AI For Business Specialization Upenn

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

  • Contract management software

    Contract management software

    Contract management software constitutes software and associated data management used to support contract management, contract lifecycle management, and contractor management on projects in the procurement of goods and services. It may be used together with project management software. == History == Historically, contract management was seen as a "paper-intensive" process. Early steps from the early 2000's reported by the Aberdeen Group required extensive data conversion work to enable documents to be handled electronically. With the adoption of the European Union's General Data Protection Regulation (GDPR) in 2016, companies needed to take additional steps in regards to contract management. Each data responsible entity was obliged to sign data processing agreements (DPAs) with the various vendors, who treat personal data on behalf of the data responsible. DPAs need to be regularly controlled, adjusted and renewed, which adds an extra agreement to such vendors or at least an extra DPA addendum to each agreement. By 2018, Ardent Partner's research had found that software used for automating contract management activities was being more extensively used among major companies or businesses with "Best-in-Class" procurement teams. Contract management process automation was found to be closely linked with more effective internal business collaboration, standardization and risk management. == Advantages and key functions == Using contract management software can have multiple benefits compared to manually managing paper contracts. This software can help keep track of multiple activities and can have features for automating administration, ensuring compliance, monitoring risk, running reports and triggering alerts. In addition to these types of features, contract management software systems provide a centralized repository for employees to quickly access all contracts worldwide in one place. Contract management software is produced by many companies, working on a range of scales and offering varying degrees of customizability. Basic functions should include the ability to store contract documents, track changes to contract documents, search documents for a particular criterion, send key date alerts and to report required aspects of the contract. Other functions include managing a new contract request, capturing related data, following a document through a review and approval process, and collecting digital signatures. Contract management software may also be an aid to project portfolio management and spend analysis, and may also monitor KPIs. Leading contract management software provides contract visibility, monitoring, and compliance to automate and streamline the contract lifecycle process. Contract management software which uses artificial intelligence (AI) can identify contract types based on pattern recognition. AI contracting software trains its algorithms on a set of contract data to recognize patterns and extract variables such as clauses, dates, and parties. It also offers simple prediction capabilities, by sorting through a large volume of contracts and flagging individual contracts based on specified criteria. AI software can also read contracts in multiple formats and languages, extract contract data, and provide analytics. It can reduce the risk of human error in contract drafting and review. A centralized repository provides a critical advantage allowing for all contract documents to be stored within one location. Having contracts stored in multiple locations can delay and interrupt the contracting process. == Contract risk management software (CRMS) for capital projects == Very large enterprises, such as capital expenditure (capex) projects, involve multiple parties and high risk and uncertainty. They are unlike traditional operating contracts in that they are subject to shared deadlines in unique situations. As the complexity of these unique projects increases, the relationships between parties become more important. This requires contract management software, or contract risk management software (CRMS), to become more dynamic and responsive. The terms of these capex contracts necessarily involve assumptions at the start of the process and are likely to change over the lifetime of the project lifecycle. For this reason, CRMS must be capable of recording one single instance of agreed changes to contract terms and incorporating these changes in an auditable and legally robust way. With multiple decision makers involved, CRMS should also make accountability more transparent and enable faster decisions about variation proposals.

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  • Argumentation framework

    Argumentation framework

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

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  • PagedAttention

    PagedAttention

    PagedAttention is an attention algorithm for efficient serving of large language models (LLMs). It was introduced in 2023 by Woosuk Kwon and colleagues in the paper Efficient Memory Management for Large Language Model Serving with PagedAttention, alongside the vLLM serving engine. The method stores the key–value cache used during autoregressive decoding in fixed-size blocks that can be mapped to non-contiguous physical memory, borrowing ideas from virtual memory, paging, and operating system design. == Background == In transformer inference, the key–value cache grows with sequence length and the number of concurrent requests. Kwon et al. argued that earlier serving systems typically reserved contiguous cache regions in advance, which caused reserved space, internal fragmentation, and external fragmentation. In their experiments, the paper reported that the effective memory utilization of previous systems could fall as low as 20.4%. == Description == PagedAttention partitions the cache of each sequence into fixed-size KV blocks. A request's cache is represented as a sequence of logical blocks, while a block table maps those logical blocks to physical GPU-memory blocks. As a result, neighboring logical blocks do not need to be contiguous in physical memory, and new blocks can be allocated on demand as generation proceeds. The design also makes it easier to share cache state across related decoding paths. In vLLM, physical blocks can be reference-counted and shared among requests or branches, with block-granularity copy-on-write used when a shared block must be modified. The original paper applied this design to parallel sampling, beam search, and prompts with shared prefixes. == Mathematical formulation == For a query token i {\displaystyle i} in causal self-attention, the standard attention output can be written as a i j = exp ⁡ ( q i ⊤ k j / d ) ∑ t = 1 i exp ⁡ ( q i ⊤ k t / d ) , o i = ∑ j = 1 i a i j v j {\displaystyle a_{ij}={\frac {\exp(\mathbf {q} _{i}^{\top }\mathbf {k} _{j}/{\sqrt {d}})}{\sum _{t=1}^{i}\exp(\mathbf {q} _{i}^{\top }\mathbf {k} _{t}/{\sqrt {d}})}},\;\mathbf {o} _{i}=\sum _{j=1}^{i}a_{ij}\mathbf {v} _{j}} where q i {\displaystyle \mathbf {q} _{i}} , k j {\displaystyle \mathbf {k} _{j}} , and v j {\displaystyle \mathbf {v} _{j}} are the query, key, and value vectors, and d {\displaystyle d} is the attention dimension. If the cache is partitioned into blocks of size B {\displaystyle B} , the key and value blocks may be written as K j = ( k ( j − 1 ) B + 1 , … , k j B ) , V j = ( v ( j − 1 ) B + 1 , … , v j B ) {\displaystyle \mathbf {K} _{j}=(\mathbf {k} _{(j-1)B+1},\ldots ,\mathbf {k} _{jB}),\;\mathbf {V} _{j}=(\mathbf {v} _{(j-1)B+1},\ldots ,\mathbf {v} _{jB})} PagedAttention then performs the computation blockwise: A i j = exp ⁡ ( q i ⊤ K j / d ) ∑ t = 1 ⌈ i / B ⌉ exp ⁡ ( q i ⊤ K t / d ) , o i = ∑ j = 1 ⌈ i / B ⌉ V j A i j ⊤ {\displaystyle \mathbf {A} _{ij}={\frac {\exp(\mathbf {q} _{i}^{\top }\mathbf {K} _{j}/{\sqrt {d}})}{\sum _{t=1}^{\lceil i/B\rceil }\exp(\mathbf {q} _{i}^{\top }\mathbf {K} _{t}/{\sqrt {d}})}},\;\mathbf {o} _{i}=\sum _{j=1}^{\lceil i/B\rceil }\mathbf {V} _{j}\mathbf {A} _{ij}^{\top }} where A i j {\displaystyle \mathbf {A} _{ij}} is the vector of attention scores for the j {\displaystyle j} -th KV block. In the formulation given by Kwon et al., this preserves the causal attention calculation while allowing the key and value blocks to reside in non-contiguous physical memory. == Performance and use == The vLLM paper reported that, on its evaluated workloads, the use of PagedAttention and the associated memory-management design improved serving throughput by 2–4× over the compared baselines, including FasterTransformer and Orca, while preserving model outputs. In experiments on OPT-13B with the Alpaca trace, the paper also reported memory savings of 6.1–9.8% for parallel sampling and 37.6–55.2% for beam search through KV-block sharing. A 2024 survey of LLM serving systems described PagedAttention as having become an industry norm in LLM serving frameworks, citing support in TGI, vLLM, and TensorRT-LLM. == Limitations and alternatives == Subsequent work has described trade-offs in the approach. The 2025 vAttention paper argued that PagedAttention requires attention kernels to be rewritten to support paging and increases software complexity, portability issues, redundancy, and execution overhead, proposing instead a memory manager that keeps the cache contiguous in virtual memory while relying on demand paging for physical allocation. === vAttention === Unlike PagedAttention, vAttention does not introduce a different attention rule; it retains the standard attention computation Attention ⁡ ( q i , K , V ) = softmax ⁡ ( q i K ⊤ s c a l e ) V . {\displaystyle \operatorname {Attention} (q_{i},K,V)=\operatorname {softmax} \left({\frac {q_{i}K^{\top }}{\mathrm {scale} }}\right)V.} In the notation of Prabhu et al., the key and value tensors for a request seen so far are K , V ∈ R L ′ × ( H × D ) {\displaystyle K,V\in \mathbb {R} ^{L'\times (H\times D)}} , where L ′ {\displaystyle L'} is the context length seen so far, H {\displaystyle H} is the number of KV heads on a worker, and D {\displaystyle D} is the dimension of each KV head. In systems prior to PagedAttention, the K cache (or V cache) at each layer of a worker is typically allocated as a 4D tensor of shape [ B , L , H , D ] , {\displaystyle [B,L,H,D],} where B {\displaystyle B} is batch size and L {\displaystyle L} is the maximum context length supported by the model. vAttention preserves this contiguous virtual-memory view while deferring physical-memory allocation to runtime. A serving framework maintains separate K and V tensors for each layer, so vAttention reserves 2 N {\displaystyle 2N} virtual-memory buffers on a worker, where N {\displaystyle N} is the number of layers managed by that worker. The maximum size of one virtual-memory buffer is B S = B × S , {\displaystyle BS=B\times S,} where S {\displaystyle S} is the maximum size of a single request's per-layer K cache (or V cache) on a worker. The paper defines S = L × H × D × P , {\displaystyle S=L\times H\times D\times P,} where P {\displaystyle P} is the number of bytes needed to store one element. In this formulation, vAttention keeps the KV cache contiguous in virtual memory and relies on demand paging for physical allocation, rather than modifying the attention kernel to operate over non-contiguous KV-cache blocks.

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  • GOLOG

    GOLOG

    GOLOG is a high-level logic programming language for the specification and execution of complex actions in dynamical domains. It is based on the situation calculus. It is a first-order logical language for reasoning about action and change. GOLOG was developed at the University of Toronto. == History == The concept of situation calculus on which the GOLOG programming language is based was first proposed by John McCarthy in 1963. == Description == A GOLOG interpreter automatically maintains a direct characterization of the dynamic world being modeled, on the basis of user supplied axioms about preconditions, effects of actions and the initial state of the world. This allows the application to reason about the condition of the world and consider the impacts of different potential actions before focusing on a specific action. Golog is a logic programming language and is very different from conventional programming languages. A procedural programming language like C defines the execution of statements in advance. The programmer creates a subroutine which consists of statements, and the computer executes each statement in a linear order. In contrast, fifth-generation programming languages like Golog work with an abstract model with which the interpreter can generate the sequence of actions. The source code defines the problem and it is up to the solver to find the next action. This approach can facilitate the management of complex problems from the domain of robotics. A Golog program defines the state space in which the agent is allowed to operate. A path in the symbolic domain is found with state space search. To speed up the process, Golog programs are realized as hierarchical task networks. Apart from the original Golog language, there are some extensions available. The ConGolog language provides concurrency and interrupts. Other dialects like IndiGolog and Readylog were created for real time applications in which sensor readings are updated on the fly. == Uses == Golog has been used to model the behavior of autonomous agents. In addition to a logic-based action formalism for describing the environment and the effects of basic actions, they enable the construction of complex actions using typical programming language constructs. It is also used for applications in high level control of robots and industrial processes, virtual agents, discrete event simulation etc. It can be also used to develop Belief Desire Intention-style agent systems. == Planning and scripting == In contrast to the Planning Domain Definition Language, Golog supports planning and scripting as well. Planning means that a goal state in the world model is defined, and the solver brings a logical system into this state. Behavior scripting implements reactive procedures, which are running as a computer program. For example, suppose the idea is to authoring a story. The user defines what should be true at the end of the plot. A solver gets started and applies possible actions to the current situation until the goal state is reached. The specification of a goal state and the possible actions are realized in the logical world model. In contrast, a hardwired reactive behavior doesn't need a solver but the action sequence is provided in a scripting language. The Golog interpreter, which is written in Prolog, executes the script and this will bring the story into the goal state.

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  • Tensor glyph

    Tensor glyph

    In scientific visualization a tensor glyph is an object that can visualize all or most of the nine degrees of freedom, such as acceleration, twist, or shear – of a 3 × 3 {\displaystyle 3\times 3} matrix. It is used for tensor field visualization, where a data-matrix is available at every point in the grid. "Glyphs, or icons, depict multiple data values by mapping them onto the shape, size, orientation, and surface appearance of a base geometric primitive." Tensor glyphs are a particular case of multivariate data glyphs. There are certain types of glyphs that are commonly used: Ellipsoid Cuboid Cylindrical Superquadrics According to Thomas Schultz and Gordon Kindlmann, specific types of tensor fields "play a central role in scientific and biomedical studies as well as in image analysis and feature-extraction methods."

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  • Computational intelligence

    Computational intelligence

    In computer science, computational intelligence (CI) refers to concepts, paradigms, algorithms and implementations of systems that are designed to show "intelligent" behavior in complex and changing environments. These systems are aimed at mastering complex tasks in a wide variety of technical or commercial areas and offer solutions that recognize and interpret patterns, control processes, support decision-making or autonomously manoeuvre vehicles or robots in unknown environments, among other things. These concepts and paradigms are characterized by the ability to learn or adapt to new situations, to generalize, to abstract, to discover and associate. Nature-analog or nature-inspired methods play a key role in this. CI approaches primarily address those complex real-world problems for which traditional or mathematical modeling is not appropriate for various reasons: the processes cannot be described exactly with complete knowledge, the processes are too complex for mathematical reasoning, they contain some uncertainties during the process, such as unforeseen changes in the environment or in the process itself, or the processes are simply stochastic in nature. Thus, CI techniques are properly aimed at processes that are ill-defined, complex, nonlinear, time-varying and/or stochastic. A recent definition of the IEEE Computational Intelligence Societey describes CI as the theory, design, application and development of biologically and linguistically motivated computational paradigms. Traditionally the three main pillars of CI have been Neural Networks, Fuzzy Systems and Evolutionary Computation. ... CI is an evolving field and at present in addition to the three main constituents, it encompasses computing paradigms like ambient intelligence, artificial life, cultural learning, artificial endocrine networks, social reasoning, and artificial hormone networks. ... Over the last few years there has been an explosion of research on Deep Learning, in particular deep convolutional neural networks. Nowadays, deep learning has become the core method for artificial intelligence. In fact, some of the most successful AI systems are based on CI. However, as CI is an emerging and developing field there is no final definition of CI, especially in terms of the list of concepts and paradigms that belong to it. The general requirements for the development of an “intelligent system” are ultimately always the same, namely the simulation of intelligent thinking and action in a specific area of application. To do this, the knowledge about this area must be represented in a model so that it can be processed. The quality of the resulting system depends largely on how well the model was chosen in the development process. Sometimes data-driven methods are suitable for finding a good model and sometimes logic-based knowledge representations deliver better results. Hybrid models are usually used in real applications. According to actual textbooks, the following methods and paradigms, which largely complement each other, can be regarded as parts of CI: Fuzzy systems Neural networks and, in particular, convolutional neural networks Evolutionary computation and, in particular, multi-objective evolutionary optimization Swarm intelligence Bayesian networks Artificial immune systems Learning theory Probabilistic methods == Relationship between hard and soft computing and artificial and computational intelligence == Artificial intelligence (AI) is used in the media, but also by some of the scientists involved, as a kind of umbrella term for the various techniques associated with it or with CI. Craenen and Eiben state that attempts to define or at least describe CI can usually be assigned to one or more of the following groups: "Relative definition” comparing CI to AI Conceptual treatment of key notions and their roles in CI Listing of the (established) areas that belong to it The relationship between CI and AI has been a frequently discussed topic during the development of CI. While the above list implies that they are synonyms, the vast majority of AI/CI researchers working on the subject consider them to be distinct fields, where either CI is an alternative to AI AI includes CI CI includes AI The view of the first of the above three points goes back to Zadeh, the founder of the fuzzy set theory, who differentiated machine intelligence into hard and soft computing techniques, which are used in artificial intelligence on the one hand and computational intelligence on the other. In hard computing (HC) and traditional AI (e.g. expert systems), inaccuracy and uncertainty are undesirable characteristics of a system, while soft computing (SC) and thus CI focus on dealing with these characteristics. The adjacent figure illustrates this view and lists the most important CI techniques. Another frequently mentioned distinguishing feature is the representation of information in symbolic form in AI and in sub-symbolic form in CI techniques. Hard computing is a conventional computing method based on the principles of certainty and accuracy and it is deterministic. It requires a precisely stated analytical model of the task to be processed and a prewritten program, i.e. a fixed set of instructions. The models used are based on Boolean logic (also called crisp logic), where e.g. an element can be either a member of a set or not and there is nothing in between. When applied to real-world tasks, systems based on HC result in specific control actions defined by a mathematical model or algorithm. If an unforeseen situation occurs that is not included in the model or algorithm used, the action will most likely fail. Soft computing, on the other hand, is based on the fact that the human mind is capable of storing information and processing it in a goal-oriented way, even if it is imprecise and lacks certainty. SC is based on the model of the human brain with probabilistic thinking, fuzzy logic and multi-valued logic. Soft computing can process a wealth of data and perform a large number of computations, which may not be exact, in parallel. For hard problems for which no satisfying exact solutions based on HC are available, SC methods can be applied successfully. SC methods are usually stochastic in nature i.e., they are a randomly defined processes that can be analyzed statistically but not with precision. Up to now, the results of some CI methods, such as deep learning, cannot be verified and it is also not clear what they are based on. This problem represents an important scientific issue for the future. AI and CI are catchy terms, but they are also so similar that they can be confused. The meaning of both terms has developed and changed over a long period of time, with AI being used first. Bezdek describes this impressively and concludes that such buzzwords are frequently used and hyped by the scientific community, science management and (science) journalism. Not least because AI and biological intelligence are emotionally charged terms and it is still difficult to find a generally accepted definition for the basic term intelligence. == History == In 1950, Alan Turing, one of the founding fathers of computer science, developed a test for computer intelligence known as the Turing test. In this test, a person can ask questions via a keyboard and a monitor without knowing whether his counterpart is a human or a computer. A computer is considered intelligent if the interrogator cannot distinguish the computer from a human. This illustrates the discussion about intelligent computers at the beginning of the computer age. The term Computational Intelligence was first used as the title of the journal of the same name in 1985 and later by the IEEE Neural Networks Council (NNC), which was founded 1989 by a group of researchers interested in the development of biological and artificial neural networks. On November 21, 2001, the NNC became the IEEE Neural Networks Society, to become the IEEE Computational Intelligence Society two years later by including new areas of interest such as fuzzy systems and evolutionary computation. The NNC helped organize the first IEEE World Congress on Computational Intelligence in Orlando, Florida in 1994. On this conference the first clear definition of Computational Intelligence was introduced by Bezdek: A system is computationally intelligent when it: deals with only numerical (low-level) data, has pattern-recognition components, does not use knowledge in the AI sense; and additionally when it (begins to) exhibit (1) computational adaptivity; (2) computational fault tolerance; (3) speed approaching human-like turnaround and (4) error rates that approximate human performance. Today, with machine learning and deep learning in particular utilizing a breadth of supervised, unsupervised, and reinforcement learning approaches, the CI landscape has been greatly enhanced, with novell intelligent approaches. == The main algorithmic approaches of CI and their applicati

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  • Situated

    Situated

    In artificial intelligence and cognitive science, the term situated refers to an agent which is embedded in an environment. The term situated is commonly used to refer to robots, but some researchers argue that software agents can also be situated if: they exist in a dynamic (rapidly changing) environment, which they can manipulate or change through their actions, and which they can sense or perceive. Examples might include web-based agents, which can alter data or trigger processes (such as purchases) over the internet, or virtual-reality bots which inhabit and change virtual worlds, such as Second Life. Being situated is generally considered to be part of being embodied, but it is useful to consider each perspective individually. The situated perspective emphasizes that intelligent behaviour derives from the environment and the agent's interactions with it. The nature of these interactions are defined by an agent's embodiment.

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  • Automated medical scribe

    Automated medical scribe

    Automated medical scribes (also called artificial intelligence scribes, AI scribes, digital scribes, virtual scribes, ambient AI scribes, AI documentation assistants, and digital/virtual/smart clinical assistants) are tools for transcribing medical speech, such as patient consultations and dictated medical notes. Many also produce summaries of consultations. Automated medical scribes based on large language models (LLMs, commonly called "AI", short for "artificial intelligence") increased drastically in popularity in 2024. There are privacy and antitrust concerns. Accuracy concerns also exist, and intensify in situations in which tools try to go beyond transcribing and summarizing, and are asked to format information by its meaning, since LLMs do not deal well with meaning (see weak artificial intelligence). Medics using these scribes are generally expected to understand the ethical and legal considerations, and supervise the outputs. The privacy protections of automated medical scribes vary widely. While it is possible to do all the transcription and summarizing locally, with no connection to the internet, most closed-source providers require that data be sent to their own servers over the internet, processed there, and the results sent back (as with digital voice assistants). Some retailers say their tools use zero-knowledge encryption (meaning that the service provider can't access the data). Others explicitly say that they use patient data to train their AIs, or rent or resell it to third parties; the nature of privacy protections used in such situations is unclear, and they are likely not to be fully effective. Most providers have not published any safety or utility data in academic journals, and are not responsive to requests from medical researchers studying their products. == Privacy == Some providers unclear about what happens to user data. Some may sell data to third parties. Some explicitly send user data to for-profit tech companies for secondary purposes, which may not be specified. Some require users to sign consents to such reuse of their data. Some ingest user data to train the software, promising to anonymize it; however, deanonymization may be possible (that is, it may become obvious who the patient is). It is intrinsically impossible to prevent an LLM from correlating its inputs; they work by finding similar patterns across very large data sets. Some information on the patient will be known from other sources (for instance, information that they were injured in an incident on a certain day might be available from the news media; information that they attended specific appointment locations at specific times is probably available to their cellphone provider/apps/data brokers; information about when they had a baby is probably implied by their online shopping records; and they might mention lifestyle changes to their doctor and on a forum or blog). The software may correlate such information with the "anonymized" clinical consultation record, and, asked about the named patient, provide information which they only told their doctor privately. Because a patient's record is all about the same patient, it is all unavoidably linked; in very many cases, medical histories are intrinsically identifiable. Depending on how common a condition and what other data is available, K-anonymity may be useless. Differential privacy could theoretically preserve privacy. Data broker companies like Google, Amazon, Apple and Microsoft have produced or bought up medical scribes, some of which use user data for secondary purposes, which has led to antitrust concerns. Transfer of patient records for AI training has, in the past, prompted legal action. Open-source programs typically do all the transcription locally, on the doctor's own computer. Open-source software is widely used in healthcare, with some national public healthcare bodies holding hack days. === Data resale and commercialization === Several AI medical scribe providers include terms in their service agreements that allow the reuse, sale, or commercialization of de-identified or user-submitted data. Although such data are generally described as anonymized or aggregated, these practices have raised ethical concerns among clinicians and privacy advocates regarding secondary uses of medical information beyond clinical documentation. Freed, an AI transcription and scribe platform, states in its Terms of Use that it may "collect, use, publish, disseminate, sell, transfer, and otherwise exploit" de-identified and aggregated data derived from user inputs. OpenEvidence similarly states that it may "collect, use, transfer, sell, and disclose non-personal information and customer usage data for any purpose including commercial uses." Doximity, which offers an AI-enabled medical scribe as part of its physician platform, grants itself a "nonexclusive, irrevocable, worldwide, perpetual, unlimited, assignable, sublicensable, royalty-free" license to "copy, prepare derivative works from, improve, distribute, publish, ... analyze, index, tag, [and] commercialize" content submitted by users, subject to its privacy policy. Because these terms allow broad secondary use—including sale, licensing, model-training, derivative works, and commercial exploitation of de-identified or user-submitted data—some commentators have recommended that clinicians review data-handling provisions carefully when adopting AI-scribe tools, particularly in clinical environments where patient privacy and regulatory compliance are critical. === Encryption === Multifactor authentication for access to the data is expected practice. Typically, Diffie–Hellman key exchange is used for encryption; this is the standard method commonly used for things like online banking. This encryption is expensive but not impossible to break; it is not generally considered safe against eavesdroppers with the resources of a nation-state. If content is encrypted between the client and the service provider's remote server (transport cryptography), then the server has an unencrypted copy. This is necessary if the data is used by the service provider (for instance, to train the software). Zero-knowledge encryption implies that the only unencrypted copy is at the client, and the server cannot decrypt the data any more easily than a monster-in-the-middle attacker. == Platforms == Scribes may operate on desktops, laptop, or mobile computers, under a variety of operating systems. These vary in their risks; for instance, mobiles can be lost. The underlying mobile or desktop operating systems are also part of the trusted computing base, and if they are not secure, the software relying on them cannot be secure either. Some AI medical scribe platforms are designed to operate as cloud-based applications that generate structured clinical documentation from clinician–patient conversations. These systems may offer features such as real-time transcription, document generation, and integration with electronic health record (EHR) systems. == Confabulation, omissions, and other errors == Like other LLMs, medical-scribe LLMs are prone to hallucinations, where they make up content based on statistically associations between their training data and the transcription audio. LLMs do not distinguish between trying to transcribe the audio and guessing what words will come next, but perform both processes mixed together. They are especially likely to take short silences or non-speech noises and invent some sort of speech to transcribe them as. LLM medical scribes have been known to confabulate racist and otherwise prejudiced content; this is partly because the training datasets of many LLMs contain pseudoscientific texts about medical racism. They may misgender patients. A survey found that most doctors preferred, in principle, that scribes be trained on data reviewed by medical subject experts. Relevant, accurate training data increases the probability of an accurate transcription, but does not guarantee accuracy. Software trained on thousands of real clinical conversations generated transcripts with lower word error rates. Software trained on manually-transcribed training data did better than software trained with automatically transcribed training data such as YouTube captions. Autoscribes omit parts of the conversation classes as irrelevant. The may wrongly classify pertinent information as irrelevant and omit it. They may also confuse historic and current symptoms, or otherwise misclassify information. They may also simply wrongly transcribe the speech, writing something incorrect instead. If clinicians do not carefully check the recording, such mistakes could make their way into their medical records and cause patient harms. == Patient consent == Professional organizations generally require that scribes be used only with patient consent; some bodies may require written consent. Medics must also abide by local surveillance laws, which may criminalize recording pri

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  • Micro stuttering

    Micro stuttering

    Micro stuttering is a visual artifact in real-time computer graphics in which the time intervals between consecutively displayed frames are uneven, even though the average frame rate reported by benchmarking software appears adequate. Tools such as 3DMark typically compute frame rates over intervals of one second or more, which can conceal momentary drops in the instantaneous frame rate that the viewer perceives as hitching or jerking of on-screen motion. At low frame rates the effect is visible as a stutter in moving images, degrading the experience in interactive applications such as video games. In severe cases a lower but more consistent frame rate can appear smoother than a higher but more erratic one. The term gained prominence in the late 2000s in discussions of multi-GPU rendering (see History), but micro stuttering also affects single-GPU systems. Common causes on modern hardware include real-time shader compilation, asset streaming from storage, VRAM exhaustion, and driver bugs. == Causes == === Shader compilation === A common cause of micro stuttering on modern PCs is real-time shader compilation. Shaders are small programs that instruct the GPU on how to render visual effects such as lighting, shadows, and reflections. On consoles, developers can pre-compile all shaders for the known, fixed hardware. On PCs, the variety of GPU architectures means shaders must often be compiled at run time, either when the game launches or during gameplay itself. When the rendering engine encounters a shader that has not yet been compiled, the CPU must finish the compilation before the GPU can draw the affected object. This causes a spike in frame time that the player perceives as a hitch. The problem has been particularly associated with games built on Unreal Engine 4 running under DirectX 12, because DX12 shifts more shader management responsibility to the application. Several techniques exist to reduce shader compilation stutter. Pipeline State Object (PSO) pre-caching records the shader permutations used at runtime so that they can be compiled in advance on subsequent launches. Asynchronous shader compilation moves the work to background CPU threads to avoid blocking the main rendering thread. Platform-level services such as Steam's shader pre-caching distribute previously compiled shaders to users with matching GPU hardware. The Steam Deck, which contains a single fixed GPU, benefits from pre-compiled shader caches because all units share the same hardware configuration. === Other causes === Micro stuttering on single-GPU systems can have several additional causes. CPU bottlenecks or scheduling interruptions from background tasks can prevent the processor from preparing frames at regular intervals. Asset streaming during gameplay (loading textures, geometry, or audio from storage) can produce hitches sometimes called traversal stutter; the use of solid-state drives and technologies such as DirectStorage has reduced but not eliminated this. VRAM exhaustion forces data to be swapped between video memory and system memory over the PCI Express bus, which is slower. Graphics driver bugs can also introduce stutter; Nvidia released hotfix driver 551.46 in February 2024 to correct intermittent micro stuttering when V-Sync was enabled. == Measurement == Micro stuttering drew attention to the limitations of average frame rate as a performance metric. In 2013, Scott Wasson at The Tech Report published a series of articles advocating frame time analysis, in which the delivery time of every individual frame is recorded and plotted rather than collapsed into a single frames-per-second figure. This approach was adopted by other hardware review publications in the following years. GPU reviews now routinely report 1% low and 0.1% low frame rates alongside the average. The 1% low is the average frame rate of the slowest 1% of frames in a sample; it serves as an indicator of worst-case smoothness. A large gap between the average and the 1% low suggests poor frame pacing. Tools for capturing per-frame timing data include FRAPS, PresentMon, OCAT, CapFrameX, and MSI Afterburner with RivaTuner Statistics Server. == Mitigation == === Frame pacing === Frame pacing is a software technique that regulates the timing of frame delivery to produce even intervals between displayed frames. Game engines, GPU drivers, and platform libraries all implement frame pacing strategies to varying degrees. On mobile platforms, Google provides the Android Frame Pacing library (Swappy) as part of the Android Game Development Kit. In December 2025, the Khronos Group published the VK_EXT_present_timing Vulkan extension, giving developers explicit control over presentation timing in a cross-platform graphics API for the first time. === Variable refresh rate === Variable refresh rate (VRR) display technologies allow a monitor's refresh rate to change to match the GPU's frame output. Implementations include Nvidia G-Sync (2013), AMD FreeSync (2015), and the VESA Adaptive-Sync standard built into DisplayPort 1.2a and later. VRR eliminates the screen tearing that results from a mismatch between frame rate and refresh rate, and avoids the frame-holding behaviour of V-Sync that can itself cause stutter. It is effective at smoothing moderate frame rate fluctuations but cannot compensate for large sudden spikes in frame time such as those caused by shader compilation or heavy asset streaming. VRR support has become standard in gaming monitors, televisions (via HDMI 2.1), and the Xbox Series X/S and PlayStation 5 consoles. === Frame generation === Beginning with DLSS 3 on the GeForce RTX 40 series in 2022, Nvidia introduced AI-based frame generation, which uses dedicated optical flow hardware and a neural network to create new frames between traditionally rendered ones. AMD followed with FSR 3 in 2023, using an algorithmic approach, and the AI-based FSR 4 for the Radeon RX 9000 series in 2025. DLSS 4, released in January 2025 for the GeForce RTX 50 series, can generate up to three frames per rendered frame using a technique called Multi Frame Generation. Frame generation increases the displayed frame rate but introduces its own frame pacing concerns. If the underlying rendered frames are unevenly timed, the interpolated frames can make the unevenness more apparent rather than less. DLSS 4 addresses this with hardware-level flip metering on the GPU's display engine, which controls the timing of frame presentation more precisely than the CPU-based pacing used in DLSS 3. Both vendors pair frame generation with latency-reduction features (Nvidia Reflex and AMD Anti-Lag+) to offset the additional input latency that results from inserting synthetic frames into the pipeline. === Frame rate limiters === Capping the frame rate below the display's maximum refresh rate, using tools such as RivaTuner Statistics Server, in-game limiters, or driver-level settings, is a common way to improve frame pacing. Preventing the GPU from running ahead of the display reduces variability in frame delivery times and can produce a smoother result than an uncapped but more irregular frame rate. == History == === Multi-GPU configurations === Micro stuttering was first widely documented in the late 2000s as a side effect of multi-GPU configurations using Alternate Frame Rendering (AFR), in which consecutive frames are assigned to alternating GPUs. Because each GPU may take a different amount of time to complete its assigned frame — due to varying scene complexity, driver scheduling, or inter-GPU communication overhead — the resulting frame delivery is irregular even when the average frame rate is high. Both Nvidia SLI and AMD CrossFireX were affected, with dual-GPU setups exhibiting the worst frame pacing irregularities. In 2012 benchmarks using Battlefield 3, dual Radeon HD 7970 cards in CrossFire showed 85% variation in frame delivery times compared with 7% for a single card, while dual GeForce GTX 680 cards in SLI showed only 7% variation compared with 5% for a single card. Multi-GPU micro stuttering became a significant factor in the eventual decline and discontinuation of consumer multi-GPU gaming. Nvidia restricted SLI to a handful of enthusiast-class cards from the GeForce 10 series onward, then replaced it with NVLink on the GeForce RTX 20 series, which saw limited gaming adoption. AMD ceased active CrossFire development around 2017. By the mid-2020s, neither vendor's current consumer GPUs support multi-GPU rendering for games. Other factors that contributed to the decline include DirectX 12 placing multi-GPU support in the hands of game developers rather than driver authors, the incompatibility of temporal anti-aliasing and other temporal rendering techniques with AFR, and the increasing size, power draw, and cost of individual GPUs. The third-party utility RadeonPro could reduce CrossFire micro stuttering through dynamic V-Sync and frame pacing adjustments, and AMD later introduced a driver-level frame paci

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  • And–or tree

    And–or tree

    An and–or tree is a graphical representation of the reduction of problems (or goals) to conjunctions and disjunctions of subproblems (or subgoals). == Example == The and–or tree: represents the search space for solving the problem P, using the goal-reduction methods: P if Q and R P if S Q if T Q if U == Definitions == Given an initial problem P0 and set of problem solving methods of the form: P if P1 and … and Pn the associated and–or tree is a set of labelled nodes such that: The root of the tree is a node labelled by P0. For every node N labelled by a problem or sub-problem P and for every method of the form P if P1 and ... and Pn, there exists a set of children nodes N1, ..., Nn of the node N, such that each node Ni is labelled by Pi. The nodes are conjoined by an arc, to distinguish them from children of N that might be associated with other methods. A node N, labelled by a problem P, is a success node if there is a method of the form P if nothing (i.e., P is a "fact"). The node is a failure node if there is no method for solving P. If all of the children of a node N, conjoined by the same arc, are success nodes, then the node N is also a success node. Otherwise the node is a failure node. == Search strategies == An and–or tree specifies only the search space for solving a problem. Different search strategies for searching the space are possible. These include searching the tree depth-first, breadth-first, or best-first using some measure of desirability of solutions. The search strategy can be sequential, searching or generating one node at a time, or parallel, searching or generating several nodes in parallel. == Relationship with logic programming == The methods used for generating and–or trees are propositional logic programs (without variables). In the case of logic programs containing variables, the solutions of conjoint sub-problems must be compatible. Subject to this complication, sequential and parallel search strategies for and–or trees provide a computational model for executing logic programs. == Relationship with two-player games == And–or trees can also be used to represent the search spaces for two-person games. The root node of such a tree represents the problem of one of the players winning the game, starting from the initial state of the game. Given a node N, labelled by the problem P of the player winning the game from a particular state of play, there exists a single set of conjoint children nodes, corresponding to all of the opponents responding moves. For each of these children nodes, there exists a set of non-conjoint children nodes, corresponding to all of the player's defending moves. For solving game trees with proof-number search family of algorithms, game trees are to be mapped to and–or trees. MAX-nodes (i.e. maximizing player to move) are represented as OR nodes, MIN-nodes map to AND nodes. The mapping is possible, when the search is done with only a binary goal, which usually is "player to move wins the game".

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  • Intelligent agent

    Intelligent agent

    In artificial intelligence, an intelligent agent is an entity that perceives its environment, takes actions autonomously to achieve goals, and may improve its performance through machine learning or by acquiring knowledge. AI textbooks define artificial intelligence as the "study and design of intelligent agents," emphasizing that goal-directed behavior is central to intelligence. A specialized subset of intelligent agents, agentic AI (also known as an AI agent or simply agent), expands this concept by proactively pursuing goals, making decisions, and taking actions over extended periods. Intelligent agents can range from simple to highly complex. A basic thermostat or control system is considered an intelligent agent, as is a human being, or any other system that meets the same criteria—such as a firm, a state, or a biome. Intelligent agents operate based on an objective function, which encapsulates their goals. They are designed to create and execute plans that maximize the expected value of this function upon completion. For example, a reinforcement learning agent has a reward function, which allows programmers to shape its desired behavior. Similarly, an evolutionary algorithm's behavior is guided by a fitness function. Intelligent agents in artificial intelligence are closely related to agents in economics, and versions of the intelligent agent paradigm are studied in cognitive science, ethics, and the philosophy of practical reason, as well as in many interdisciplinary socio-cognitive modeling and computer social simulations. Intelligent agents are often described schematically as abstract functional systems similar to computer programs . To distinguish theoretical models from real-world implementations, abstract descriptions of intelligent agents are called abstract intelligent agents. Intelligent agents are also closely related to software agents—autonomous computer programs that carry out tasks on behalf of users. They are also referred to using a term borrowed from economics: a "rational agent". == Intelligent agents as the foundation of AI == The concept of intelligent agents provides a foundational lens through which to define and understand artificial intelligence. For instance, the influential textbook Artificial Intelligence: A Modern Approach (Russell & Norvig) describes: Agent: Anything that perceives its environment (using sensors) and acts upon it (using actuators). E.g., a robot with cameras and wheels, or a software program that reads data and makes recommendations. Rational Agent: An agent that strives to achieve the best possible outcome based on its knowledge and past experiences. "Best" is defined by a performance measure – a way of evaluating how well the agent is doing. Artificial Intelligence (as a field): The study and creation of these rational agents. Other researchers and definitions build upon this foundation. Padgham & Winikoff emphasize that intelligent agents should react to changes in their environment in a timely way, proactively pursue goals, and be flexible and robust (able to handle unexpected situations). Some also suggest that ideal agents should be "rational" in the economic sense (making optimal choices) and capable of complex reasoning, like having beliefs, desires, and intentions (BDI model). Kaplan and Haenlein offer a similar definition, focusing on a system's ability to understand external data, learn from that data, and use what is learned to achieve goals through flexible adaptation. Defining AI in terms of intelligent agents offers several key advantages: Avoids Philosophical Debates: It sidesteps arguments about whether AI is "truly" intelligent or conscious, like those raised by the Turing test or Searle's Chinese Room. It focuses on behavior and goal achievement, not on replicating human thought. Objective Testing: It provides a clear, scientific way to evaluate AI systems. Researchers can compare different approaches by measuring how well they maximize a specific "goal function" (or objective function). This allows for direct comparison and combination of techniques. Interdisciplinary Communication: It creates a common language for AI researchers to collaborate with other fields like mathematical optimization and economics, which also use concepts like "goals" and "rational agents." == Objective function == An objective function (or goal function) specifies the goals of an intelligent agent. An agent is deemed more intelligent if it consistently selects actions that yield outcomes better aligned with its objective function. In effect, the objective function serves as a measure of success. The objective function may be: Simple: For example, in a game of Go, the objective function might assign a value of 1 for a win and 0 for a loss. Complex: It might require the agent to evaluate and learn from past actions, adapting its behavior based on patterns that have proven effective. The objective function encapsulates all of the goals the agent is designed to achieve. For rational agents, it also incorporates the trade-offs between potentially conflicting goals. For instance, a self-driving car's objective function might balance factors such as safety, speed, and passenger comfort. Different terms are used to describe this concept, depending on the context. These include: Utility function: Often used in economics and decision theory, representing the desirability of a state. Objective function: A general term used in optimization. Loss function: Typically used in machine learning, where the goal is to minimize the loss (error). Reward Function: Used in reinforcement learning. Fitness Function: Used in evolutionary systems. Goals, and therefore the objective function, can be: Explicitly defined: Programmed directly into the agent. Induced: Learned or evolved over time. In reinforcement learning, a "reward function" provides feedback, encouraging desired behaviors and discouraging undesirable ones. The agent learns to maximize its cumulative reward. In evolutionary systems, a "fitness function" determines which agents are more likely to reproduce. This is analogous to natural selection, where organisms evolve to maximize their chances of survival and reproduction. Some AI systems, such as nearest-neighbor, reason by analogy rather than being explicitly goal-driven. However, even these systems can have goals implicitly defined within their training data. Such systems can still be benchmarked by framing the non-goal system as one whose "goal" is to accomplish its narrow classification task. Systems not traditionally considered agents, like knowledge-representation systems, are sometimes included in the paradigm by framing them as agents with a goal of, for example, answering questions accurately. Here, the concept of an "action" is extended to encompass the "act" of providing an answer. As a further extension, mimicry-driven systems can be framed as agents optimizing a "goal function" based on how closely the agent mimics the desired behavior. In generative adversarial networks (GANs) of the 2010s, an "encoder"/"generator" component attempts to mimic and improvise human text composition. The generator tries to maximize a function representing how well it can fool an antagonistic "predictor"/"discriminator" component. While symbolic AI systems often use an explicit goal function, the paradigm also applies to neural networks and evolutionary computing. Reinforcement learning can generate intelligent agents that appear to act in ways intended to maximize a "reward function". Sometimes, instead of setting the reward function directly equal to the desired benchmark evaluation function, machine learning programmers use reward shaping to initially give the machine rewards for incremental progress. Yann LeCun stated in 2018, "Most of the learning algorithms that people have come up with essentially consist of minimizing some objective function." AlphaZero chess had a simple objective function: +1 point for each win, and -1 point for each loss. A self-driving car's objective function would be more complex. Evolutionary computing can evolve intelligent agents that appear to act in ways intended to maximize a "fitness function" influencing how many descendants each agent is allowed to leave. The mathematical formalism of AIXI was proposed as a maximally intelligent agent in this paradigm. However, AIXI is uncomputable. In the real world, an intelligent agent is constrained by finite time and hardware resources, and scientists compete to produce algorithms that achieve progressively higher scores on benchmark tests with existing hardware. == Agent function == An intelligent agent's behavior can be described mathematically by an agent function. This function determines what the agent does based on what it has seen. A percept refers to the agent's sensory inputs at a single point in time. For example, a self-driving car's percepts might include camera images, lidar data, GPS coordinates, and speed r

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  • INDIAai

    INDIAai

    INDIAai is a web portal launched by the Government of India on 07 March 2024 for artificial intelligence-related developments in India. It is known as the National AI Portal of India, which was jointly started by the Ministry of Electronics and Information Technology (MeitY), the National e-Governance Division (NeGD) and the National Association of Software and Service Companies (NASSCOM) with support from the Department of School Education and Literacy (DoSE&L) and Ministry of Human Resource Development. == History == The portal was launched on 30 May 2020, by Ravi Shankar Prasad, the Union Minister for Electronics and IT, Law and Justice and Communications, on the first anniversary of the second tenure of Prime Minister Narendra Modi-led government. A national program for the youth, 'Responsible AI for Youth', was also launched on the same day. As of 2022, the website was visited by more than 4.5 lakh users with 1.2 million page views. It has 1151 articles on artificial intelligence, 701 news stories, 98 reports, 95 case studies and 213 videos on its portal. It maintains a database on AI ecosystem of India featuring 121 government initiatives and 281 startups. In May 2022, INDIAai released a book titled 'AI for Everyone' that covers the basics of AI. Cabinet chaired by the Prime Minister Narendra Modi has approved the comprehensive national-level IndiaAI mission with a budget outlay of Rs.10,371.92 crore. The Mission will be implemented by ‘IndiaAI’ Independent Business Division (IBD) under Digital India Corporation (DIC). == Objective and features == It aims to function as a one-stop portal for all AI-related development in India. The platform publishes resources such as articles, news, interviews, and investment funding news and events for AI startups, AI companies, and educational firms related to artificial intelligence in India. It also distributes documents, case studies, and research reports. Additionally, the platform provides education and employment opportunities related to AI. It offers AI courses, both free and paid.

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  • Cowrie (honeypot)

    Cowrie (honeypot)

    Cowrie is a medium interaction SSH and Telnet honeypot designed to log brute force attacks and shell interaction performed by an attacker. Cowrie also functions as an SSH and telnet proxy to observe attacker behavior to another system. Cowrie was developed from Kippo. == Reception == Cowrie has been referenced in published papers. The Book "Hands-On Ethical Hacking and Network Defense" includes Cowrie in a list of 5 commercial honeypots. === Prior uses === Discussing a honeypot effort called the Project Heisenberg Cloud by Rapid7, Bob Rudis, the company's chief data scientist, told eWEEK, "There are custom Rapid7-developed low- and medium-interaction honeypots used within the framework, along with open-source ones, such as Cowrie." Doug Rickert has experimented with the open-source Cowrie SSH honeypot and wrote about it on Medium. Putting up a simple honeypot isn't difficult, and there are many open-source products besides Cowrie, including the original Honeyd to MongoDB and NoSQL honeypots, to ones that emulate web servers. Some appear to be SCADA or other more advanced applications. === Best practices === Researchers at the SysAdmin, Audit, Network and Security (SANS) institute urged administrators and security researchers to run the latest version of Cowrie on a honeypot to monitor shifts in the type of passwords being scanned for and pattern of attacks on IoT devices. === Discussion and further resources === Attack Detection and Forensics Using Honeypot in an IoT Environment calls Cowrie a "medium interaction honeypot" and describes results from using it for 40 days to capture "all communicated sessions in log files." The book Advances on Data Science also devotes chapter two to "Cowrie Honeypot Dataset and Logging." ICCWS 2018 13th International Conference on Cyber Warfare and Security describes using Cowrie. On the Move to Meaningful Internet Systems: OTM 2019 Conferences includes details of using Cowrie. Splunk, a security tool that can receive information from honeypots, outlines how to set up a honeypot using the open-source Cowrie package.

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  • Space-based data center

    Space-based data center

    Space-based data centers or orbital AI infrastructure are proposed concepts to build AI data centers in the sun-synchronous orbit or other orbits utilizing space-based solar power. Electric power has become the main bottleneck for terrestrial AI infrastructure. Space-based edge computing has historical roots in military architectures designed to bypass the latency of ground-based targeting networks. In the 1980s, the Strategic Defense Initiative's Brilliant Pebbles program first envisioned autonomous on-orbit data processing for missile defense. In 2019, the Space Development Agency (SDA) began to revive this decentralized approach through its Proliferated Warfighter Space Architecture (PWSA). This ambitious "sensor-to-shooter" infrastructure is treated as a prerequisite for the modern Golden Dome program, which would rely on space-based data processing to continuously track targets. == History == Early thinking about space-based computing infrastructure grew out of mid-20th-century visions for large orbital industrial systems, most notably proposals for space-based solar power, which were popularized in both technical literature and science writing by figures such as Isaac Asimov in the 1940s. These ideas emphasized exploiting the vacuum, continuous solar energy, and thermal characteristics of space to support power-intensive activities that would be difficult or inefficient on Earth. In the 21st century, advances in small satellites, reusable launch vehicles, and high-performance computing revived interest in space-based data centers, with governments and private companies exploring orbital or near-space platforms for edge computing, secure data handling, and low-latency processing of Earth-observation data. In September 2024, Y Combinator-backed Starcloud released a white paper detailing plans to build multiple gigawatts of AI compute in orbit. It was the first widely cited proposal to actually start building large orbital data centers. In 2025, Starcloud deployed an NVIDIA H100-class system and became the first company to train an LLM in space and run a version of Google Gemini in space. In March 2025, Lonestar deployed a data backup machine on the surface of the moon. In early January 2026, a team from the University of Pennsylvania presented a tether-based architecture for orbital data centers at the AIAA SciTech conference. The design relied on gravity gradient tension and solar-pressure-based passive attitude stabilization to minimize the mass of MW-scale orbital data centers. In January 2026, SpaceX filed plans with the Federal Communications Commission (FCC) for millions of satellites, leveraging reusable launches and Starlink integration to extend cloud and AI computing into orbit. Around the same time, Blue Origin announced the TeraWave constellation of about 5,400 satellites, designed to provide high‑throughput networking for data centers, enterprise, and government customers. Meanwhile, China announced a 200,000‑satellite constellation, focusing on state coordination, data sovereignty, and in-orbit processing for secure, time-critical applications. In February 2026, Starcloud submitted a proposal to the FCC for a constellation of up to 88,000 satellites for orbital data centers. In March, it announced intentions to be the first to mine Bitcoin in space, flying bitcoin mining ASICs on its second satellite, Starcloud-2. In May 2026, Edge Aerospace was awarded a contract by the European Space Agency under its Space Cloud program to study use cases, architectures and implementation roadmap for orbital data centers. == Feasibility == In October 2025, Nature Electronics published a study led by a research group at Nanyang Technological University on the development of carbon-neutral data centres in space. In November 2025, Google published a feasibility study on space-based data centers. The authors argued that if launch costs to low earth orbit reached US$200/kg, the launch cost for data center satellites could be cost effective relative to current energy costs for ground-based data centers. They project this may occur around 2035 if SpaceX's Starship project scales to 180 launches/year by then. == Advantages == Some sun-synchronous orbit (SSO) planes have constant sunlight in the dawn/dusk which could provide continuous solar energy. SSO is a limited resource and proper management and sharing of it is required. Solar irradiance is 36% higher in Earth orbit than on the surface No Earth weather storms or clouds, however more exposed to Solar storms. No property tax or land-use regulation. Saves space for other land use. Ample space for scalability. Won't strain the power grid. Direct access to power source without additional infrastructure. == Disadvantages == The deployment of space-based data centers raises several technical, economic, and environmental concerns. Existing launch costs are substantial and remains main cost of space infrastructure deployment Cooling is limited to heat dissipation through radiation only, which made in inefficient in comparison to convection in terrestrial data centers Space infrastructure must be designed to survive launch and to work under environment conditions of radiation, wide range of temperatures, in vacuum and in microgravity In-space assembly is on early development stage to enable deployment of mega-structures Megastructures are particularly exposed to orbital debris Solar arrays efficiency decrease 0.5% to 0.8% per year due to exposure of ultraviolet rays, space weather and orbital thermal cycles Hardware is designed for limited lifespan. Maintenance and repair in space (known as On-Orbit Servicing (OOS)) is still on early stage of practical implementation. Disposable data centre: technology obsolescence of AI data centre being a concern and difficult maintenance in space imply the single-use purpose of those space data centres. To extend lifetime, space infrastructure will require either refueling or orbit rasie by the servicer, which is going to increase its operational costs The environmental impact on Earth has its own challenges: The environmental impact of launches need to be addressed. Deployment consumes Earth resources that cannot be recovered or recycled. Computers require lots of resources, some of which are strategic. Recycling e-waste is already a challenge on Earth and extremely unlikely in space. Space debris (orbit pollution) is another sustainability challenge for space: Orbits are, like any resources, a limited physical and electromagnetic resource and available for all mankind. The accumulation of satellites on a particular orbit reduces the use of space for other purposes. A consequence of the increase of satellite in orbit is a higher risk of the runaway of space debris (see Kessler syndrome). This means some orbits could become unusable. Latency and bandwidth are constrained in space, and consumes limited electromagnetic resources. Satellite flares could inhibit ground-based and space-based observational astronomy. == Size and power generated == It would take ~1 square mile solar array in earth orbit to produce 1 gigawatt of power at 30% cell efficiency. == Companies pursuing space-based AI infrastructure == Blue Origin Cowboy Space Corporation (formerly Aetherflux) Edge Aerospace Google – Project Suncatcher Nvidia OpenAI SpaceX Starcloud

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  • Machine-learned interatomic potential

    Machine-learned interatomic potential

    Machine-learned interatomic potentials (MLIPs), or simply machine learning potentials (MLPs), are interatomic potentials constructed using machine learning. Beginning in the 1990s, researchers have employed such programs to construct interatomic potentials by mapping atomic structures to their potential energies. These potentials are referred to as MLIPs or MLPs. Such machine learning potentials promised to fill the gap between density functional theory, a highly accurate but computationally intensive modelling method, and empirically derived or intuitively-approximated potentials, which were far lighter computationally but substantially less accurate. Improvements in artificial intelligence technology heightened the accuracy of MLPs while lowering their computational cost, increasing the role of machine learning in fitting potentials. Machine learning potentials began by using neural networks to tackle low-dimensional systems. While promising, these models could not systematically account for interatomic energy interactions; they could be applied to small molecules in a vacuum, or molecules interacting with frozen surfaces, but not much else – and even in these applications, the models often relied on force fields or potentials derived empirically or with simulations. These models thus remained confined to academia. Modern neural networks construct highly accurate and computationally light potentials, as theoretical understanding of materials science was increasingly built into their architectures and preprocessing. Almost all are local, accounting for all interactions between an atom and its neighbor up to some cutoff radius. There exist some nonlocal models, but these have been experimental for almost a decade. For most systems, reasonable cutoff radii enable highly accurate results. Almost all neural networks intake atomic coordinates and output potential energies. For some, these atomic coordinates are converted into atom-centered symmetry functions. From this data, a separate atomic neural network is trained for each element; each atomic network is evaluated whenever that element occurs in the given structure, and then the results are pooled together at the end. This process – in particular, the atom-centered symmetry functions which convey translational, rotational, and permutational invariances – has greatly improved machine learning potentials by significantly constraining the neural network search space. Other models use a similar process but emphasize bonds over atoms, using pair symmetry functions and training one network per atom pair. Other models to learn their own descriptors rather than using predetermined symmetry-dictating functions. These models, called message-passing neural networks (MPNNs), are graph neural networks. Treating molecules as three-dimensional graphs (where atoms are nodes and bonds are edges), the model takes feature vectors describing the atoms as input, and iteratively updates these vectors as information about neighboring atoms is processed through message functions and convolutions. These feature vectors are then used to predict the final potentials. The flexibility of this method often results in stronger, more generalizable models. In 2017, the first-ever MPNN model (a deep tensor neural network) was used to calculate the properties of small organic molecules. == Gaussian Approximation Potential (GAP) == One popular class of machine-learned interatomic potential is the Gaussian Approximation Potential (GAP), which combines compact descriptors of local atomic environments with Gaussian process regression to machine learn the potential energy surface of a given system. To date, the GAP framework has been used to successfully develop a number of MLIPs for various systems, including for elemental systems such as carbon, silicon, phosphorus, and tungsten, as well as for multicomponent systems such as Ge2Sb2Te5 and austenitic stainless steel, Fe7Cr2Ni. == Equivariant graph neural networks == A significant limitation of early MPNNs was that they were not inherently equivariant to rotations and reflections of atomic structures — meaning predictions could change depending on how a molecule was oriented in space. Beginning around 2021, a new class of models addressed this by incorporating equivariance directly into the message-passing layers using spherical harmonics and irreducible representations. Notable examples include NequIP (2021), MACE (2022), and GemNet-OC (2022). These equivariant architectures proved substantially more data-efficient and accurate than their predecessors, and became the dominant paradigm for high-accuracy MLIPs. == Universal MLIPs and large-scale datasets == Early MLIPs were system-specific, trained on a few thousand structures of a single material. A major shift occurred with the creation of large, chemically diverse datasets enabling models that generalize across many elements, bonding environments, and application domains — so-called universal MLIPs. A key driver was the Open Catalyst Project (OC20, OC22), a collaboration between Meta AI (FAIR) and Carnegie Mellon University launched in 2020. OC20 comprises approximately 1.3 million DFT relaxations across 82 elements, designed to accelerate the discovery of catalysts for renewable energy applications. It was among the first datasets large enough to train GNNs that generalize across diverse chemical systems, and established a widely-used benchmark for the field. A subsequent dataset, Open Direct Air Capture (OpenDAC 2023 and OpenDAC 2025), applied the same approach to carbon capture, providing a large computational database of metal-organic frameworks and sorbent candidates evaluated for CO₂ capture, generated using nearly 400 million CPU hours of quantum chemistry calculations in collaboration with Georgia Tech. These datasets revealed a new challenge: the GNN architectures most effective for atomic simulations were memory-intensive, as they model higher-order interactions between triplets or quadruplets of atoms, making it difficult to scale model size. Graph Parallelism, introduced by Sriram et al. (ICLR 2022), addressed this by distributing a single input graph across multiple GPUs — a distinct strategy from data parallelism (which distributes training examples) or model parallelism (which distributes layers). This enabled training GNNs with hundreds of millions to billions of parameters for the first time. Building on these foundations, Meta FAIR released the Universal Model for Atoms (UMA) in 2025, trained on approximately 500 million unique 3D atomic structures spanning molecules, materials, and catalysts — the largest training run to date for an MLIP. UMA introduced a Mixture of Linear Experts (MoLE) architecture, enabling one model to learn from datasets generated by different DFT codes and settings without significant inference overhead. It matches or surpasses specialized models across catalysis, materials, and molecular benchmarks without task-specific fine-tuning, and has been described as marking a "pre/post-UMA" divide in the field. == Applications == Catalyst discovery: MLIPs have significantly accelerated the computational screening of heterogeneous catalysts by replacing expensive DFT relaxations with fast neural network surrogates. The Open Catalyst Project explicitly targets this application, aiming to identify new catalysts for green hydrogen production and other renewable energy reactions. Carbon capture: The OpenDAC project applies universal MLIPs to screening sorbent materials for direct air capture of CO₂, a key technology for climate change mitigation. AI-accelerated screening allows evaluation of orders of magnitude more candidate materials than traditional DFT workflows. Drug discovery and molecular design: MLIPs are increasingly used in pharmaceutical research to model molecular conformations and binding energies. The Open Molecules 2025 (OMol25) dataset, released by Meta FAIR in 2025, provides high-accuracy calculations for a large set of molecular systems to support this use case. Materials discovery: Universal MLIPs enable high-throughput screening of novel inorganic materials, including battery electrolytes, semiconductors, and superconductors, by rapidly estimating stability and properties across large chemical spaces.

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