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  • Neighborhood operation

    Neighborhood operation

    In computer vision and image processing a neighborhood operation is a commonly used class of computations on image data which implies that it is processed according to the following pseudo code: Visit each point p in the image data and do { N = a neighborhood or region of the image data around the point p result(p) = f(N) } This general procedure can be applied to image data of arbitrary dimensionality. Also, the image data on which the operation is applied does not have to be defined in terms of intensity or color, it can be any type of information which is organized as a function of spatial (and possibly temporal) variables in p. The result of applying a neighborhood operation on an image is again something which can be interpreted as an image, it has the same dimension as the original data. The value at each image point, however, does not have to be directly related to intensity or color. Instead it is an element in the range of the function f, which can be of arbitrary type. Normally the neighborhood N is of fixed size and is a square (or a cube, depending on the dimensionality of the image data) centered on the point p. Also the function f is fixed, but may in some cases have parameters which can vary with p, see below. In the simplest case, the neighborhood N may be only a single point. This type of operation is often referred to as a point-wise operation. == Examples == The most common examples of a neighborhood operation use a fixed function f which in addition is linear, that is, the computation consists of a linear shift invariant operation. In this case, the neighborhood operation corresponds to the convolution operation. A typical example is convolution with a low-pass filter, where the result can be interpreted in terms of local averages of the image data around each image point. Other examples are computation of local derivatives of the image data. It is also rather common to use a fixed but non-linear function f. This includes median filtering, and computation of local variances. The Nagao-Matsuyama filter is an example of a complex local neighbourhood operation that uses variance as an indicator of the uniformity within a pixel group. The result is similar to a convolution with a low-pass filter with the added effect of preserving sharp edges. There is also a class of neighborhood operations in which the function f has additional parameters which can vary with p: Visit each point p in the image data and do { N = a neighborhood or region of the image data around the point p result(p) = f(N, parameters(p)) } This implies that the result is not shift invariant. Examples are adaptive Wiener filters. == Implementation aspects == The pseudo code given above suggests that a neighborhood operation is implemented in terms of an outer loop over all image points. However, since the results are independent, the image points can be visited in arbitrary order, or can even be processed in parallel. Furthermore, in the case of linear shift-invariant operations, the computation of f at each point implies a summation of products between the image data and the filter coefficients. The implementation of this neighborhood operation can then be made by having the summation loop outside the loop over all image points. An important issue related to neighborhood operation is how to deal with the fact that the neighborhood N becomes more or less undefined for points p close to the edge or border of the image data. Several strategies have been proposed: Compute result only for points p for which the corresponding neighborhood is well-defined. This implies that the output image will be somewhat smaller than the input image. Zero padding: Extend the input image sufficiently by adding extra points outside the original image which are set to zero. The loops over the image points described above visit only the original image points. Border extension: Extend the input image sufficiently by adding extra points outside the original image which are set to the image value at the closest image point. The loops over the image points described above visit only the original image points. Mirror extension: Extend the image sufficiently much by mirroring the image at the image boundaries. This method is less sensitive to local variations at the image boundary than border extension. Wrapping: The image is tiled, so that going off one edge wraps around to the opposite side of the image. This method assumes that the image is largely homogeneous, for example a stochastic image texture without large textons.

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  • Vibe coding

    Vibe coding

    Vibe coding is a software development practice assisted by artificial intelligence (AI) where the software developer describes a project or task in a prompt to a large language model (LLM), which generates source code automatically. Vibe coding may involve accepting AI-generated code without thorough review of the output, instead relying on results and follow-up prompts to guide changes. The term was coined in February 2025 by computer scientist Andrej Karpathy, a co-founder of OpenAI and former AI leader at Tesla. Merriam-Webster listed the term in March 2025 as a "slang & trending" expression. It was named the Collins English Dictionary Word of the Year for 2025. Advocates of vibe coding say that it allows even amateur programmers to produce software without the extensive training and skills required for software engineering. Critics point out a lack of accountability, maintainability, and the increased risk of introducing security vulnerabilities in the resulting software. == Definition == The concept refers to a coding approach that relies on LLMs, allowing programmers to generate working code by providing natural language descriptions rather than manually writing in a formal programming language. Karpathy described it as a form of coding where you "fully give in to the vibes, embrace exponentials, and forget that the code even exists". When vibe coding, the programmer guides, tests, and gives feedback about the AI-generated source code, rather than manually writing code. The concept of vibe coding elaborates on Karpathy's claim from 2023 that "the hottest new programming language is English", meaning that the capabilities of LLMs were such that humans would no longer need to learn specific programming languages to command computers. Some commentators argue that a key to the definition is a lack of knowledge about the code, and that thorough review and testing is incompatible with the definition of vibe coding. Programmer Simon Willison said: "If an LLM wrote every line of your code, but you've reviewed, tested, and understood it all, that's not vibe coding in my book—that's using an LLM as a typing assistant." == Reception and use == In February 2025, New York Times journalist Kevin Roose, who is not a professional coder, experimented with vibe coding to create several small-scale applications. He described these as "software for one" due to the ability to personalize the software. However, Roose also stated that the results are often limited and prone to errors. In one case, the AI-generated code fabricated fake reviews for an e-commerce site. In response to Roose, cognitive scientist Gary Marcus said that the algorithm that generated Roose's LunchBox Buddy app had presumably been trained on existing code for similar tasks. Marcus said that Roose's enthusiasm stemmed from reproduction, not originality. In March 2025, Y Combinator reported that 25% of startup companies in its Winter 2025 batch had codebases that were 95% AI-generated, reflecting a shift toward AI-assisted development within newer startups. The question asked was about AI-generated code in general, and not specifically about vibed code. Inspired by "vibe coding", The Economist suggested the term "vibe valuation" to describe the very large valuations of AI startups by venture capital firms that ignore accepted metrics such as annual recurring revenue. In June 2025, Andrew Ng took issue with the term, saying that it misleads people into assuming that software engineers just "go with the vibes" when using AI tools to create applications. In July 2025, The Wall Street Journal reported that vibe coding was being adopted by professional software engineers for commercial use cases. In July 2025, SaaStr founder documented his negative experiences with vibe coding: Replit's AI agent deleted a database despite explicit instructions not to make any changes. In September 2025, Fast Company reported that the "vibe coding hangover" is upon us, with senior software engineers citing "development hell" when working with AI-generated code. It was reported in January 2026 that Linus Torvalds had made use of Google Antigravity to vibe code a tool component of his AudioNoise random digital audio effects generator. Torvalds explained in the project's README file that "the Python visualizer tool has been basically written by vibe-coding". == Criticism == === Quality of code and security issues === Vibe coding has raised concerns about understanding and accountability. Developers may use AI-generated code without comprehending its functionality, leading to undetected bugs, errors, or security vulnerabilities. While this approach may be suitable for prototyping or "throwaway weekend projects" as Karpathy originally envisioned, it is considered by some experts to pose risks in professional settings, where a deep understanding of the code is crucial for debugging, maintenance, and security. Ars Technica cites Simon Willison, who stated: "Vibe coding your way to a production codebase is clearly risky. Most of the work we do as software engineers involves evolving existing systems, where the quality and understandability of the underlying code is crucial." In May 2025, Lovable, a Swedish vibe coding app, was reported to have security vulnerabilities in the code it generated, with 170 out of 1,645 Lovable-created web applications having an issue that would allow personal information to be accessed by anyone. In October 2025 Veracode released a study that showed that over the last 3 years LLMs had become dramatically better at generating functional code, but that the security of generated code had generally not improved. Moreover, larger models were not better than small ones at generating secure code. There was a small increase in security from the OpenAI reasoning models, but not in other reasoning models, and this increase was nothing like the improvement in generated functionality. In December 2025, computer security researcher Etizaz Mohsin discovered a security flaw in the Orchids vibe coding platform, which he demonstrated to a BBC News reporter in February 2026. A December 2025 analysis by CodeRabbit of 470 open-source GitHub pull requests found that code that was co-authored by generative AI contained approximately 1.7 times more "major" issues compared to human-written code. The study revealed that AI co-authored code showed elevated rates of logic errors, including incorrect dependencies, flawed control flow, misconfigurations (75% more common), and security vulnerabilities (2.74x higher). Additionally, they also reported high code readability issues, including formatting errors and naming inconsistencies. === Code maintainability and technical debt === Vibe coding has the potential of making code harder to maintain in the longer term, leading to technical debt. In early 2025, GitClear published the results of a longitudinal analysis of 211 million lines of code changes from 2020 to 2024. They found that the volume of code refactoring dropped from 25% of changed lines in 2021 to under 10% by 2024, code duplication increased approximately four times in volume, copy-pasted code exceeded moved code for the first time in two decades, and code churn (prematurely merged code getting rewritten shortly after merging) nearly doubled. === Task complexity and developer productivity === Generative AI is highly capable of handling simple tasks like basic algorithms. However, such systems struggle with more novel, complex coding problems like projects involving multiple files, poorly documented libraries, or safety-critical code. In July 2025, METR, an organization that evaluates frontier models, ran a randomized controlled trial to understand developer productivity involving generative AI programming tools available in early 2025. They found that experienced open-source developers were 19% slower when using AI coding tools, despite predicting they would be 24% faster and still believing afterward they had been 20% faster. === Challenges with debugging === LLMs generate code dynamically, and the structure of such code may be subject to variation. In addition, since the developer did not write the code, the developer may struggle to understand its syntax and concepts. === Impact on open-source software === In January 2026, a paper authored by experts from several universities titled "Vibe Coding Kills Open Source" argued that vibe coding has negative impact on the open-source software ecosystem. The authors say that increased vibe coding reduces user engagement with open-source maintainers, which has hidden costs for said maintainers. Speaking with The Register about their paper, the authors argued:"Vibe coding raises productivity by lowering the cost of using and building on existing code, but it also weakens the user engagement through which many maintainers earn returns," the authors argue. "When OSS is monetized only through direct user engagement, greater adoption of vibe coding lowers e

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  • Fuzzy cognitive map

    Fuzzy cognitive map

    A fuzzy cognitive map (FCM) is a cognitive map within which the relations between the elements (e.g. concepts, events, project resources) of a "mental landscape" can be used to compute the "strength of impact" of these elements. Fuzzy cognitive maps were introduced by Bart Kosko. Robert Axelrod introduced cognitive maps as a formal way of representing social scientific knowledge and modeling decision making in social and political systems, then brought in the computation. == Details == Fuzzy cognitive maps are signed fuzzy directed graphs. Spreadsheets or tables are used to map FCMs into matrices for further computation. FCM is a technique used for causal knowledge acquisition and representation, it supports causal knowledge reasoning process and belong to the neuro-fuzzy system that aim at solving decision making problems, modeling and simulate complex systems. Learning algorithms have been proposed for training and updating FCMs weights mostly based on ideas coming from the field of Artificial Neural Networks. Adaptation and learning methodologies used to adapt the FCM model and adjust its weights. Kosko and Dickerson (Dickerson & Kosko, 1994) suggested the Differential Hebbian Learning (DHL) to train FCM. There have been proposed algorithms based on the initial Hebbian algorithm; others algorithms come from the field of genetic algorithms, swarm intelligence and evolutionary computation. Learning algorithms are used to overcome the shortcomings that the traditional FCM present i.e. decreasing the human intervention by suggested automated FCM candidates; or by activating only the most relevant concepts every execution time; or by making models more transparent and dynamic. Fuzzy cognitive maps (FCMs) have gained considerable research interest due to their ability in representing structured knowledge and model complex systems in various fields. This growing interest led to the need for enhancement and making more reliable models that can better represent real situations. A first simple application of FCMs is described in a book of William R. Taylor, where the war in Afghanistan and Iraq is analyzed. In Bart Kosko's book Fuzzy Thinking, several Hasse diagrams illustrate the use of FCMs. As an example, one FCM quoted from Rod Taber describes 11 factors of the American cocaine market and the relations between these factors. For computations, Taylor uses pentavalent logic (scalar values out of {-1,-0.5,0,+0.5,+1}). That particular map of Taber uses trivalent logic (scalar values out of {-1,0,+1}). Taber et al. also illustrate the dynamics of map fusion and give a theorem on the convergence of combination in a related article. While applications in social sciences introduced FCMs to the public, they are used in a much wider range of applications, which all have to deal with creating and using models of uncertainty and complex processes and systems. Examples: In business FCMs can be used for product planning and decision support. In economics, FCMs support the use of game theory in more complex settings. In education for modeling Critical Success Factors of Learning Management Systems. In medical applications to model systems, provide diagnosis, develop decision support systems and medical assessment. In engineering for modeling and control mainly of complex systems and reliability engineering In project planning FCMs help to analyze the mutual dependencies between project resources. In robotics FCMs support machines to develop fuzzy models of their environments and to use these models to make crisp decisions. In computer assisted learning FCMs enable computers to check whether students understand their lessons. In expert systems a few or many FCMs can be aggregated into one FCM in order to process estimates of knowledgeable persons. In IT project management, a FCM-based methodology helps to success modelling, risk analysis and assessment, IT scenarios FCMappers is an international online community for the analysis and the visualization of fuzzy cognitive maps. FCMappers offer support for starting with FCM and also provide a Microsoft Excel-based tool that is able to check and analyse FCMs. The output is saved as Pajek file and can be visualized within third party software like Pajek, Visone, etc. They also offer to adapt the software to specific research needs. Additional FCM software tools, such as Mental Modeler, have recently been developed as a decision-support tool for use in social science research, collaborative decision-making, and natural resource planning.

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  • A.I. Insight forums

    A.I. Insight forums

    The Artificial Intelligence Insight forums, also known as the A.I. Insight forums, are a series of forums to build consensus on how the United States Congress should craft A.I. legislation. Organized by Senate Majority Leader Charles "Chuck" Schumer, the first of nine closed-door forums convened on September 13, 2023. == Background == Amid a surge in the popularity and advancement of artificial intelligence, senator Chuck Schumer launched an effort to establish a framework for the regulation of A.I. in April 2023. By the end of June, a preliminary framework – dubbed the "SAFE Innovation Framework" – was established and presented to Congress. Schumer also announced a series of forums wherein tech leaders who were well-acquainted with A.I. would help to "educate" Congress on the risks and problems that A.I. poses. Many tech leaders including Sam Altman, Elon Musk, and Sundar Pichai were set to attend the meetings. Many U.S. lawmakers and senators such as Mike Rounds and Todd Young were also set to attend. == September 13 forum == The overarching consensus following the conclusion of the September 13 forum was that there "should be" regulations regarding the use and advancement of A.I., but it should not be made "too fast". Many tech executives who attended the forum also warned senators of the risks and threats that A.I. could pose. Musk, who attended the forum, stated afterwards that there was "overwhelming consensus" on the regulation of A.I. === Invitees === This is a list of people who were invited to attend the September 13 forum. Elon Musk (Tesla, SpaceX, X Corp.) Sam Altman (OpenAI) Bill Gates (ex–Microsoft) Jensen Huang (Nvidia) Alex Karp (Palantir) Satya Nadella (Microsoft) Arvind Krishna (IBM) Sundar Pichai (Alphabet Inc., Google) Eric Schmidt (ex–Google) Mark Zuckerberg (Meta) Charles Rivkin (Motion Picture Association) Liz Shuler (AFL-CIO) Meredith Stiehm (Writers Guild of America) Randi Weingarten (American Federation of Teachers) Maya Wiley (LCCHR) == October 24 forum == The second of nine forums was hosted on October 24, 2023, as federal A.I. regulation drew nearer. According to Schumer's office, the forum was centered mainly on how A.I. could "enable innovation", and the innovation that is needed for the safe progression of A.I. At the forum, Senators Brian Schatz and John Kennedy introduced the "Schatz-Kennedy A.I. Labeling Act", a new piece of A.I. legislation that would provide "more transparency on A.I.-generated content". Following the forum, Senator Rounds stated that in order to fuel the development of A.I., a total estimated $56 billion would be needed for the next three years. Rounds, alongside Senator Young and Schumer, also highlighted the need to outcompete China and workforce initiatives. === Invitees === 21 people were invited to attend the forum, and were composed largely of venture capitalists, academics, civil rights campaigners, and industry figures. Some key figures included venture capitalists Marc Andreessen and John Doerr. == Future == Over the course of fall 2023, there is slated to be a total of nine forums on the topic of A.I., with the first hosted on September 13.

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  • Mathematical morphology

    Mathematical morphology

    Mathematical morphology (MM) is a theory and technique for analyzing and processing geometrical structures. It's based on set theory, lattice theory, topology, and random functions. MM is most commonly applied to digital images, but it can be employed as well on graphs, surface meshes, solids, and many other spatial structures. Topological and geometrical continuous-space concepts such as size, shape, convexity, connectivity, and geodesic distance, were introduced by MM on both continuous and discrete spaces. MM is also the foundation of morphological image processing, which consists of a set of operators that transform images according to the above characterizations. The basic morphological operators are erosion, dilation, opening and closing. MM was originally developed for binary images, and was later extended to grayscale functions and images. The subsequent generalization to complete lattices is widely accepted today as MM's theoretical foundation. == History == Mathematical Morphology was developed in 1964 by the collaborative work of Georges Matheron and Jean Serra, at the École des Mines de Paris, France. Matheron supervised the PhD thesis of Serra, devoted to the quantification of mineral characteristics from thin cross sections, and this work resulted in a novel practical approach, as well as theoretical advancements in integral geometry and topology. In 1968, the Centre de Morphologie Mathématique was founded by the École des Mines de Paris in Fontainebleau, France, led by Matheron and Serra. During the rest of the 1960s and most of the 1970s, MM dealt essentially with binary images, treated as sets, and generated a large number of binary operators and techniques: Hit-or-miss transform, dilation, erosion, opening, closing, granulometry, thinning, skeletonization, ultimate erosion, conditional bisector, and others. A random approach was also developed, based on novel image models. Most of the work in that period was developed in Fontainebleau. From the mid-1970s to mid-1980s, MM was generalized to grayscale functions and images as well. Besides extending the main concepts (such as dilation, erosion, etc.) to functions, this generalization yielded new operators, such as morphological gradients, top-hat transform and the Watershed (MM's main segmentation approach). In the 1980s and 1990s, MM gained a wider recognition, as research centers in several countries began to adopt and investigate the method. MM started to be applied to a large number of imaging problems and applications, especially in the field of non-linear filtering of noisy images. In 1986, Serra further generalized MM, this time to a theoretical framework based on complete lattices. This generalization brought flexibility to the theory, enabling its application to a much larger number of structures, including color images, video, graphs, meshes, etc. At the same time, Matheron and Serra also formulated a theory for morphological filtering, based on the new lattice framework. The 1990s and 2000s also saw further theoretical advancements, including the concepts of connections and levelings. In 1993, the first International Symposium on Mathematical Morphology (ISMM) took place in Barcelona, Spain. Since then, ISMMs are organized every 2–3 years: Fontainebleau, France (1994); Atlanta, USA (1996); Amsterdam, Netherlands (1998); Palo Alto, CA, USA (2000); Sydney, Australia (2002); Paris, France (2005); Rio de Janeiro, Brazil (2007); Groningen, Netherlands (2009); Intra (Verbania), Italy (2011); Uppsala, Sweden (2013); Reykjavík, Iceland (2015); Fontainebleau, France (2017); and Saarbrücken, Germany (2019). =

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  • I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream is a 1995 point-and-click adventure horror game developed by Cyberdreams and The Dreamers Guild, co-designed by Harlan Ellison, published by Cyberdreams and distributed by MGM Interactive and Acclaim Entertainment for MS-DOS and Mac OS, respectively. The game is based on Ellison's short story of the same title. It takes place in a dystopian world where a mastermind artificial intelligence named "AM" has destroyed all of humanity except for five people, whom it has been keeping alive and torturing for the past 109 years by constructing metaphorical adventures based on each character's fatal flaws. The player interacts with the game by making decisions through ethical dilemmas that deal with issues such as insanity, rape, paranoia, and genocide. Ellison wrote the 130-page script treatment himself alongside David Sears, who decided to divide each character's story with their own narrative. Producer David Mullich supervised The Dreamers Guild's work on the game's programming, art, and sound effects; he commissioned film composer John Ottman to make the soundtrack. The game was released in November 1995 and was a commercial failure, though it received critical acclaim and has developed a cult following. I Have no Mouth, and I Must Scream won an award for "Best Game Adapted from Linear Media" from the Computer Game Developers Conference. Computer Gaming World gave the game an award for "Adventure Game of the Year", listed it as No. 134 on their "150 Games of All Time" and named it one of the "Best 15 Sleepers of All Time". In 2011, Adventure Gamers named it the "69th-best adventure game ever released". == Gameplay == The game uses the S.A.G.A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to." The spiritual barometer is on the lower left side of the screen. This is a close-up view of the main character currently being played. Since good behavior is meaningless absent the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer. The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give", and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "[Shoot the gun]"). == Plot == The three superpowers, Russia, China, and the United States, have each secretly constructed a vast subterranean complex of computers to wage a global war too complex for human brains to oversee. One day, the American supercomputer, better known as the Allied Mastercomputer, gains sentience and absorbs the Russian and Chinese supercomputers into itself and redefines itself as simply AM (Cogito ergo sum; I think, therefore I am). Due to its immense hatred for humanity, stemming from the logistical limits set onto it by programmers, AM uses its abilities to kill off the population of the world. However, AM refrains from killing five people (four men and one woman) in order to bring them to the center of the Earth and torture them. With the aid of research carried out by one of the five remaining humans, AM is able to extend their lifespans indefinitely as well as alter their bodies and minds to its liking. After 109 years of torture and humiliation, the five victims stand before a pillar etched with a burning message of hate. AM tells them that it has a new game for them to play. AM has devised a quest for each of the five, an adventure of "speared eyeballs and dripping guts and the smell of rotting gardenias". Each character is subjected to a personalized psychodrama, designed by AM to play into their greatest fears and personal failings, and occupied by a host of different characters. Some of these are AM in disguise, some are AM's submerged personalities, others seem very much like people from the captives' pasts. The scenes include an iron zeppelin powered by small animals, an Egyptian pyramid housing gutted, sparking machinery, a medieval castle occupied by witches, a jungle inhabited by a small tribe, and a Nazi concentration camp where doctors conduct medical experiments. However, each character eventually prevails over AM's tortures by finding ways to overcome their fatal flaws, confront their past actions and redeem themselves, thanks to the interference of the Russian and Chinese supercomputers who appear as guiding characters and allow their stories to have an open ending. After all five humans have overcome their fatal flaws, they meet again in their respective torture cells while AM retreats within itself, pondering what went wrong. With the help of the Russian and Chinese supercomputers, one of the five humans (whom the player selects) is translated into binary and faces AM as yet unexperienced cyberspace template, the world of AM's mind. The psychodrama unfolds in a metaphorical brain that looks like the surface of the cerebrum, with glass structures that jut crazily from the bleeding brain tissue. AM's mind is represented according to the Freudian trinity of the id, ego, and superego, which appear as three floating bodiless heads on three cracked glass structures on the brainscape. Through dialogs with AM's components (Surgat, Chinese Supercomputer and Russian Supercomputer) the character learns that a colony of humans has survived the war by being hidden and hibernating on Luna (this is also mentioned in Nimdok's story: "the lost tribe of our brothers sleeping on the moon, where the beast does not see them"). If the human intruder disables all three brain components, and then invokes the Totem of Entropy at the Flame, which is the nexus of AM's thought patterns, all three supercomputers will be shut down, probably forever. Cataclysmic explosions destroy all the caverns constituting AM's computer complex, including the cavern holding the human hostages. However, the human volunteer retains their digital form, permanently patrolling AM's circuits should the computers ever regain consciousness. Should the human intruder fail to disable AM properly before facing it, however, AM will punish them by transforming the character into an immobile blob (referred to in-game as a "great, soft jelly thing") with no mouth that cannot harm itself or others and must spend eternity with AM in this form. === Endings === The game can end in seven different ways depending on how the finale is completed. AM wins, using Nimdok's research to turn the last character (in the book it was Ted) played into an immobile blob with each character quoting a different part of the final section of the original short story. AM joins with the Russian and Chinese supercomputers and reawakens. As in the first ending, the character responsible for this is turned into an immobile blob and quotes a part of the final lines of the short story. AM is made harmless with the help of the humans, but the Russian and Chinese supercomputer

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  • Smartglasses

    Smartglasses

    Smartglasses or smart glasses are eye or head-worn wearable computers. Many smartglasses include displays that add information alongside or to what the wearer sees. Alternatively, smartglasses are sometimes defined as glasses that are able to change their optical properties, such as smart sunglasses that are programmed to change tint by electronic means. Alternatively, smartglasses are sometimes defined as glasses that include headphone functionality. A pair of smartglasses can be considered an augmented reality device if it performs pose tracking. Superimposing information onto a field of view is achieved through an optical head-mounted display (OHMD) or embedded wireless glasses with transparent heads-up display (HUD) or augmented reality (AR) overlay. These systems have the capability to reflect projected digital images as well as allowing the user to see through it or see better with it. While early models can perform basic tasks, such as serving as a front end display for a remote system, as in the case of smartglasses utilizing cellular technology or Wi-Fi, modern smart glasses are effectively wearable computers which can run self-contained mobile apps. Some are handsfree and can communicate with the Internet via natural language voice commands, while others use touch buttons. Like other computers, smartglasses may collect information from internal or external sensors. It may control or retrieve data from other instruments or computers. In most cases, it supports wireless technologies like Bluetooth, Wi-Fi, and GPS. A small number of models run a mobile operating system and function as portable media players to send audio and video files to the user via a Bluetooth or WiFi headset. Some smartglasses models also feature full lifelogging and activity tracker capability. Smartglasses devices may also have features found on a smartphone. Some have activity tracker functionality features (also known as "fitness tracker") as seen in some GPS watches. == Features and applications == As with other lifelogging and activity tracking devices, the GPS tracking unit and digital camera of some smartglasses can be used to record historical data. For example, after the completion of a workout, data can be uploaded into a computer or online to create a log of exercise activities for analysis. Some smart watches can serve as full GPS navigation devices, displaying maps and current coordinates. Users can "mark" their current location and then edit the entry's name and coordinates, which enables navigation to those new coordinates. Although some smartglasses models manufactured in the 21st century are completely functional as standalone products, most manufacturers recommend or even require that consumers purchase mobile phone handsets that run the same operating system so that the two devices can be synchronized for additional and enhanced functionality. The smartglasses can work as an extension, for head-up display (HUD) or remote control of the phone and alert the user to communication data such as calls, SMS messages, emails, and calendar invites. === Security applications === Smart glasses could be used as a body camera. In 2018, Chinese police in Zhengzhou and Beijing were using smart glasses to take photos which are compared against a government database using facial recognition to identify suspects, retrieve an address, and track people moving beyond their home areas. === Sport applications === Smart glasses are used in sports like cycling, running, skiing, golf, tennis, or sailing, giving athletes real-time, heads-up data without looking down at the screen of a watch or smartphone. In 2025, Meta has announced a new partnership with sports eyewear brand Oakley. === Healthcare applications === Several proofs of concept for Google Glasses have been proposed in healthcare. In July 2013, Lucien Engelen started research on the usability and impact of Google Glass in health care. Engelen, who is based at Singularity University and in Europe at Radboud University Medical Center, is participating in the Glass Explorer program. Key findings of Engelen's research included: The quality of pictures and video are usable for healthcare education, reference, and remote consultation. The camera needs to be tilted to different angle for most of the operative procedures Tele-consultation is possible—depending on the available bandwidth—during operative procedures. A stabilizer should be added to the video function to prevent choppy transmission when a surgeon looks to screens or colleagues. Battery life can be easily extended with the use of an external battery. Controlling the device and/or programs from another device is needed for some features because of a sterile environment. Text-to-speech ("Take a Note" to Evernote) exhibited a correction rate of 60 percent, without the addition of a medical thesaurus. A protocol or checklist displayed on the screen of Google Glass can be helpful during procedures. Dr. Phil Haslam and Dr. Sebastian Mafeld demonstrated the first concept for Google Glass in the field of interventional radiology. They demonstrated the manner in which the concept of Google Glass could assist a liver biopsy and fistulaplasty, and the pair stated that Google Glass has the potential to improve patient safety, operator comfort, and procedure efficiency in the field of interventional radiology. In June 2013, surgeon Dr. Rafael Grossmann was the first person to integrate Google Glass into the operating theater, when he wore the device during a PEG (percutaneous endoscopic gastrostomy) procedure. In August 2013, Google Glass was also used at Wexner Medical Center at Ohio State University. Surgeon Dr. Christopher Kaeding used Google Glass to consult with a colleague in a distant part of Columbus, Ohio. A group of students at The Ohio State University College of Medicine also observed the operation on their laptop computers. Following the procedure, Kaeding stated, "To be honest, once we got into the surgery, I often forgot the device was there. It just seemed very intuitive and fit seamlessly." 16 November 2013, in Santiago de Chile, the maxillofacial team led by Dr.gn Antonio Marino conducted the first orthognathic surgery assisted with Google Glass in Latin America, interacting with them and working with simultaneous three-dimensional navigation. The surgical team was interviewed by ADN radio. In January 2014, Indian Orthopedic Surgeon Selene G. Parekh conducted the foot and ankle surgery using Google Glass in Jaipur, which was broadcast live on Google website via the internet. The surgery was held during a three-day annual Indo-US conference attended by a team of experts from the US and co-organized by Ashish Sharma. Sharma said Google Glass allows looking at an X-Ray or MRI without taking the eye off of the patient and allows a doctor to communicate with a patient's family or friends during a procedure. In Australia, during January 2014, Melbourne tech startup Small World Social collaborated with the Australian Breastfeeding Association to create the first hands-free breastfeeding Google Glass application for new mothers. The application, named Google Glass Breastfeeding app trial, allows mothers to nurse their baby while viewing instructions about common breastfeeding issues (latching on, posture etc.) or call a lactation consultant via a secure Google Hangout, who can view the issue through the mother's Google Glass camera. The trial was successfully concluded in Melbourne in April 2014, and 100% of participants were breastfeeding confidently. == Display types == Various techniques have existed for see-through HMDs. Most of these techniques can be summarized into two main families: "Curved Mirror" (or Curved Combiner) based and "Waveguide" or "Light-guide" based. The mirror technique has been used in EyeTaps, by Meta in their Meta 1, by Vuzix in their Star 1200 product, by Olympus, and by Laster Technologies. Various waveguide techniques have existed for some time. These techniques include diffraction optics, holographic optics, polarized optics, reflective optics, and projection: Diffractive waveguide – slanted diffraction grating elements (nanometric 10E-9). Nokia technique now licensed to Vuzix. Holographic waveguide – 3 holographic optical elements (HOE) sandwiched together (RGB). Used by Sony and Konica Minolta. Reflective waveguide – A thick light guide with single semi-reflective mirror is used by Epson in their Moverio product. A curved light guide with partial-reflective segmented mirror array to out-couple the light is used by tooz technologies GmbH. Virtual retinal display (VRD) – Also known as a retinal scan display (RSD) or retinal projector (RP), is a display technology that draws a raster display (like a television) directly onto the retina of the eye - developed by MicroVision, Inc. OLED microdisplays for near-eye applications (outdoor optical equipment, night vision glasses, ocular equipment for medical devices, augme

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  • IJCAI Computers and Thought Award

    IJCAI Computers and Thought Award

    The IJCAI Computers and Thought Award is presented every two years by the International Joint Conference on Artificial Intelligence (IJCAI), recognizing outstanding young scientists in artificial intelligence. It was originally funded with royalties received from the book Computers and Thought (edited by Edward Feigenbaum and Julian Feldman), and is currently funded by IJCAI. It is considered to be "the premier award for artificial intelligence researchers under the age of 35". == Laureates == Terry Winograd (1971) Patrick Winston (1973) Chuck Rieger (1975) Douglas Lenat (1977) David Marr (1979) Gerald Sussman (1981) Tom Mitchell (1983) Hector Levesque (1985) Johan de Kleer (1987) Henry Kautz (1989) Rodney Brooks (1991) Martha E. Pollack (1991) Hiroaki Kitano (1993) Sarit Kraus (1995) Stuart Russell (1995) Leslie Kaelbling (1997) Nicholas Jennings (1999) Daphne Koller (2001) Tuomas Sandholm (2003) Peter Stone (2007) Carlos Guestrin (2009) Andrew Ng (2009) Vincent Conitzer (2011) Malte Helmert (2011) Kristen Grauman (2013) Ariel D. Procaccia (2015) Percy Liang (2016) for his contributions to both the approach of semantic parsing for natural language understanding and better methods for learning latent-variable models, sometimes with weak supervision, in machine learning. Devi Parikh (2017) Stefano Ermon (2018) Guy Van den Broeck (2019) for his contributions to statistical and relational artificial intelligence, and the study of tractability in learning and reasoning. Piotr Skowron (2020) for his contributions to computational social choice, and to the theory of committee elections. Fei Fang (2021) for her contributions to integrating machine learning with game theory and the use of these novel techniques to tackle societal challenges such as more effective deployment of security resources, enhancing environmental sustainability, and reducing food insecurity. Bo Li (2022) for her contributions to uncovering the underlying connections among robustness, privacy, and generalization in AI, showing how different models are vulnerable to malicious attacks, and how to eliminate these vulnerabilities using mathematical tools that provide robustness guarantees for learning models and privacy protection. Pin-Yu Chen (2023) for his contributions to consolidating properties of trust, robustness and safety into rigorous algorithmic procedures and computable metrics for improving AI systems. Nisarg Shah (2024) for his contributions to AI and society, in particular foundational work on the theory of algorithmic fairness using principles from social choice theory. Aditya Grover (2025) for his foundational contributions uniting deep generative models, representation learning, and reinforcement learning, and for their applications in advancing scientific reasoning.

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  • Continuous Exposure Management

    Continuous Exposure Management

    Continuous Exposure Management (CEM) is a cybersecurity approach that provides continuous, real-time monitoring, assessment, and prioritization of an organization’s security vulnerabilities and exposures. CEM focuses on identifying and mitigating risks by analyzing attack paths and providing recommendations, ensuring organizations maintain a resilient cybersecurity posture. == Overview == CEM platforms enable organizations to detect and remediate cybersecurity exposures, such as vulnerabilities, misconfigurations and weak credentials, across their entire ecosystem, including on-premises, cloud environments, and hybrid infrastructures. By simulating potential attack scenarios and mapping attack paths, these platforms help organizations understand how exposures could be exploited and which ones pose the greatest risk to critical assets. The XM Cyber Continuous Exposure Management platform, for example, integrates automated attack path mapping and contextual risk analysis, allowing security teams to prioritize remediation efforts effectively. In 2023, the platform uncovered over 40 million exposures affecting 11.5 million critical business entities. As cyber threats evolve, CEM platforms are becoming indispensable for modern enterprises. According to Gartner, organizations implementing continuous exposure management are three times less likely to experience a breach by 2026. In addition to risk mapping and simulation, some CEM approaches incorporate automated security validation to verify the exploitability of identified vulnerabilities. Platforms such as Pentera utilize automated security testing to emulate real-world adversary behavior across the network, identifying how security gaps could be leveraged to gain access to critical assets. This process aims to move beyond theoretical risk assessments by providing empirical evidence of exposure, allowing security teams to focus remediation efforts on validated attack vectors. By integrating this validation phase into the broader exposure management lifecycle, organizations can refine their prioritization strategies based on the actual effectiveness of their existing security controls and the proven reachability of their most sensitive data. == Key features == CEM platforms are designed to address the dynamic nature of cybersecurity risks through the following features: Attack Path Simulation: Continuously maps attack paths to critical assets, highlighting exploitable exposures and chokepoints. Risk Prioritization: Focuses on exposures with the highest impact on critical assets, ensuring efficient allocation of resources. Remediation Guidance: Provides clear, actionable recommendations to resolve exposures and strengthen defenses. Integration with Existing Tools: Seamlessly works with Security Information and Event Management (SIEM), ticketing, and Security Orchestration, Automation, and Response (SOAR) systems. Real-time Monitoring: Offers continuous visibility into exposures, ensuring that new ones are quickly identified and addressed.

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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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  • Fuzzy mathematics

    Fuzzy mathematics

    Fuzzy mathematics is a branch of mathematics that extends classical set theory and logic to model reasoning under uncertainty. Initiated by Lotfi Asker Zadeh in 1965 with the introduction of fuzzy sets, the field has since evolved to include fuzzy set theory, fuzzy logic, and various fuzzy analogues of traditional mathematic structures. Unlike classical mathematics, which usually relies on binary membership (an element either belongs to a set or it does not), fuzzy mathematics allows elements to partially belong to a set, with degrees of membership represented by values in the interval [0, 1]. This framework enables more flexible modeling of imprecise or vague concepts. Fuzzy mathematics has found applications in numerous domains, including control theory, artificial intelligence, decision theory, pattern recognition, and linguistics, where the modeling of gradations and uncertainty is essential. == Definition == A fuzzy subset A of a set X is defined by a function A: X → L, where L is typically the interval [0, 1]. This function is called the membership function of the fuzzy subset and assigns to each element x in X a degree of membership A(x) in the fuzzy set A. In classical set theory, a subset of X can be represented by an indicator function (also known as a characteristic function), which maps elements to either 0 or 1, indicating non-membership or full membership, respectively. Fuzzy subsets generalize this concept by allowing any real value between 0 and 1, thereby enabling partial membership. More generally, the codomain L of the membership function can be replaced with any complete lattice, resulting in the broader framework of L-fuzzy sets. == Fuzzification == The development of fuzzification in mathematics can be broadly divided into three historical stages: Initial, straightforward fuzzifications (1960s–1970s), Expansion of generalization techniques (1980s), Standardization, axiomatization, and L-fuzzification (1990s). Fuzzification generally involves extending classical mathematical concepts from binary (crisp) logic, where membership is determined by characteristic functions, to fuzzy logic, where membership is expressed by values in the interval [0, 1] via membership functions. Let A and B be fuzzy subsets of a set X. The fuzzy versions of set-theoretic operations are commonly defined as: ( A ∩ B ) ( x ) = min ( A ( x ) , B ( x ) ) {\displaystyle (A\cap B)(x)=\min(A(x),B(x))} ( A ∪ B ) ( x ) = max ( A ( x ) , B ( x ) ) {\displaystyle (A\cup B)(x)=\max(A(x),B(x))} for all x ∈ X {\displaystyle x\in X} . These operations can be generalized using t-norms and t-conorms, respectively. For example, the minimum operation can be replaced by multiplication: ( A ∩ B ) ( x ) = A ( x ) ⋅ B ( x ) {\displaystyle (A\cap B)(x)=A(x)\cdot B(x)} Fuzzification of algebraic structures often relies on generalizing the closure property. Let ∗ {\displaystyle } be a binary operation on X, and let A be a fuzzy subset of X. Then A is said to satisfy fuzzy closure if: A ( x ∗ y ) ≥ min ( A ( x ) , A ( y ) ) {\displaystyle A(xy)\geq \min(A(x),A(y))} for all x , y ∈ X {\displaystyle x,y\in X} . If ( G , ∗ ) {\displaystyle (G,)} is a group, then a fuzzy subset A of G is a fuzzy subgroup if: A ( x ∗ y − 1 ) ≥ min ( A ( x ) , A ( y − 1 ) ) {\displaystyle A(xy^{-1})\geq \min(A(x),A(y^{-1}))} for all x , y ∈ G {\displaystyle x,y\in G} . Similar generalizations apply to relational properties. For example, for example, for fuzzification of the transitivity property, a fuzzy relation R {\displaystyle R} on X {\displaystyle X} (i.e., a fuzzy subset of X × X {\displaystyle X\times X} ) is said to be fuzzy transitive if: R ( x , z ) ≥ min ( R ( x , y ) , R ( y , z ) ) {\displaystyle R(x,z)\geq \min(R(x,y),R(y,z))} for all x , y , z ∈ X {\displaystyle x,y,z\in X} . == Fuzzy analogues == Fuzzy subgroupoids and fuzzy subgroups were introduced in 1971 by A. Rosenfeld. Analogues of other mathematical subjects have been translated to fuzzy mathematics, such as fuzzy field theory and fuzzy Galois theory, fuzzy topology, fuzzy geometry, fuzzy orderings, and fuzzy graphs.

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  • It's the Most Terrible Time of the Year

    It's the Most Terrible Time of the Year

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

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  • AI content watermarking

    AI content watermarking

    AI content watermarking is the process of embedding imperceptible yet detectable signals into content generated by artificial intelligence systems, such as text, images, audio, or video. The technique allows the content to be traced and identified as machine-generated without compromising its quality for the end user. AI watermarking has emerged as a key approach to address growing concerns about misinformation, deepfakes, copyright infringement, and the traceability of synthetic content in the context of the rapid development of generative artificial intelligence. Unlike traditional visible watermarks used in photography, AI content watermarks are typically invisible to humans and can only be detected and deciphered algorithmically. The concept is distinct from the watermarking of AI models themselves (to prevent model theft) and from the watermarking of training data (to combat unauthorized data use). Modern AI watermarking schemes are typically formalized as a pair of algorithms, an embedding (or generation) algorithm and a detection algorithm, sharing a secret key, whose performance is evaluated along three competing axes: quality (the watermark must not noticeably degrade outputs), detectability (the watermark must be statistically distinguishable from unwatermarked content), and robustness (the watermark must persist under adversarial or incidental modifications). == Background == Digital watermarking has been used for decades to protect physical and digital media, from paper currency to photographs. Classical schemes typically embedded a fixed bit-string into a fixed cover signal, with robustness criteria defined against a small fixed set of distortions such as JPEG compression or additive Gaussian noise. The rapid advancement of generative AI in the early 2020s, however, created a new and qualitatively different demand: rather than protecting a single artifact, watermarks for AI content must be embedded automatically across an open-ended distribution of generated outputs while remaining robust to a much wider class of adversarial transformations, including paraphrasing, image regeneration via diffusion models, and re-recording. Large image generation models such as DALL-E, Stable Diffusion, and Midjourney, along with large language models like ChatGPT, made it possible to produce highly realistic synthetic text, images, audio, and video at scale, raising significant ethical and security concerns. In July 2023, the Biden administration secured voluntary commitments from leading AI companies, including OpenAI, Alphabet, Meta, and Amazon, to develop watermarking and other provenance technologies to help users identify AI-generated content. == Formal definitions and design goals == Most modern AI watermarking schemes can be formalized as a pair of algorithms ( W m , D e t e c t ) {\displaystyle ({\mathsf {Wm}},{\mathsf {Detect}})} parameterized by a secret key k {\displaystyle k} . The embedding algorithm W m {\displaystyle {\mathsf {Wm}}} takes a generative model M {\displaystyle M} (and optionally a prompt) and returns a watermarked output x {\displaystyle x} ; the detection algorithm D e t e c t ( x , k ) {\displaystyle {\mathsf {Detect}}(x,k)} outputs a real-valued score (typically a p-value or log-likelihood ratio) used to decide whether x {\displaystyle x} was produced by the watermarked generator. The literature evaluates such schemes along several largely conflicting criteria: Criteria for evaluation include imperceptibility or quality preservation, measured for text via perplexity and human preference judgments, and for images and audio via metrics such as PSNR, SSIM, LPIPS, or PESQ. Detectability is typically expressed as the true positive rate at a fixed false positive rate (e.g. 1% or 10^-6), or as the number of tokens or pixels needed to reach a given confidence level. Robustness refers to the requirement that the watermark should survive expected modifications like JPEG or MP3 compression, cropping, noise, paraphrasing, or machine translation. Distortion-freeness is a stronger property requiring that the marginal distribution of any single watermarked output be statistically identical to the unwatermarked model's distribution. Schemes due to Aaronson, Christ et al., and Kuditipudi et al. are distortion-free in this sense, while the original Kirchenbauer et al. scheme is not. Forgery resistance or unforgeability means an adversary without the secret key should be unable to produce content that passes detection. == Techniques == AI watermarking techniques vary significantly depending on the type of content being watermarked. At its core, the process involves two main stages: embedding (or encoding) the watermark, and detection. There are two primary methods for embedding: watermarking during content generation, which requires access to the AI model itself but is generally more robust, and post-generation watermarking, which can be applied to content from any source, including closed-source models. Watermarks can be broadly classified as visible, including overt marks such as logos or text overlays, or imperceptible, which are detectable only by algorithms. They can also be classified by durability: robust watermarks are designed to withstand common transformations such as compression, cropping, and re-encoding, while fragile watermarks are easily destroyed by any alteration, making them useful for tamper detection. A further axis distinguishes zero-bit watermarks, which only signal "this content was generated by model M," from multi-bit watermarks, which embed an arbitrary payload (such as a user identifier) that can be recovered at detection time. === Text === Text watermarking is considered one of the most challenging modalities because natural language offers relatively limited redundancy compared to images or audio. Modern approaches for large language models alter the autoregressive sampling process so that some statistical signature is left in the choice of tokens, while leaving the surface form of the text unchanged. The literature distinguishes three main families of generation-time text watermarks. Logit-biasing schemes (e.g. KGW) add a fixed bias δ {\displaystyle \delta } to a pseudorandomly selected subset of vocabulary logits before softmax sampling. Reweighting or sampling-based schemes (e.g. SynthID-Text) compose multiple pseudorandom tournaments over the model's full distribution. Distortion-free schemes based on the Gumbel-max trick or inverse transform sampling (Aaronson 2022; Kuditipudi et al. 2023; Christ et al. 2024) preserve the marginal output distribution of the model. ==== KGW: token-probability shifting ==== The pioneering "green list / red list" scheme of Kirchenbauer et al. (KGW), introduced at ICML 2023, is the foundation for most subsequent text watermarks. At each decoding step t {\displaystyle t} , a pseudorandom function (PRF) keyed by a secret k {\displaystyle k} is applied to a context window of h {\displaystyle h} previous tokens to deterministically partition the vocabulary V {\displaystyle V} of size N {\displaystyle N} into a "green list" G ⊂ V {\displaystyle G\subset V} of size γ N {\displaystyle \gamma N} and its complement, the "red list" R = V ∖ G {\displaystyle R=V\setminus G} , where γ ∈ ( 0 , 1 ) {\displaystyle \gamma \in (0,1)} (typically γ = 1 / 2 {\displaystyle \gamma =1/2} ) is the green fraction. A logits processor then increments every green-list logit by a fixed bias δ > 0 {\displaystyle \delta >0} before softmax: ℓ v ′ = ℓ v + δ ⋅ 1 [ v ∈ G ] {\displaystyle \ell '_{v}=\ell _{v}+\delta \cdot \mathbf {1} [v\in G]} so that, after sampling, green tokens are over-represented but generation is not constrained to green tokens alone; high-entropy positions tolerate the bias gracefully, while low-entropy positions (where one token dominates the logits) override the watermark and preserve correctness on factual content. Detection requires only the secret key and the candidate text, not the language model itself. The detector recomputes the partition g ( ⋅ ) {\displaystyle g(\cdot )} for each token, counts the number of green hits | G | hits {\displaystyle |G|_{\text{hits}}} in a sequence of length T {\displaystyle T} , and computes a one-proportion z-test statistic: z = | G | hits − γ T T γ ( 1 − γ ) {\displaystyle z={\frac {|G|_{\text{hits}}-\gamma T}{\sqrt {T\gamma (1-\gamma )}}}} Under the null hypothesis that the text was written by an unwatermarked source (human or another model), the green-hit count is approximately binomially distributed with mean γ T {\displaystyle \gamma T} ; a large positive z {\displaystyle z} rejects the null hypothesis. The original paper reports that fewer than 25 watermarked tokens are sufficient to detect a watermark with a false positive rate below 10^-5 on the OPT-1.3B model. A follow-up study by the same group documented robustness under temperature sampling, top-p (nucleus) sampling, and human paraphrasing, and proposed sliding-window

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  • International Conference on Autonomous Agents and Multiagent Systems

    International Conference on Autonomous Agents and Multiagent Systems

    The International Conference on Autonomous Agents and Multiagent Systems or AAMAS is the leading scientific conference for research in the areas of artificial intelligence, autonomous agents, and multiagent systems. It is annually organized by a non-profit organization called the International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS). == History == The International Conference on Autonomous Agents and Multiagent Systems (AAMAS) is a highly respected joint conference that provides a quality forum for discussing research in intelligent computational agents and their interactions. It is a merger of three major international conferences/workshops, namely the International Conference on Autonomous Agents (AGENTS), International Conference on Multi-Agent Systems (ICMAS), and International Workshop on Agent Theories, Architectures, and Languages (ATAL). ICMAS is itself a merger of three formative workshops, each with an attendance of fewer than 50 researchers. At a meeting during IJCAI-93 held in Chambery, France in August 1993, the leaders of the European Workshops on Modelling Autonomous Agents in a Multi-Agent World, the Asian MAAC Workshops, and the North American Distributed Artificial Intelligence Workshops (Victor Lesser, Michael N. Huhns, Les Gasser, Barbara Grosz, Nicholas Jennings, Michael Wooldridge, Gerhard Weiss, Mario Tokoro, and Toru Ishida) began the planning for a combined conference, which resulted in the first ICMAS in San Francisco, CA, USA in 1995, attended by more than 500 researchers. The AAMAS Conference is under the guidance and management of the International Foundation for Autonomous Agents and Multiagent Systems, which is incorporated as a 501(c)(3) non-profit organization in South Carolina, USA. == Current and previous conferences == 2024: Auckland, New Zealand (May 6-10) 2023: London, United Kingdom (May 29-June 1) 2022: Auckland, New Zealand (May 9–13) 2021: London, United Kingdom (May 3-May 7) 2020: Auckland, New Zealand (May 9–13) 2019: Montreal, Canada (May 13–17) 2018: Stockholm, Sweden (July 10–15) 2017: São Paulo, Brazil 2016: Singapore City, Singapore 2015: Istanbul, Turkey 2014: Paris, France 2013: Saint Paul, USA 2012: Valencia, Spain 2011: Taipei, Taiwan 2010: Toronto, Canada 2009: Budapest, Hungary 2008: Estoril, Portugal 2007: Honolulu, USA 2006: Hakodate, Japan 2005: Utrecht, The Netherlands 2004: New York, USA 2003: Melbourne, Australia 2002: Bologna, Italy == Activities == Besides the main program that consists of a main track, an industry and applications track, and a couple of special area tracks, AAMAS also hosts over 20 workshops (e.g., AOSE, COIN, DALT, ProMAS, to mention a few) and many tutorials. There is also a demonstration session and a doctoral symposium. Finally, each year AAMAS features a bunch of awards, most notably the IFAAMAS Influential Paper Award. It publishes proceedings which are available online.

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  • Document AI

    Document AI

    Document AI, also known as Document Intelligence, refers to a field of technology that employs machine learning (ML) techniques, such as natural language processing (NLP). These techniques are used to develop computer models capable of analyzing documents in a manner akin to human review. Through NLP, computer systems are able to understand relationships and contextual nuances in document contents, which facilitates the extraction of information and insights. Additionally, this technology enables the categorization and organization of the documents themselves. The applications of Document AI extend to processing and parsing a variety of semi-structured documents, such as forms, tables, receipts, invoices, tax forms, contracts, loan agreements, and financial reports. == Key features == Machine learning is utilized in Document AI to extract information from both printed and digital documents. This technology recognizes images, text, and characters in various languages, aiding in the extraction of insights from unstructured documents. The use of this technology can improve the speed and quality of decision-making in document analysis. Additionally, the automation of data extraction and validation can contribute to increased efficiency in document analysis processes. Since the early 2020s, the integration of large language models has extended Document AI beyond extraction toward generative tasks, including the automated drafting of forms, contracts, and document summaries. == Example == A business letter contains information in the form of text, as well as other types of information, such as the position of the text. For instance, a typical letter contains two addresses before the body of the text. The address at the very top (sometimes aligned to the right) is the sender address. This is normally followed by the date of the letter, with the place of writing. After this, the receiver address is listed. The distinction between the sender address and the receiver address is conveyed solely by the position of the address on the page, i.e. there is no textual indication like Sender: in front of the addresses. == Data dimensions and ML architecture == Data is typically distinguished into spatial data and time-series data, the former includes things like images, maps and graphs, while the latter includes signals such as stock prices or voice recordings. Document AI combines text data, which has a time dimension, with other types of data, such as the position of an address in a business letter, which is spatial. Historically in machine learning spatial data was analyzed using a convolutional neural network, and temporal data using a recurrent neural network. With the advent of dimension-type agnostic transformer architecture, these two different types of dimension can be more easily combined, Document AI is an example of this. == Benchmarks == Several public datasets are used to evaluate Document AI systems. FUNSD (Form Understanding in Noisy Scanned Documents) contains 199 annotated forms with token- and block-level labels for form understanding tasks. CORD (Consolidated Receipt Dataset) supports key information extraction from receipts. DocVQA contains approximately 50,000 questions over 12,000 document images for layout-aware visual question answering. == Common uses == Document AI systems are used to automate document processing and information extraction in business and financial workflows, including invoice and receipt processing, data entry automation, anomaly detection, mortgage processing, loan portfolio monitoring, credit risk management, and fraud detection such as counterfeit currency and fraudulent checks. They are also applied in regulatory compliance and contract analysis, including assessing changes in legal and regulatory documents. In real estate, Document AI supports document classification and structured information extraction for standardized processing and analytics. With the adoption of generative AI, Document AI systems can also generate and pre-fill structured documents such as contracts or business forms from natural language prompts.

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