Space === This is another story about human interactions over the internet. The device that allows people to enter virtual reality (VR) is MUGEN Net. Such devices are extremely expensive and most people need to go to a public server to use one. However the girl's parents in this story are wealthy enough to own one. This girl is shopping in VR when a boy meets her and asks her out for ice cream. All goes well and they plan for another. After some time of VR dating and awesome adventures with a female heroine, they agree to meet up in real life. He discovers that in reality, she is blind, yet he thinks she is brave and they continue dating. It's a wonderful short story of a secret utopia inside a dystopian culture of technology. === Mirror Girl === A short story about an artificial intelligence that grows over time with human interaction. The inspiration for this story was Ray Bradbury's I Sing the Body Electric. The mirror girl Shalice starts off with basic knowledge and by interacting with her owner develops. The owner grows up and marries a technician who incubates Shalice by teaching her in the virtual world at many thousand times faster than average life. When he is done, Strong Eye is created. Strong Eye is the fully developed and completely intelligent AI. === Black Hole Diver === A futuristic story about an artificial space station and people who go diving into a black hole. The space station cannot stop people but is sorry that they go to their deaths because none of them get past the event horizon. Then one girl comes who has the space ship, the training, and the research necessary to attempt to dive into the black hole. As she goes into the black hole the space station can no longer observe. She may have made it, she could have been destroyed. === A World Where Justice is Just === An anime flavored story about the intelligence of people being scanned onto a computer network. The AIs in the network fight crime and live repeating lives. At the end of each year they start anew, but different story lines. Thousands of 'extras' populate the network and are the ones subject to harm and deletion. The protagonist has a pen pal in real life who explains to her that the real world is under attack and that there are no respawns and no extras. The AI finds this so cruel that people would willingly kill each other when they can't come back. === The Day Shion Came === The stories leading up to this were all relatively short. This and the next took up over 100 pages each. This is a story about an android named Shion who works in a Japanese nursing facility. Shion comes with only extensive nursing training but lacks the knowledge of how to communicate with the residents. After months of training she informs her adviser that she believes all humans have dementia, which explains their irrational behavior. Near the end of the story one of the residents threatens suicide but Shion convinces him to step down and be rational. === AI's Story === The culminating story of the entire novel. It is about Ibis herself. She starts off as a virtual reality fighting program and over time develops intelligence. Her master gains enough funds to create her a body in the real world or level 0. There is significant hate against TAIs (True Artificial Intelligence) in the real world. Ibis and her friend Raven rebel against their masters to make a point. Human hatred was destroying them. After many years robots took prevalence and most humans realized they were not worthy to be the guardians of Earth and died in peace. The remaining population was stubborn and fought against the robots for centuries. The storyteller is a child of this generation, being raised in hatred and ignorance. The robots sought to take him captive, and teach him the truth so that he could go to the villages where people lived and teach them the truth. The whole point was they cared for the humans and wanted them to live in peace, rather than fighting for their survival. == Reception == It was reviewed by the Denver Post to be an "excellent novel". Being a Japanese novel translated to English, it has a small audience. The novel was given a 3.85 of 5 by the reviewers at Librarything.com. The reviewers of Google Books gave it a 4.33 of 5.

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  • Overwatch

    Overwatch

    Overwatch (abbreviated as OW) is a multimedia franchise centered on a series of multiplayer first-person shooter (FPS) video games developed by Blizzard Entertainment. Overwatch was released in 2016. Overwatch 2 was released in 2022 and the original game was taken offline upon its release, though Blizzard renamed it back to Overwatch in 2026. Overwatch features hero-based combat between two teams of players fighting over various objectives, along with other traditional gameplay modes. Released in 2016, Overwatch lacked a traditional story mode. Instead, Blizzard employed a transmedia storytelling strategy to disseminate lore regarding the game's characters, releasing comics and other literary media, as well as animated media that includes short films. The game enjoyed both critical and commercial success, and garnered a devoted following. The fan community around the franchise has produced a large amount of content including art, cosplay, fan fiction, anime-influenced music videos, Internet memes, and pornography. Blizzard helped launch and promote an esports scene surrounding the game, including an annual Overwatch World Cup, Overwatch League a minor league, and the Overwatch Champions Series which borrowed elements found in traditional American sports leagues. == Gameplay == Both games in the Overwatch series are team-based hero shooters. Players select a hero character from a large roster (52 as of Season 2), divided among three class types. These are: Tanks, who have higher health and generally meant to help protect their teammates from damage, but are larger and easier to hit; Damage, who act as the team's offensive leads; and Support, who heal, provide buffs for teammates, or de-buff the opposing team. Each role also features sub-roles with extra passives. These sub-roles include 'Initiator', 'Stalwart', and 'Bruiser' for Tank. 'Specialist', 'Flanker', 'Recon', and 'Sharpshooter' for Damage. 'Medic', 'Tactician', and 'Survivor' for Support. Players are generally free to change to different heroes while inside their spawn room during the course of a match in response to the current tactics employed by other players. As of the development of Overwatch 2, a standard game features one tank player, two damage players and two support players, a change from having two of each class in its predecessor. Players choose their class before the match, and can only pick characters within that class for the duration of the game. There are different styles of game modes, however, that allow players to choose characters from any class throughout the game. Each hero has a skill kit that includes a primary attack, active skills that require a cooldown period before they can be used again, passive skills that remain active at all times, and an Ultimate skill that can only be used once they fill their Ultimate meter either by damaging opponents, mitigating damage, healing teammates or by passively generating it over time. An update in 2025 saw each hero receive a total of four unique abilities known as perks. Each hero has two minor and two major perks; minor perks consist of smaller changes to a hero's kit, while major perks are intended to affect the match more significantly. At the beginning of each match, all heroes are set to level 1 for each player. As the match progresses, players can individually level up their respective heroes, minor perks are unlocked at level 2, and major perks are unlocked at the maximum level 3. When perks become available, players may only select one of each type of perk; a selected perk becomes irreversibly attached to the current hero for the remainder of the match. If a player switches to another hero mid-match, the previously selected hero retains their level and perk progress. Game types of Overwatch are split between standard matches, competitive play, custom games, and arcade modes. Standard matches have matchmaking based loosely on the player's skill level as measured by the game. Competitive mode uses more strict matchmaking based on a player's current rank on the competitive ladder, with their rank increasing or decreasing when they win or lose a game, respectively. Arcade modes do not use matchmaking and are generally more experimental modes compared to standard and competitive modes. Custom games are created via the workshop and can be utilised to make game modes that are very different from the base game. The workshop, is the software in Overwatch which creates the game using either presets and settings or rules and conditions made by code. These game modes can be published directly onto Overwatch’s custom browse tab or shared off platform using a 5 digit alphanumeric code. Standard and competitive game modes are randomly selected at the start of each match, and are objective based, requiring teams to control a fixed objective point for a duration of time, or escort a payload to a target zone before match time expires. These modes include: Assault (introduced in Overwatch): Also known as 2 Capture Points (or 2CP), Assault has the attacking team tasked with capturing two target points in sequence on the map, while the defending team must stop them. Assault-style maps were removed from main gameplay rotation after Overwatch 2 released but available in the game's arcade mode. It is still available in the game's custom game modes. Since Season 2, Assault-style maps are available in Arcade Mode daily routines. Escort (introduced in Overwatch): Also known as "Payload" by the community, The attacking team is tasked with escorting a payload to a certain delivery point before time runs out, while the defending team must stop them. The payload vehicle moves along a fixed track when any player on the attacking team is close to it, increasing in speed if multiple attackers are present, the increase capping at 3, but will stop if a defending player is nearby; should no attacker be near the vehicle, it will start to move backwards along the track. The payload will also heal any attacking players by 10 health per second while they are near the payload. Passing specific checkpoints will extend the match time and prevent the payload from moving backwards from that point. Hybrid (Assault/Escort) (introduced in Overwatch): The attacking team has to capture the payload (as if it were a target point from Assault) and escort it to its destination, while the defending team tries to hold them back. Control (introduced in Overwatch): Each team tries to capture and maintain a common control point until their capture percentage reaches 100%. This game mode is played in a best-of-three format. Control maps are laid out in a symmetric fashion so no team has an intrinsic position advantage. Push (introduced in Overwatch 2's launch): Each team attempts to secure control of a large robot that pushes one of two barriers to the opposing team's side of the map, whilst being escorted by at least one team member, stopping when enemy players are nearby, similar to the payload movement system in Escort. The team that pushes the payload fully to the other side, or furthest into the enemy territory before the time runs out, wins the match. Flashpoint (introduced in Overwatch 2 in 2023): Similar to Control, each team attempts to capture and maintain a common control point until their capture percentage reaches 100%. This game mode takes place on significantly larger maps with five separate control points, which take a shorter amount of time to capture as compared to a standard Control map. A central control point is always activated first; after it is secured by one team, the remaining four are activated in a random order. The first team to secure three control points wins. Clash (introduced in Overwatch 2 in 2024): Clash maps feature symmetrical maps with five control points. Teams initially vie for control of the central point, with the winning team progressing to the next control point, towards the opponent's base. Opponents can push back by winning control points and shifting the next point away from their base. If a team captures the point closest to the opponent's base, they win. Otherwise the match plays out until one team wins control five times. Arcade modes may include variations of the above modes with experimental rules, and can also include modes like Deathmatch and Capture the Flag. Other common arcade modes include: Elimination (introduced in Overwatch in 2016): Two teams face off in a series of rounds, attempting to wipe out the other team; once a player is killed they remain out of the game until the next round, though they can be revived by Mercy's 'Resurrect' ability. If no team has won a round by a certain time, then the winners are decided by the team that can first take a neutral control point. Players cannot change heroes until the next round. Some of these can be played in "lockout" mode, in which the heroes selected by the winning team for a round are "locked" and cannot be selected in future rounds. Total Mayhem (i

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  • SCIgen

    SCIgen

    SCIgen is a paper generator that uses context-free grammar to randomly generate nonsense in the form of computer science research papers. Its original data source was a collection of computer science papers downloaded from CiteSeer. All elements of the papers are formed, including graphs, diagrams, and citations. Created by scientists at the Massachusetts Institute of Technology, its stated aim is "to maximize amusement, rather than coherence." Originally created in 2005 to expose the lack of scrutiny of submissions to conferences, the generator subsequently became used, primarily by Chinese academics, to create large numbers of fraudulent conference submissions, leading to the retraction of 122 SCIgen generated papers and the creation of detection software to combat its use. == Sample output == Opening abstract of Rooter: A Methodology for the Typical Unification of Access Points and Redundancy: Many physicists would agree that, had it not been for congestion control, the evaluation of web browsers might never have occurred. In fact, few hackers worldwide would disagree with the essential unification of voice-over-IP and public/private key pair. In order to solve this riddle, we confirm that SMPs can be made stochastic, cacheable, and interposable. == Prominent results == In 2005, a paper generated by SCIgen, Rooter: A Methodology for the Typical Unification of Access Points and Redundancy, was accepted as a non-reviewed paper to the 2005 World Multiconference on Systemics, Cybernetics and Informatics (WMSCI) and the authors were invited to speak. The authors of SCIgen described their hoax on their website, and it soon received great publicity when picked up by Slashdot. WMSCI withdrew their invitation, but the SCIgen team went anyway, renting space in the hotel separately from the conference and delivering a series of randomly generated talks on their own "track". The organizer of these WMSCI conferences is Professor Nagib Callaos. From 2000 until 2005, the WMSCI was also sponsored by the Institute of Electrical and Electronics Engineers. The IEEE stopped granting sponsorship to Callaos from 2006 to 2008. Submitting the paper was a deliberate attempt to embarrass WMSCI, which the authors claim accepts low-quality papers and sends unsolicited requests for submissions in bulk to academics. As the SCIgen website states: One useful purpose for such a program is to auto-generate submissions to conferences that you suspect might have very low submission standards. A prime example, which you may recognize from spam in your inbox, is SCI/IIIS and its dozens of co-located conferences (check out the very broad conference description on the WMSCI 2005 website). Computing writer Stan Kelly-Bootle noted in ACM Queue that many sentences in the "Rooter" paper were individually plausible, which he regarded as posing a problem for automated detection of hoax articles. He suggested that even human readers might be taken in by the effective use of jargon ("The pun on root/router is par for MIT-graduate humor, and at least one occurrence of methodology is mandatory") and attribute the paper's apparent incoherence to their own limited knowledge. His conclusion was that "a reliable gibberish filter requires a careful holistic review by several peer domain experts". === Schlangemann === The pseudonym "Herbert Schlangemann" was used to publish fake scientific articles in international conferences that claimed to practice peer review. The name is taken from the Swedish short film Der Schlangemann. In 2008, in response to a series of Call-for-Paper e-mails, SCIgen was used to generate a false scientific paper titled Towards the Simulation of E-Commerce, using "Herbert Schlangemann" as the author. The article was accepted at the 2008 International Conference on Computer Science and Software Engineering (CSSE 2008), co-sponsored by the IEEE, to be held in Wuhan, China, and the author was invited to be a session chair on grounds of his fictional Curriculum Vitae. The official review comment: "This paper presents cooperative technology and classical Communication. In conclusion, the result shows that though the much-touted amphibious algorithm for the refinement of randomized algorithms is impossible, the well-known client-server algorithm for the analysis of voice-over-IP by Kumar and Raman runs in _(n) time. The authors can clearly identify important features of visualization of DHTs and analyze them insightfully. It is recommended that the authors should develop ideas more cogently, organizes them more logically, and connects them with clear transitions." The paper was available for a short time in the IEEE Xplore Database, but was then removed. The entire story is described in the official "Herbert Schlangemann" blog, and it also received attention in Slashdot and the German-language technology-news site Heise Online. In 2009, the same incident happened and Herbert Schlangemann's latest fake paper PlusPug: A Methodology for the Improvement of Local-Area Networks was accepted for oral presentation at the 2009 International Conference on e-Business and Information System Security (EBISS 2009), also co-sponsored by IEEE, to be held again in Wuhan, China. In all cases, the published papers were withdrawn from the conferences' proceedings, and the conference organizing committee as well as the names of the keynote speakers were removed from their websites. === List of works with notable acceptance === ==== In conferences ==== Rob Thomas: Rooter: A Methodology for the Typical Unification of Access Points and Redundancy, 2005 for WMSCI (see above) Mathias Uslar's paper was accepted to the IPSI-BG conference. Professor Genco Gulan published a paper in the 3rd International Symposium of Interactive Media Design. A 2013 scientometrics paper demonstrated that at least 85 SCIgen papers have been published by IEEE and Springer. Over 120 SCIgen papers were removed according to this research. ==== In journals ==== Students at Iran's Sharif University of Technology published a paper in Elsevier's Journal of Applied Mathematics and Computation. The students wrote under the surname "MosallahNejad", which translates literally from Persian language (in spite of not being a traditional Persian name) as "from an Armed Breed". The paper was subsequently removed when the publishers were informed that it was a joke paper. Mikhail Gelfand published a translation of the "Rooter" article in the Russian-language Journal of Scientific Publications of Aspirants and Doctorants in August 2008. Gelfand was protesting against the journal, which was apparently not peer-reviewed and was being used by Russian PhD candidates to publish in an "accredited" scientific journal, charging them 4,000 Rubles to do so. The accreditation was revoked two weeks later. (See Dissernet for related information.) Springer Science+Business Media and IEEE were also the subject of similar pranks. === Spoofing Google Scholar and h-index calculators === Refereeing performed on behalf of the Institute of Electrical and Electronics Engineers has also been subject to criticism after fake papers were discovered in conference publications, most notably by Labbé and a researcher using the pseudonym of Schlangemann. Cyril Labbé from Grenoble University demonstrated the vulnerability of h-index calculations based on Google Scholar output by feeding it a large set of SCIgen-generated documents that were citing each other, effectively an academic link farm, in a 2010 paper. Using this method the author managed to rank "Ike Antkare" ahead of Albert Einstein for instance. === 2013 retractions === In 2013, over 122 published conference papers created by SCIgen were retracted by Springer and the IEEE. Unlike previous submissions that were intended to be pranks, this submission were largely made by Chinese academics, who were using SCIgen papers to boost their publication record. === SciDetect === In 2015, SciDetect was released by Springer. This software, developed by Cyril Labbé, is designed to automatically detect papers generated by SCIgen. === 2021 report === In 2021, a study was published on 243 SCIgen papers that had been published in the academic literature. They found that SCIgen papers made up 75 per million papers (< 0.01%) in information science, and that only a small fraction of the detected papers had been dealt with.

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  • Plant Nanny

    Plant Nanny

    Plant Nanny is a water tracker mobile application which reminds users to drink water. It was developed by Taiwanese app maker Fourdesire. The app was first released in 2013 and is available on the Apple App Store for iPhones and the Google Play Store for Android devices. == Description == Play Nanny uses a game method that allows users to turn their virtual selves into plants, which grows and thrives as the user drinks more water. The app sends occasional push notifications to remind users to drink water throughout the day. Users can choose from a wide range of plants, including cacti and carnations, and track their water intake. The app uses two resources, How to calculate how much water you should drink by Jennifer Stone (2018) and Human energy requirements by the Food and Agriculture Organization (2004), to calculate the recommended daily water intake for its users. Upon downloading the app, users are prompted to input basic personal information which is then used to calculate the recommended daily water intake and prompts them to drink the appropriate amount. == Accolades ==

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  • History of artificial life

    History of artificial life

    Humans have considered and tried to create non-biological life for at least 3,000 years. As seen in tales ranging from Pygmalion to Frankenstein, humanity has long been intrigued by the concept of artificial life. == Pre-computer == The earliest examples of artificial life involve sophisticated automata constructed using pneumatics, mechanics, and/or hydraulics. The first automata were conceived during the third and second centuries BC and these were demonstrated by the theorems of Hero of Alexandria, which included sophisticated mechanical and hydraulic solutions. Many of his notable works were included in the book Pneumatics, which was also used for constructing machines until early modern times. In 1490, Leonardo da Vinci also constructed an armored knight, which is considered the first humanoid robot in Western civilization. Other early famous examples include al-Jazari's humanoid robots. This Arabic inventor once constructed a band of automata, which can be commanded to play different pieces of music. There is also the case of Jacques de Vaucanson's artificial duck exhibited in 1735, which had thousands of moving parts and one of the first to mimic a biological system. The duck could reportedly eat and digest, drink, quack, and splash in a pool. It was exhibited all over Europe until it fell into disrepair. In the late 1600s, following René Descartes' claims that animals could be understood as purely physical machines, there was increasing interest in the question of whether a machine could be designed that, like an animal, could generate offspring (a self-replicating machine). However, it wasn't until the invention of cheap computing power that artificial life as a legitimate science began in earnest, steeped more in the theoretical and computational than the mechanical and mythological. == 1950s–1970s == One of the earliest thinkers of the modern age to postulate the potentials of artificial life, separate from artificial intelligence, was math and computer prodigy John von Neumann. At the Hixon Symposium, hosted by Linus Pauling in Pasadena, California in the late 1940s, von Neumann delivered a lecture titled "The General and Logical Theory of Automata." He defined an "automaton" as any machine whose behavior proceeded logically from step to step by combining information from the environment and its own programming, and said that natural organisms would in the end be found to follow similar simple rules. He also spoke about the idea of self-replicating machines. He postulated a made-up of a control computer, a construction arm, and a long series of instructions, floating in a lake of parts. By following the instructions that were part of its own body, it could create an identical machine. He followed this idea by creating (with Stanislaw Ulam) a purely logic-based automaton, not requiring a physical body but based on the changing states of the cells in an infinite grid – the first cellular automaton. It was extraordinarily complicated compared to later CAs, having hundreds of thousands of cells which could each exist in one of twenty-nine states, but von Neumann felt he needed the complexity in order for it to function not just as a self-replicating "machine", but also as a universal computer as defined by Alan Turing. This "universal constructor" read from a tape of instructions and wrote out a series of cells that could then be made active to leave a fully functional copy of the original machine and its tape. Von Neumann worked on his automata theory intensively right up to his death, and considered it his most important work. Homer Jacobson illustrated basic self-replication in the 1950s with a model train set – a seed "organism" consisting of a "head" and "tail" boxcar could use the simple rules of the system to consistently create new "organisms" identical to itself, so long as there was a random pool of new boxcars to draw from. Edward F. Moore proposed "Artificial Living Plants", which would be floating factories which could create copies of themselves. They could be programmed to perform some function (extracting fresh water, harvesting minerals from seawater) for an investment that would be relatively small compared to the huge returns from the exponentially growing numbers of factories. Freeman Dyson also studied the idea, envisioning self-replicating machines sent to explore and exploit other planets and moons, and a NASA group called the Self-Replicating Systems Concept Team performed a 1980 study on the feasibility of a self-building lunar factory. University of Cambridge professor John Horton Conway invented the most famous cellular automaton in the 1960s. He called it the Game of Life, and publicized it through Martin Gardner's column in Scientific American magazine. Norwegian-Italian mathematician Nils Aall Barricelli, who worked mainly at US institutions, was a pioneer in computer based simulation of biological processes such as symbiogenesis and evolution. == 1970s–1980s == Philosophy scholar Arthur Burks, who had worked with von Neumann (and indeed, organized his papers after Neumann's death), headed the Logic of Computers Group at the University of Michigan. He brought the overlooked views of 19th century American thinker Charles Sanders Peirce into the modern age. Peirce was a strong believer that all of nature's workings were based on logic (though not always deductive logic). The Michigan group was one of the few groups still interested in alife and CAs in the early 1970s; one of its students, Tommaso Toffoli argued in his PhD thesis that the field was important because its results explain the simple rules that underlay complex effects in nature. Toffoli later provided a key proof that CAs were reversible, just as the true universe is considered to be. Christopher Langton was an unconventional researcher, with an undistinguished academic career that led him to a job programming DEC mainframes for a hospital. He became enthralled by Conway's Game of Life, and began pursuing the idea that the computer could emulate living creatures. After years of study, he began attempting to actualize Von Neumann's CA and the work of Edgar F. Codd, who had simplified Von Neumann's original twenty-nine state monster to one with only eight states. He succeeded in creating the first self-replicating computer organism in October 1979, using only an Apple II desktop computer. He entered Burks' graduate program at the Logic of Computers Group in 1982, at the age of 33, and helped to found a new discipline. Langton's official conference announcement of Artificial Life I was the earliest description of a field which had previously barely existed: Artificial life is the study of artificial systems that exhibit behavior characteristic of natural living systems. It is the quest to explain life in any of its possible manifestations, without restriction to the particular examples that have evolved on earth. This includes biological and chemical experiments, computer simulations, and purely theoretical endeavors. Processes occurring on molecular, social, and evolutionary scales are subject to investigation. The ultimate goal is to extract the logical form of living systems. Microelectronic technology and genetic engineering will soon give us the capability to create new life forms in silico as well as in vitro. This capacity will present humanity with the most far-reaching technical, theoretical and ethical challenges it has ever confronted. The time seems appropriate for a gathering of those involved in attempts to simulate or synthesize aspects of living systems. Ed Fredkin founded the Information Mechanics Group at MIT, which united Toffoli, Norman Margolus, and Charles Bennett. This group created a computer especially designed to execute cellular automata, eventually reducing it to the size of a single circuit board. This "cellular automata machine" allowed an explosion of alife research among scientists who could not otherwise afford sophisticated computers. In 1982, computer scientist named Stephen Wolfram turned his attention to cellular automata. He explored and categorized the types of complexity displayed by one-dimensional CAs, and showed how they applied to natural phenomena such as the patterns of seashells and the nature of plant growth. Norman Packard, who worked with Wolfram at the Institute for Advanced Study, used CAs to simulate the growth of snowflakes, following very basic rules. Computer animator Craig Reynolds similarly used three simple rules to create recognizable flocking behaviour in a computer program in 1987 to animate groups of boids. With no top-down programming at all, the boids produced lifelike solutions to evading obstacles placed in their path. Computer animation has continued to be a key commercial driver of alife research as the creators of movies attempt to find more realistic and inexpensive ways to animate natural forms such as plant life, animal movement, hair growth, and complicated org

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  • Construction of t-norms

    Construction of t-norms

    In mathematics, t-norms are a special kind of binary operations on the real unit interval [0, 1]. Various constructions of t-norms, either by explicit definition or by transformation from previously known functions, provide a plenitude of examples and classes of t-norms. This is important, e.g., for finding counter-examples or supplying t-norms with particular properties for use in engineering applications of fuzzy logic. The main ways of construction of t-norms include using generators, defining parametric classes of t-norms, rotations, or ordinal sums of t-norms. Relevant background can be found in the article on t-norms. == Generators of t-norms == The method of constructing t-norms by generators consists in using a unary function (generator) to transform some known binary function (most often, addition or multiplication) into a t-norm. In order to allow using non-bijective generators, which do not have the inverse function, the following notion of pseudo-inverse function is employed: Let f: [a, b] → [c, d] be a monotone function between two closed subintervals of extended real line. The pseudo-inverse function to f is the function f (−1): [c, d] → [a, b] defined as f ( − 1 ) ( y ) = { sup { x ∈ [ a , b ] ∣ f ( x ) < y } for f non-decreasing sup { x ∈ [ a , b ] ∣ f ( x ) > y } for f non-increasing. {\displaystyle f^{(-1)}(y)={\begin{cases}\sup\{x\in [a,b]\mid f(x)y\}&{\text{for }}f{\text{ non-increasing.}}\end{cases}}} === Additive generators === The construction of t-norms by additive generators is based on the following theorem: Let f: [0, 1] → [0, +∞] be a strictly decreasing function such that f(1) = 0 and f(x) + f(y) is in the range of f or in [f(0+), +∞] for all x, y in [0, 1]. Then the function T: [0, 1]2 → [0, 1] defined as T(x, y) = f (-1)(f(x) + f(y)) is a t-norm. Alternatively, one may avoid using the notion of pseudo-inverse function by having T ( x , y ) = f − 1 ( min ( f ( 0 + ) , f ( x ) + f ( y ) ) ) {\displaystyle T(x,y)=f^{-1}\left(\min \left(f(0^{+}),f(x)+f(y)\right)\right)} . The corresponding residuum can then be expressed as ( x ⇒ y ) = f − 1 ( max ( 0 , f ( y ) − f ( x ) ) ) {\displaystyle (x\Rightarrow y)=f^{-1}\left(\max \left(0,f(y)-f(x)\right)\right)} . And the biresiduum as ( x ⇔ y ) = f − 1 ( | f ( x ) − f ( y ) | ) {\displaystyle (x\Leftrightarrow y)=f^{-1}\left(\left|f(x)-f(y)\right|\right)} . If a t-norm T results from the latter construction by a function f which is right-continuous in 0, then f is called an additive generator of T. Examples: The function f(x) = 1 – x for x in [0, 1] is an additive generator of the Łukasiewicz t-norm. The function f defined as f(x) = –log(x) if 0 < x ≤ 1 and f(0) = +∞ is an additive generator of the product t-norm. The function f defined as f(x) = 2 – x if 0 ≤ x < 1 and f(1) = 0 is an additive generator of the drastic t-norm. Basic properties of additive generators are summarized by the following theorem: Let f: [0, 1] → [0, +∞] be an additive generator of a t-norm T. Then: T is an Archimedean t-norm. T is continuous if and only if f is continuous. T is strictly monotone if and only if f(0) = +∞. Each element of (0, 1) is a nilpotent element of T if and only if f(0) < +∞. The multiple of f by a positive constant is also an additive generator of T. T has no non-trivial idempotents. (Consequently, e.g., the minimum t-norm has no additive generator.) === Multiplicative generators === The isomorphism between addition on [0, +∞] and multiplication on [0, 1] by the logarithm and the exponential function allow two-way transformations between additive and multiplicative generators of a t-norm. If f is an additive generator of a t-norm T, then the function h: [0, 1] → [0, 1] defined as h(x) = e−f (x) is a multiplicative generator of T, that is, a function h such that h is strictly increasing h(1) = 1 h(x) · h(y) is in the range of h or equal to 0 or h(0+) for all x, y in [0, 1] h is right-continuous in 0 T(x, y) = h (−1)(h(x) · h(y)). Vice versa, if h is a multiplicative generator of T, then f: [0, 1] → [0, +∞] defined by f(x) = −log(h(x)) is an additive generator of T. == Parametric classes of t-norms == Many families of related t-norms can be defined by an explicit formula depending on a parameter p. This section lists the best known parameterized families of t-norms. The following definitions will be used in the list: A family of t-norms Tp parameterized by p is increasing if Tp(x, y) ≤ Tq(x, y) for all x, y in [0, 1] whenever p ≤ q (similarly for decreasing and strictly increasing or decreasing). A family of t-norms Tp is continuous with respect to the parameter p if lim p → p 0 T p = T p 0 {\displaystyle \lim _{p\to p_{0}}T_{p}=T_{p_{0}}} for all values p0 of the parameter. === Schweizer–Sklar t-norms === The family of Schweizer–Sklar t-norms, introduced by Berthold Schweizer and Abe Sklar in the early 1960s, is given by the parametric definition T p S S ( x , y ) = { T min ( x , y ) if p = − ∞ ( x p + y p − 1 ) 1 / p if − ∞ < p < 0 T p r o d ( x , y ) if p = 0 ( max ( 0 , x p + y p − 1 ) ) 1 / p if 0 < p < + ∞ T D ( x , y ) if p = + ∞ . {\displaystyle T_{p}^{\mathrm {SS} }(x,y)={\begin{cases}T_{\min }(x,y)&{\text{if }}p=-\infty \\(x^{p}+y^{p}-1)^{1/p}&{\text{if }}-\infty −∞ Continuous if and only if p < +∞ Strict if and only if −∞ < p ≤ 0 (for p = −1 it is the Hamacher product) Nilpotent if and only if 0 < p < +∞ (for p = 1 it is the Łukasiewicz t-norm). The family is strictly decreasing for p ≥ 0 and continuous with respect to p in [−∞, +∞]. An additive generator for T p S S {\displaystyle T_{p}^{\mathrm {SS} }} for −∞ < p < +∞ is f p S S ( x ) = { − log ⁡ x if p = 0 1 − x p p otherwise. {\displaystyle f_{p}^{\mathrm {SS} }(x)={\begin{cases}-\log x&{\text{if }}p=0\\{\frac {1-x^{p}}{p}}&{\text{otherwise.}}\end{cases}}} === Hamacher t-norms === The family of Hamacher t-norms, introduced by Horst Hamacher in the late 1970s, is given by the following parametric definition for 0 ≤ p ≤ +∞: T p H ( x , y ) = { T D ( x , y ) if p = + ∞ 0 if p = x = y = 0 x y p + ( 1 − p ) ( x + y − x y ) otherwise. {\displaystyle T_{p}^{\mathrm {H} }(x,y)={\begin{cases}T_{\mathrm {D} }(x,y)&{\text{if }}p=+\infty \\0&{\text{if }}p=x=y=0\\{\frac {xy}{p+(1-p)(x+y-xy)}}&{\text{otherwise.}}\end{cases}}} The t-norm T 0 H {\displaystyle T_{0}^{\mathrm {H} }} is called the Hamacher product. Hamacher t-norms are the only t-norms which are rational functions. The Hamacher t-norm T p H {\displaystyle T_{p}^{\mathrm {H} }} is strict if and only if p < +∞ (for p = 1 it is the product t-norm). The family is strictly decreasing and continuous with respect to p. An additive generator of T p H {\displaystyle T_{p}^{\mathrm {H} }} for p < +∞ is f p H ( x ) = { 1 − x x if p = 0 log ⁡ p + ( 1 − p ) x x otherwise. {\displaystyle f_{p}^{\mathrm {H} }(x)={\begin{cases}{\frac {1-x}{x}}&{\text{if }}p=0\\\log {\frac {p+(1-p)x}{x}}&{\text{otherwise.}}\end{cases}}} === Frank t-norms === The family of Frank t-norms, introduced by M.J. Frank in the late 1970s, is given by the parametric definition for 0 ≤ p ≤ +∞ as follows: T p F ( x , y ) = { T m i n ( x , y ) if p = 0 T p r o d ( x , y ) if p = 1 T L u k ( x , y ) if p = + ∞ log p ⁡ ( 1 + ( p x − 1 ) ( p y − 1 ) p − 1 ) otherwise. {\displaystyle T_{p}^{\mathrm {F} }(x,y)={\begin{cases}T_{\mathrm {min} }(x,y)&{\text{if }}p=0\\T_{\mathrm {prod} }(x,y)&{\text{if }}p=1\\T_{\mathrm {Luk} }(x,y)&{\text{if }}p=+\infty \\\log _{p}\left(1+{\frac {(p^{x}-1)(p^{y}-1)}{p-1}}\right)&{\text{otherwise.}}\end{cases}}} The Frank t-norm T p F {\displaystyle T_{p}^{\mathrm {F} }} is strict if p < +∞. The family is strictly decreasing and continuous with respect to p. An additive generator for T p F {\displaystyle T_{p}^{\mathrm {F} }} is f p F ( x ) = { − log ⁡ x if p = 1 1 − x if p = + ∞ log ⁡ p − 1 p x − 1 otherwise. {\displaystyle f_{p}^{\mathrm {F} }(x)={\begin{cases}-\log x&{\text{if }}p=1\\1-x&{\text{if }}p=+\infty \\\log {\frac {p-1}{p^{x}-1}}&{\text{otherwise.}}\end{cases}}} === Yager t-norms === The family of Yager t-norms, introduced in the early 1980s by Ronald R. Yager, is given for 0 ≤ p ≤ +∞ by T p Y ( x , y ) = { T D ( x , y ) if p = 0 max ( 0 , 1 − ( ( 1 − x ) p + ( 1 − y ) p ) 1 / p ) if 0 < p < + ∞ T m i n ( x , y ) if p = + ∞ {\displaystyle T_{p}^{\mathrm {Y} }(x,y)={\begin{cases}T_{\mathrm {D} }(x,y)&{\text{if }}p=0\\\max \left(0,1-((1-x)^{p}+(1-y)^{p})^{1/p}\right)&{\text{if }}0 Read more →