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  • Object co-segmentation

    Object co-segmentation

    In computer vision, object co-segmentation is a special case of image segmentation, which is defined as jointly segmenting semantically similar objects in multiple images or video frames. == Challenges == It is often challenging to extract segmentation masks of a target/object from a noisy collection of images or video frames, which involves object discovery coupled with segmentation. A noisy collection implies that the object/target is present sporadically in a set of images or the object/target disappears intermittently throughout the video of interest. Early methods typically involve mid-level representations such as object proposals. == Dynamic Markov networks-based methods == A joint object discover and co-segmentation method based on coupled dynamic Markov networks has been proposed recently, which claims significant improvements in robustness against irrelevant/noisy video frames. Unlike previous efforts which conveniently assumes the consistent presence of the target objects throughout the input video, this coupled dual dynamic Markov network based algorithm simultaneously carries out both the detection and segmentation tasks with two respective Markov networks jointly updated via belief propagation. Specifically, the Markov network responsible for segmentation is initialized with superpixels and provides information for its Markov counterpart responsible for the object detection task. Conversely, the Markov network responsible for detection builds the object proposal graph with inputs including the spatio-temporal segmentation tubes. == Graph cut-based methods == Graph cut optimization is a popular tool in computer vision, especially in earlier image segmentation applications. As an extension of regular graph cuts, multi-level hypergraph cut is proposed to account for more complex high order correspondences among video groups beyond typical pairwise correlations. With such hypergraph extension, multiple modalities of correspondences, including low-level appearance, saliency, coherent motion and high level features such as object regions, could be seamlessly incorporated in the hyperedge computation. In addition, as a core advantage over co-occurrence based approach, hypergraph implicitly retains more complex correspondences among its vertices, with the hyperedge weights conveniently computed by eigenvalue decomposition of Laplacian matrices. == CNN/LSTM-based methods == In action localization applications, object co-segmentation is also implemented as the segment-tube spatio-temporal detector. Inspired by the recent spatio-temporal action localization efforts with tubelets (sequences of bounding boxes), Le et al. present a new spatio-temporal action localization detector Segment-tube, which consists of sequences of per-frame segmentation masks. This Segment-tube detector can temporally pinpoint the starting/ending frame of each action category in the presence of preceding/subsequent interference actions in untrimmed videos. Simultaneously, the Segment-tube detector produces per-frame segmentation masks instead of bounding boxes, offering superior spatial accuracy to tubelets. This is achieved by alternating iterative optimization between temporal action localization and spatial action segmentation. The proposed segment-tube detector is illustrated in the flowchart on the right. The sample input is an untrimmed video containing all frames in a pair figure skating video, with only a portion of these frames belonging to a relevant category (e.g., the DeathSpirals). Initialized with saliency based image segmentation on individual frames, this method first performs temporal action localization step with a cascaded 3D CNN and LSTM, and pinpoints the starting frame and the ending frame of a target action with a coarse-to-fine strategy. Subsequently, the segment-tube detector refines per-frame spatial segmentation with graph cut by focusing on relevant frames identified by the temporal action localization step. The optimization alternates between the temporal action localization and spatial action segmentation in an iterative manner. Upon practical convergence, the final spatio-temporal action localization results are obtained in the format of a sequence of per-frame segmentation masks (bottom row in the flowchart) with precise starting/ending frames.

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  • ITU-WHO Focus Group on Artificial Intelligence for Health

    ITU-WHO Focus Group on Artificial Intelligence for Health

    The ITU-WHO Focus Group on Artificial Intelligence for Health (AI for Health) was an inter-agency collaboration from 2018 between the World Health Organization and the ITU, which in 2019 created a benchmarking framework to assess the accuracy of AI in health. The organization convened an international network of experts and stakeholders from fields like research, practice, regulation, ethics, public health, etc, that developed guideline documentation and code. The documents have addressed ethics, assessment/evaluation, handling, and regulation of AI for health solutions, covering specific use cases including AI in ophthalmology, histopathology, dentistry, malaria detection, radiology, symptom checker applications, etc. FG-AI4H has established an ad hoc group concerned with digital technologies for health emergencies, including COVID-19. All documentation is public. The idea for the Focus Group came out of the Health Track of the 2018 AI for Good Global Summit. Administratively, FG-AI4H was created by ITU-T Study Group 16. Under ITU-T's framework, participation in Focus Groups is open to anyone from an ITU Member State. The secretariat is provided by the Telecommunication Standardization Bureau (under Director Chaesub Lee). It was first created at the July 2018 meeting with a lifetime of two years, at the July 2020 meeting, this was extended for another two years, where the focus group also submitted its deliverables to its parent body. It was also presented at the NeurIPS 2020 health workshop. In July 2023 "the work was grandfathered in the Global Initiative on AI for Health (GI-AI4H)". == AI for Health Framework == The outline of the benchmarking framework was published in a 2019 commentary in The Lancet. The output of the Focus Group AI for Health were structured in the AI for Health Framework. Depending on their primary domain being health or ICT, the individual components of the AI for Health Framework were ratified by the corresponding United Nations Specialized Agency, as WHO Guidelines and ITU Recommendations respectively. Standards drawn up by FG-AI4H were titled as: AI4H ethics considerations AI4H regulatory [best practices | considerations] AI4H requirements specification AI software life cycle specification Data specification AI training best practices specification AI4H evaluation considerations AI4H scale-up and adoption AI4H applications and platforms Use cases of the ITU-WHO Focus Group on AI for Health

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  • Semantic parameterization

    Semantic parameterization

    Semantic parameterization is a conceptual modeling process for expressing natural language descriptions of a domain in first-order predicate logic. The process yields a formalization of natural language sentences in Description Logic to answer the who, what and where questions in the Inquiry-Cycle Model (ICM) developed by Colin Potts and his colleagues at the Georgia Institute of Technology. The parameterization process complements the Knowledge Acquisition and autOmated Specification (KAOS) method, which formalizes answers to the when, why and how ICM questions in Temporal Logic, to complete the ICM formalization. The artifacts used in the parameterization process include a dictionary that aligns the domain lexicon with unique concepts, distinguishing between synonyms and polysemes, and several natural language patterns that aid in mapping common domain descriptions to formal specifications. == Relationship to other theories == Semantic Parameterization defines a meta-model consisting of eight roles that are domain-independent and reusable. Seven of these roles correspond to Jeffrey Gruber's thematic relations and case roles in Charles Fillmore's case grammar: The Inquiry-Cycle Model (ICM) was introduced to drive elicitation between engineers and stakeholders in requirements engineering. The ICM consists of who, what, where, why, how and when questions. All but the when questions, which require a Temporal Logic to represent such phenomena, have been aligned with the meta-model in semantic parameterization using Description Logic (DL). == Introduction with Example == The semantic parameterization process is based on Description Logic, wherein the TBox is composed of words in a dictionary, including nouns, verbs, and adjectives, and the ABox is partitioned into two sets of assertions: 1) those assertions that come from words in the natural language statement, called the grounding, and 2) those assertions that are inferred by the (human) modeler, called the meta-model. Consider the following unstructured natural language statement (UNLS) (see Breaux et al. for an extended discussion): UNLS1.0 The customer1,1 must not share2,2 the access-code3,3 of the customer1,1 with someone4,4 who is not the provider5,4. The modeler first identifies intensional and extensional polysemes and synonyms, denoted by the subscripts: the first subscript uniquely refers to the intensional index, i.e., the same first index in two or more words refer to the same concept in the TBox; the second subscript uniquely refers to the extensional index, i.e., two same second index in two or more words refer to the same individual in the ABox. This indexing step aligns words in the statement and concepts in the dictionary. Next, the modeler identifies concepts from the dictionary to compose the meta-model. The following table illustrates the complete DL expression that results from applying semantic parameterization.

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  • Ashish Vaswani

    Ashish Vaswani

    Ashish Vaswani is an Indian computer scientist and entrepreneur. He conducted research at Google Brain, co-founded Adept AI, and, as of 2025, was co-founder and chief executive officer of Essential AI. Vaswani is a co-author of the 2017 paper "Attention Is All You Need", which introduced the Transformer neural network architecture. The Transformer model has been used in the development of subsequent NLP models BERT, ChatGPT, and their successors. == Career == Vaswani completed his engineering in Computer Science from Birla Institute of Technology, Mesra (BIT Mesra) in 2002. In 2004, he enrolled at the University of Southern California for graduate studies. He earned his PhD in Computer Science at the University of Southern California supervised by David Chiang. During his research career at Google, Vaswani was part of the Google Brain team, where he conducted the work leading to the 'Attention Is All You Need' publication. Prior to joining Google, he was affiliated with the Information Sciences Institute at the University of Southern California. After Google, Vaswani co-founded Adept AI, a machine learning-focused startup that developed AI agents and tools for software automation. He has since left the company. He later co-founded Essential AI with Niki Parmar. As of 2025, he was chief executive officer of Essential AI. == Notable works == Vaswani's most notable paper, "Attention Is All You Need", was published in 2017. The paper introduced the Transformer model, which uses self-attention mechanisms instead of recurrence for sequence-to-sequence tasks. The Transformer architecture has become foundational to modern language models and NLP systems, including BERT (2018), GPT-2, GPT-3 (2019–2020) and many more recent models. The "Attention Is All You Need" paper is among the most cited papers in machine learning.

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  • Oversampled binary image sensor

    Oversampled binary image sensor

    An oversampled binary image sensor is an image sensor with non-linear response capabilities reminiscent of traditional photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. The response function of the image sensor is non-linear and similar to a logarithmic function, which makes the sensor suitable for high dynamic range imaging. == Working principle == Before the advent of digital image sensors, photography, for the most part of its history, used film to record light information. At the heart of every photographic film are a large number of light-sensitive grains of silver-halide crystals. During exposure, each micron-sized grain has a binary fate: Either it is struck by some incident photons and becomes "exposed", or it is missed by the photon bombardment and remains "unexposed". In the subsequent film development process, exposed grains, due to their altered chemical properties, are converted to silver metal, contributing to opaque spots on the film; unexposed grains are washed away in a chemical bath, leaving behind the transparent regions on the film. Thus, in essence, photographic film is a binary imaging medium, using local densities of opaque silver grains to encode the original light intensity information. Thanks to the small size and large number of these grains, one hardly notices this quantized nature of film when viewing it at a distance, observing only a continuous gray tone. The oversampled binary image sensor is reminiscent of photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. At the start of the exposure period, all pixels are set to 0. A pixel is then set to 1 if the number of photons reaching it during the exposure is at least equal to a given threshold q. One way to build such binary sensors is to modify standard memory chip technology, where each memory bit cell is designed to be sensitive to visible light. With current CMOS technology, the level of integration of such systems can exceed 109~1010 (i.e., 1 giga to 10 giga) pixels per chip. In this case, the corresponding pixel sizes (around 50~nm ) are far below the diffraction limit of light, and thus the image sensor is oversampling the optical resolution of the light field. Intuitively, one can exploit this spatial redundancy to compensate for the information loss due to one-bit quantizations, as is classic in oversampling delta-sigma converters. Building a binary sensor that emulates the photographic film process was first envisioned by Fossum, who coined the name digital film sensor (now referred to as a quanta image sensor). The original motivation was mainly out of technical necessity. The miniaturization of camera systems calls for the continuous shrinking of pixel sizes. At a certain point, however, the limited full-well capacity (i.e., the maximum photon-electrons a pixel can hold) of small pixels becomes a bottleneck, yielding very low signal-to-noise ratios (SNRs) and poor dynamic ranges. In contrast, a binary sensor whose pixels need to detect only a few photon-electrons around a small threshold q has much less requirement for full-well capacities, allowing pixel sizes to shrink further. == Imaging model == === Lens === Consider a simplified camera model shown in Fig.1. The λ 0 ( x ) {\displaystyle \lambda _{0}(x)} is the incoming light intensity field. By assuming that light intensities remain constant within a short exposure period, the field can be modeled as only a function of the spatial variable x {\displaystyle x} . After passing through the optical system, the original light field λ 0 ( x ) {\displaystyle \lambda _{0}(x)} gets filtered by the lens, which acts like a linear system with a given impulse response. Due to imperfections (e.g., aberrations) in the lens, the impulse response, a.k.a. the point spread function (PSF) of the optical system, cannot be a Dirac delta, thus, imposing a limit on the resolution of the observable light field. However, a more fundamental physical limit is due to light diffraction. As a result, even if the lens is ideal, the PSF is still unavoidably a small blurry spot. In optics, such diffraction-limited spot is often called the Airy disk, whose radius R a {\displaystyle R_{a}} can be computed as R a = 1.22 w f , {\displaystyle R_{a}=1.22\,wf,} where w {\displaystyle w} is the wavelength of the light and f {\displaystyle f} is the F-number of the optical system. Due to the lowpass (smoothing) nature of the PSF, the resulting λ ( x ) {\displaystyle \lambda (x)} has a finite spatial-resolution, i.e., it has a finite number of degrees of freedom per unit space. === Sensor === Fig.2 illustrates the binary sensor model. The s m {\displaystyle s_{m}} denote the exposure values accumulated by the sensor pixels. Depending on the local values of s m {\displaystyle s_{m}} , each pixel (depicted as "buckets" in the figure) collects a different number of photons hitting on its surface. y m {\displaystyle y_{m}} is the number of photons impinging on the surface of the m {\displaystyle m} th pixel during an exposure period. The relation between s m {\displaystyle s_{m}} and the photon count y m {\displaystyle y_{m}} is stochastic. More specifically, y m {\displaystyle y_{m}} can be modeled as realizations of a Poisson random variable, whose intensity parameter is equal to s m {\displaystyle s_{m}} , As a photosensitive device, each pixel in the image sensor converts photons to electrical signals, whose amplitude is proportional to the number of photons impinging on that pixel. In a conventional sensor design, the analog electrical signals are then quantized by an A/D converter into 8 to 14 bits (usually the more bits the better). But in the binary sensor, the quantizer is 1 bit. In Fig.2, b m {\displaystyle b_{m}} is the quantized output of the m {\displaystyle m} th pixel. Since the photon counts y m {\displaystyle y_{m}} are drawn from random variables, so are the binary sensor output b m {\displaystyle b_{m}} . === Spatial and temporal oversampling === If it is allowed to have temporal oversampling, i.e., taking multiple consecutive and independent frames without changing the total exposure time τ {\displaystyle \tau } , the performance of the binary sensor is equivalent to the sensor with same number of spatial oversampling under certain condition. It means that people can make trade off between spatial oversampling and temporal oversampling. This is quite important, since technology usually gives limitation on the size of the pixels and the exposure time. == Advantages over traditional sensors == Due to the limited full-well capacity of conventional image pixel, the pixel will saturate when the light intensity is too strong. This is the reason that the dynamic range of the pixel is low. For the oversampled binary image sensor, the dynamic range is not defined for a single pixel, but a group of pixels, which makes the dynamic range high. == Reconstruction == One of the most important challenges with the use of an oversampled binary image sensor is the reconstruction of the light intensity λ ( x ) {\displaystyle \lambda (x)} from the binary measurement b m {\displaystyle b_{m}} . Maximum likelihood estimation can be used for solving this problem. Fig. 4 shows the results of reconstructing the light intensity from 4096 binary images taken by single photon avalanche diodes (SPADs) camera. A better reconstruction quality with fewer temporal measurements and faster, hardware friendly implementation, can be achieved by more sophisticated algorithms.

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  • Stewart Nelson

    Stewart Nelson

    Stewart Nelson is an American mathematician and programmer from The Bronx who co-founded Systems Concepts. == Biography == From a young age, Nelson was tinkering with electronics, aided and abetted by his father who was a physicist that had become an engineer. Stewart attended Poughkeepsie High School, graduating in the spring of 1963. From his first few days of High School, Stewart displayed his talents for hacking the international telephone trunk lines, along with an uncanny skill for picking combination locks, although this was always done as innocent entertainment. He simply loved the challenge of seeing how quickly he could accomplish this feat. His quirky sense of humor was always visible, as was his disdain for any rule that got in the way of his gaining knowledge. Stewart was an inspiration to the school's Tech-elec Club, as well as a ringleader in the founding of the school's pirate radio station. Nelson enrolled at MIT in 1963 and quickly became known for hooking up the AI Lab's PDP-1 (and later the PDP-6) to the telephone network, making him one of the first phreakers. Nelson later accomplished other feats like hard-wiring additional instructions into the PDP-1. Nelson was hired by Ed Fredkin's Information International Inc. at the urging of Marvin Minsky to work on PDP-7 programs at the MIT Computer Science and Artificial Intelligence Laboratory. Nelson was known as a brilliant software programmer. He was influential in LISP, the assembly instructions for the Digital Equipment Corporation PDP, and a number of other systems. The group of young hackers was known for working on systems after hours. One night, Nelson and others decided to rewire MIT's PDP-1 as a prank. Later, Margaret Hamilton tried to use the DEC-supplied DECAL assembler on the machine and it crashed repeatedly.

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  • Minimum intelligent signal test

    Minimum intelligent signal test

    The minimum intelligent signal test, or MIST, is a variation of the Turing test proposed by Chris McKinstry in which only boolean (yes/no or true/false) answers may be given to questions. The purpose of such a test is to provide a quantitative statistical measure of humanness, which may subsequently be used to optimize the performance of artificial intelligence systems intended to imitate human responses. McKinstry gathered approximately 80,000 propositions that could be answered yes or no, e.g.: Is Earth a planet? Was Abraham Lincoln once President of the United States? Is the sun bigger than my foot? Do people sometimes lie? He called these propositions Mindpixels. These questions test both specific knowledge of aspects of culture, and basic facts about the meaning of various words and concepts. It could therefore be compared with the SAT, intelligence testing and other controversial measures of mental ability. McKinstry's aim was not to distinguish between shades of intelligence but to identify whether a computer program could be considered intelligent at all. According to McKinstry, a program able to do much better than chance on a large number of MIST questions would be judged to have some level of intelligence and understanding. For example, on a 20-question test, if a program were guessing the answers at random, it could be expected to score 10 correct on average. But the probability of a program scoring 20 out of 20 correct by guesswork is only one in 220, i.e. one in 1,048,576; so if a program were able to sustain this level of performance over several independent trials, with no prior access to the propositions, it should be considered intelligent. == Discussion == McKinstry criticized existing approaches to artificial intelligence such as chatterbots, saying that his questions could "kill" AI programs by quickly exposing their weaknesses. He contrasted his approach, a series of direct questions assessing an AI's capabilities, to the Turing test and Loebner Prize method of engaging an AI in undirected typed conversation. Critics of the MIST have noted that it would be easy to "kill" a McKinstry-style AI too, due to the impossibility of supplying it with correct answers to all possible yes/no questions by ways of a finite set of human-generated Mindpixels: the fact that an AI can answer the question "Is the sun bigger than my foot?" correctly does not mean that it can answer variations like "Is the sun bigger than (my hand | my liver | an egg yolk | Alpha Centauri A | ...)" correctly, too. However, the late McKinstry might have replied that a truly intelligent, knowledgeable entity (on a par with humans) would be able to work out answers such as (yes | yes | yes | don't know | ...) by applying its knowledge of the relative sizes of the objects named. In other words, the MIST was intended as a test of AI, not as a suggestion for implementing AI. It can also be argued that the MIST is a more objective test of intelligence than the Turing test, a subjective assessment that some might consider to be more a measure of the interrogator's gullibility than of the machine's intelligence. According to this argument, a human's judgment of a Turing test is vulnerable to the ELIZA effect, a tendency to mistake superficial signs of intelligence for the real thing, anthropomorphizing the program. The response, suggested by Alan Turing's essay Computing Machinery and Intelligence, is that if a program is a convincing imitation of an intelligent being, it is in fact intelligent. The dispute is thus over what it means for a program to have "real" intelligence, and by what signs it can be detected. A similar debate exists in the controversy over great ape language, in which nonhuman primates are said to have learned some aspects of sign languages but the significance of this learning is disputed.

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  • WYSIWYM (interaction technique)

    WYSIWYM (interaction technique)

    What you see is what you meant (WYSIWYM) is a text editing interaction technique that emerged from two projects at University of Brighton. It allows users to create abstract knowledge representations such as those required by the Semantic Web using a natural language interface. Natural language understanding (NLU) technology is not employed. Instead, natural language generation (NLG) is used in a highly interactive manner. The text editor accepts repeated refinement of a selected span of text as it becomes progressively less vacuous of authored semantics. Using a mouse, a text property held in the evolving text can be further refined by a set of options derived by NLG from a built-in ontology. An invisible representation of the semantic knowledge is created which can be used for multilingual document generation, formal knowledge formation, or any other task that requires formally specified information. The two projects at Brighton worked in the field of Conceptual Authoring to lay a foundation for further research and development of a Semantic Web Authoring Tool (SWAT). This tool has been further explored as a means for developing a knowledge base by those without prior experience with Controlled Natural Language tools.

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  • Kinematic chain

    Kinematic chain

    In mechanical engineering, a kinematic chain is an assembly of rigid bodies connected by joints to provide constrained motion that is the mathematical model for a mechanical system. As the word chain suggests, the rigid bodies, or links, are constrained by their connections to other links. An example is the simple open chain formed by links connected in series, like the usual chain, which is the kinematic model for a typical robot manipulator. Mathematical models of the connections, or joints, between two links are termed kinematic pairs. Kinematic pairs model the hinged and sliding joints fundamental to robotics, often called lower pairs and the surface contact joints critical to cams and gearing, called higher pairs. These joints are generally modeled as holonomic constraints. A kinematic diagram is a schematic of the mechanical system that shows the kinematic chain. The modern use of kinematic chains includes analysis of Linkages (mechanical), compliance that arises from flexure joints in precision mechanisms, link compliance in compliant mechanisms and micro-electro-mechanical systems, and cable compliance in cable robotic and tensegrity systems. == Mobility formula == The degrees of freedom, or mobility, of a kinematic chain is the number of parameters that define the configuration of the chain. A system of n rigid bodies moving in space has 6n degrees of freedom measured relative to a fixed frame. This frame is included in the count of bodies, so that mobility does not depend on link that forms the fixed frame. This means the degree-of-freedom of this system is M = 6(N − 1), where N = n + 1 is the number of moving bodies plus the fixed body. Joints that connect bodies impose constraints. Specifically, hinges and sliders each impose five constraints and therefore remove five degrees of freedom. It is convenient to define the number of constraints c that a joint imposes in terms of the joint's freedom f, where c = 6 − f. In the case of a hinge or slider, which are one-degree-of-freedom joints, have f = 1 and therefore c = 6 − 1 = 5. The result in general where d {\displaystyle d} is the degrees of freedom for the mobility of a kinematic chain formed from n moving links and j joints each with freedom fi, i = 1, 2, …, j, is given by M = d n − ∑ i = 1 j ( d − f i ) = d ( N − 1 − j ) + ∑ i = 1 j f i {\displaystyle M=dn-\sum _{i=1}^{j}(d-f_{i})=d(N-1-j)+\sum _{i=1}^{j}f_{i}} Where N is the total number of links and includes the fixed link. Spacial linkages used d = 6 {\displaystyle d=6} and planar linkages use d = 3 {\displaystyle d=3} . This result is known as the Chebychev–Grübler–Kutzbach criterion. == Analysis of kinematic chains == The constraint equations of a kinematic chain couple the range of movement allowed at each joint to the dimensions of the links in the chain, and form algebraic equations that are solved to determine the configuration of the chain associated with specific values of input parameters, called degrees of freedom. The constraint equations for a kinematic chain are obtained using rigid transformations [Z] to characterize the relative movement allowed at each joint and separate rigid transformations [X] to define the dimensions of each link. In the case of a serial open chain, the result is a sequence of rigid transformations alternating joint and link transformations from the base of the chain to its end link, which is equated to the specified position for the end link. A chain of n links connected in series has the kinematic equations, [ T ] = [ Z 1 ] [ X 1 ] [ Z 2 ] [ X 2 ] ⋯ [ X n − 1 ] [ Z n ] , {\displaystyle [T]=[Z_{1}][X_{1}][Z_{2}][X_{2}]\cdots [X_{n-1}][Z_{n}],\!} where [T] is the transformation locating the end-link—notice that the chain includes a "zeroth" link consisting of the ground frame to which it is attached. These equations are called the forward kinematics equations of the serial chain. Kinematic chains of a wide range of complexity are analyzed by equating the kinematics equations of serial chains that form loops within the kinematic chain. These equations are often called loop equations. The complexity (in terms of calculating the forward and inverse kinematics) of the chain is determined by the following factors: Its topology: a serial chain, a parallel manipulator, a tree structure, or a graph. Its geometrical form: how are neighbouring joints spatially connected to each other? Explanation Two or more rigid bodies in space are collectively called a rigid body system. We can hinder the motion of these independent rigid bodies with kinematic constraints. Kinematic constraints are constraints between rigid bodies that result in the decrease of the degrees of freedom of rigid body system. == Synthesis of kinematic chains == The constraint equations of a kinematic chain can be used in reverse to determine the dimensions of the links from a specification of the desired movement of the system. This is termed kinematic synthesis. Perhaps the most developed formulation of kinematic synthesis is for four-bar linkages, which is known as Burmester theory. Ferdinand Freudenstein is often called the father of modern kinematics for his contributions to the kinematic synthesis of linkages beginning in the 1950s. His use of the newly developed computer to solve Freudenstein's equation became the prototype of computer-aided design systems. This work has been generalized to the synthesis of spherical and spatial mechanisms.

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  • Learning rule

    Learning rule

    An artificial neural network's learning rule or learning process is a method, mathematical logic or algorithm which improves the network's performance and/or training time. Usually, this rule is applied repeatedly over the network. It is done by updating the weight and bias levels of a network when it is simulated in a specific data environment. A learning rule may accept existing conditions (weights and biases) of the network, and will compare the expected result and actual result of the network to give new and improved values for the weights and biases. Depending on the complexity of the model being simulated, the learning rule of the network can be as simple as an XOR gate or mean squared error, or as complex as the result of a system of differential equations. The learning rule is one of the factors which decides how fast or how accurately the neural network can be developed. Depending on the process to develop the network, there are three main paradigms of machine learning: supervised learning, unsupervised learning, and reinforcement learning. == Background == A lot of the learning methods in machine learning work similar to each other, and are based on each other, which makes it difficult to classify them in clear categories. But they can be broadly understood in 4 categories of learning methods, though these categories don't have clear boundaries and they tend to belong to multiple categories of learning methods - Hebbian - Neocognitron, Brain-state-in-a-box Gradient Descent - ADALINE, Hopfield Network, Recurrent Neural Network Competitive - Learning Vector Quantisation, Self-Organising Feature Map, Adaptive Resonance Theory Stochastic - Boltzmann Machine, Cauchy Machine Though these learning rules might appear to be based on similar ideas, they do have subtle differences, as they are a generalisation or application over the previous rule, and hence it makes sense to study them separately based on their origins and intents. === Hebbian Learning === Developed by Donald Hebb in 1949 to describe biological neuron firing. In the mid-1950s it was also applied to computer simulations of neural networks. Δ w i = η x i y {\displaystyle \Delta w_{i}=\eta x_{i}y} Where η {\displaystyle \eta } represents the learning rate, x i {\displaystyle x_{i}} represents the input of neuron i, and y is the output of the neuron. It has been shown that Hebb's rule in its basic form is unstable. Oja's Rule, BCM Theory are other learning rules built on top of or alongside Hebb's Rule in the study of biological neurons. ==== Perceptron Learning Rule (PLR) ==== The perceptron learning rule originates from the Hebbian assumption, and was used by Frank Rosenblatt in his perceptron in 1958. The net is passed to the activation (transfer) function and the function's output is used for adjusting the weights. The learning signal is the difference between the desired response and the actual response of a neuron. The step function is often used as an activation function, and the outputs are generally restricted to -1, 0, or 1. The weights are updated with w new = w old + η ( t − o ) x i {\displaystyle w_{\text{new}}=w_{\text{old}}+\eta (t-o)x_{i}} where "t" is the target value and "o" is the output of the perceptron, and η {\displaystyle \eta } is called the learning rate. The algorithm converges to the correct classification if: the training data is linearly separable η {\displaystyle \eta } is sufficiently small (though smaller η {\displaystyle \eta } generally means a longer learning time and more epochs) It should also be noted that a single layer perceptron with this learning rule is incapable of working on linearly non-separable inputs, and hence the XOR problem cannot be solved using this rule alone === Backpropagation === Seppo Linnainmaa in 1970 is said to have developed the Backpropagation Algorithm but the origins of the algorithm go back to the 1960s with many contributors. It is a generalisation of the least mean squares algorithm in the linear perceptron and the Delta Learning Rule. It implements gradient descent search through the space possible network weights, iteratively reducing the error, between the target values and the network outputs. ==== Widrow-Hoff Learning (Delta Learning Rule) ==== Similar to the perceptron learning rule but with different origin. It was developed for use in the ADALINE network, which differs from the Perceptron mainly in terms of the training. The weights are adjusted according to the weighted sum of the inputs (the net), whereas in perceptron the sign of the weighted sum was useful for determining the output as the threshold was set to 0, -1, or +1. This makes ADALINE different from the normal perceptron. Delta rule (DR) is similar to the Perceptron Learning Rule (PLR), with some differences: Error (δ) in DR is not restricted to having values of 0, 1, or -1 (as in PLR), but may have any value DR can be derived for any differentiable output/activation function f, whereas in PLR only works for threshold output function Sometimes only when the Widrow-Hoff is applied to binary targets specifically, it is referred to as Delta Rule, but the terms seem to be used often interchangeably. The delta rule is considered to a special case of the back-propagation algorithm. Delta rule also closely resembles the Rescorla-Wagner model under which Pavlovian conditioning occurs. === Competitive Learning === Competitive learning is considered a variant of Hebbian learning, but it is special enough to be discussed separately. Competitive learning works by increasing the specialization of each node in the network. It is well suited to finding clusters within data. Models and algorithms based on the principle of competitive learning include vector quantization and self-organizing maps (Kohonen maps).

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  • Leela Zero

    Leela Zero

    Leela Zero is a free and open-source computer Go program released on 25 October 2017. It is developed by Belgian programmer Gian-Carlo Pascutto, the author of chess engine Sjeng and Go engine Leela. Leela Zero's algorithm is based on DeepMind's 2017 paper about AlphaGo Zero. Unlike the original Leela, which has a lot of human knowledge and heuristics programmed into it, the program code in Leela Zero only knows the basic rules and nothing more. The knowledge that makes Leela Zero a strong player is contained in a neural network, which is trained based on the results of previous games that the program played. Leela Zero is trained by a distributed effort, which is coordinated at the Leela Zero website. Members of the community provide computing resources by running the client, which generates self-play games and submits them to the server. The self-play games are used to train newer networks. Generally, over 500 clients have connected to the server to contribute resources. The community has provided high quality code contributions as well. == Version history == Leela Zero finished third at the BerryGenomics Cup World AI Go Tournament in Fuzhou, Fujian, China on 28 April 2018. The New Yorker at the end of 2018 characterized Leela and Leela Zero as "the world’s most successful open-source Go engines". In early 2018, another team branched Leela Chess Zero from the same code base, also to verify the methods in the AlphaZero paper as applied to the game of chess. AlphaZero's use of Google TPUs was replaced by a crowd-sourcing infrastructure and the ability to use graphics card GPUs via the OpenCL library. Even so, it is expected to take a year of crowd-sourced training to make up for the dozen hours that AlphaZero was allowed to train for its chess match in the paper. The distributed training server was shut down on 2021-02-15, marking the end of Leela Zero project. The page now directs visitors to KataGo and SAI. The model sizes increased steadily over time. The first released model has hash name d645af97, size 1x8 (1 layer, 8 channels), and released at 2017-11-10 13:04. The last released model has hash name 0e9ea880, size 40x256, and was released at 2021-02-15 09:04. == Technology == Leela Zero is an (almost) exact replication of AlphaGo Zero in both training process and architecture. The training process is Monte-Carlo Tree Search with self-play, exactly the same as AlphaGo Zero. The architecture is the same as AlphaGo Zero (with one difference). Consider the last released model, 0e9ea880. It has 47 million parameters, and the following architecture: The stem of the network takes as input a 18x19x19 tensor representation of the Go board. 8 channels are the positions of the current player's stones from the last eight time steps. (1 if there is a stone, 0 otherwise. If the time step go before the beginning of the game, then 0 in all positions.) 8 channels are the positions of the other player's stones from the last eight time steps. 1 channel is all 1 if black is to move, and 0 otherwise. 1 channel is all 1 if white is to move, and 0 otherwise. (This channel is not present in the original AlphaGo Zero) The body is a ResNet with 40 residual blocks and 256 channels. There are two heads, a policy head and a value head. Policy head outputs a logit array of size 19 × 19 + 1 {\displaystyle 19\times 19+1} , representing the logit of making a move in one of the points, plus the logit of passing. Value head outputs a number in the range ( − 1 , + 1 ) {\displaystyle (-1,+1)} , representing the expected score for the current player. -1 represents current player losing, and +1 winning.

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  • Attribute–value system

    Attribute–value system

    An attribute–value system is a basic knowledge representation framework comprising a table with columns designating "attributes" (also known as "properties", "predicates", "features", "dimensions", "characteristics", "fields", "headers" or "independent variables" depending on the context) and "rows" designating "objects" (also known as "entities", "instances", "exemplars", "elements", "records" or "dependent variables"). Each table cell therefore designates the value (also known as "state") of a particular attribute of a particular object. == Example of attribute–value system == Below is a sample attribute–value system. It represents 10 objects (rows) and five features (columns). In this example, the table contains only integer values. In general, an attribute–value system may contain any kind of data, numeric or otherwise. An attribute–value system is distinguished from a simple "feature list" representation in that each feature in an attribute–value system may possess a range of values (e.g., feature P1 below, which has domain of {0,1,2}), rather than simply being present or absent (Barsalou & Hale 1993). == Other terms used for "attribute–value system" == Attribute–value systems are pervasive throughout many different literatures, and have been discussed under many different names: Flat data Spreadsheet Attribute–value system (Ziarko & Shan 1996) Information system (Pawlak 1981) Classification system (Ziarko 1998) Knowledge representation system (Wong & Ziarko 1986) Information table (Yao & Yao 2002)

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  • Comparison of machine learning software

    Comparison of machine learning software

    The following tables are a comparison of machine learning software such as software frameworks, libraries, and computer programs used for machine learning. == Machine learning software == == Other comparisons == == Machine learning helper libraries and platforms == Apache OpenNLP — natural language processing toolkit CUDA — GPU computing platform used to accelerate machine learning and deep learning workloads Horovod — distributed training framework for deep learning Hugging Face Transformers — library of pretrained transformer models built on other machine learning frameworks Kubeflow — machine learning platform for Kubernetes Mallet — toolkit for natural language processing and text analysis NumPy — numerical computing library used in machine learning OpenCV — computer vision library with machine learning functions ONNX — open format for representing machine learning models pandas — data analysis and data preparation library used in machine learning PlaidML — tensor compiler and backend for machine learning frameworks Polars — Dataframe library used for machine learning data preparation and analysis PyArrow — columnar data library used in machine learning data processing ROOT (TMVA) — data analysis framework with machine learning tools SciPy — scientific computing and optimization library used in machine learning == Online development environments for machine learning == Google Colab — hosted Jupyter Notebook environment commonly used for machine learning and deep learning JupyterLab — notebook-based development environment for machine learning and data science Jupyter Notebook — interactive notebook environment used for machine learning and data science Kaggle — online data science and machine learning platform

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  • Regulation of artificial intelligence in the United States

    Regulation of artificial intelligence in the United States

    The United States federal government and state governments have developed some regulation of artificial intelligence, including executive orders, federal laws, and state laws. Federal agencies have also developed some sector-specific regulations related to AI. At the federal level, the Biden administration released an October 2023 executive order about AI safety and security, Executive Order 14110, with directives related to AI development and deployment. President Trump revoked that executive order in January 2025 and issued Executive Order 14179. In December 2025, President Trump signed Executive Order 14365, an executive order directing federal agencies to develop a unified national approach to AI policy, evaluate state AI laws for potential conflicts, challenge them through legal action, and condition certain federal funding on state compliance, while exempting state laws related to child safety, data center infrastructure, and state government procurement. In 2025, Congress passed legislation targeting AI-generated deepfakes, the TAKE IT DOWN Act. Several U.S. states have enacted laws related to artificial intelligence. Some are already in effect, including in California. Other states have AI-related legislation coming into effect in 2026 and 2027. In 2025 and 2026, the Trump administration mentioned the patchwork nature of state legislation as a motivation for its push for unified national legislation regulating AI. The administration has criticized state lawmakers, threatened to sue states, and issued letters to discourage them from regulating AI companies and products; some states have continued to propose and enact related laws. Discussions about regulating AI have included topics such as the timeliness of regulating AI, the nature of the federal regulatory framework to govern and promote AI, including what agency should lead, the regulatory and governing powers of that agency, and how to update regulations in the face of rapidly changing technology, as well as the roles of state governments and courts. == Federal government == === Obama administration (2009–2017) === As early as 2016, the Obama administration had begun to focus on the risks and regulations for artificial intelligence. In an October 2016 report titled Preparing For the Future of Artificial Intelligence, the National Science and Technology Council set a precedent to allow researchers to continue to develop new AI technologies with few restrictions. The report stated that "the approach to regulation of AI-enabled products to protect public safety should be informed by assessment of the aspects of risk". The first National Artificial Intelligence Research And Development Strategic Plan was published in October 2016. === First Trump administration (2017–2021) === On August 13, 2018, Section 1051 of the Fiscal Year 2019 John S. McCain National Defense Authorization Act (P.L. 115-232) established the National Security Commission on Artificial Intelligence "to consider the methods and means necessary to advance the development of artificial intelligence, machine learning, and associated technologies to comprehensively address the national security and defense needs of the United States." Steering on regulating security-related AI is provided by the National Security Commission on Artificial Intelligence. The Artificial Intelligence Initiative Act (S.1558) is a proposed bill that would establish a federal initiative designed to accelerate research and development on AI for, inter alia, the economic and national security of the United States. On January 7, 2019, following an Executive Order on Maintaining American Leadership in Artificial Intelligence, the White House's Office of Science and Technology Policy released a draft Guidance for Regulation of Artificial Intelligence Applications, which includes ten principles for United States agencies when deciding whether and how to regulate AI. In response, the National Institute of Standards and Technology released a position paper, and the Defense Innovation Board issued recommendations on the ethical use of AI. A year later, the administration called for comments on regulation in another draft of its Guidance for Regulation of Artificial Intelligence Applications. Other specific agencies working on the regulation of AI included the Food and Drug Administration, which created pathways to regulate the incorporation of AI in medical imaging. The National Science and Technology Council also published an updated National Artificial Intelligence Research and Development Strategic Plan in 2019, which received public scrutiny and recommendations to further improve it towards enabling Trustworthy AI. === Biden administration (2021–2025) === In March 2021, the National Security Commission on Artificial Intelligence released their final report. In the report, they stated, "Advances in AI, including the mastery of more general AI capabilities along one or more dimensions, will likely provide new capabilities and applications. Some of these advances could lead to inflection points or leaps in capabilities. Such advances may also introduce new concerns and risks and the need for new policies, recommendations, and technical advances to assure that systems are aligned with goals and values, including safety, robustness and trustworthiness." In June 2022, Senators Rob Portman and Gary Peters introduced the Global Catastrophic Risk Management Act. The bipartisan bill "would also help counter the risk of artificial intelligence... from being abused in ways that may pose a catastrophic risk". On October 4, 2022, President Joe Biden unveiled a new AI Bill of Rights, which outlines five protections Americans should have in the AI age: 1. Safe and Effective Systems, 2. Algorithmic Discrimination Protection, 3.Data Privacy, 4. Notice and Explanation, and 5. Human Alternatives, Consideration, and Fallback. The bill was formally published in October 2022 by the Office of Science and Technology Policy (OSTP), a U.S. government office that advises the President on science and technology policy matters. In July 2023, the Biden administration secured voluntary commitments from seven companies – Amazon, Anthropic, Google, Inflection, Meta, Microsoft, and OpenAI – to manage the risks associated with AI. The companies committed to ensure AI products undergo both internal and external security testing before public release; to share information on the management of AI risks with the industry, governments, civil society, and academia; to prioritize cybersecurity and protect proprietary AI system components; to develop mechanisms to inform users when content is AI-generated, such as watermarking; to publicly report on their AI systems' capabilities, limitations, and areas of use; to prioritize research on societal risks posed by AI, including bias, discrimination, and privacy concerns; and to develop AI systems to address societal challenges, ranging from cancer prevention to climate change mitigation. In September 2023, eight additional companies – Adobe, Cohere, IBM, Nvidia, Palantir, Salesforce, Scale AI, and Stability AI – subscribed to these voluntary commitments. In January 2023, the National Institute of Standards and Technology (NIST) released the Artificial Intelligence Risk Management Framework (AI RMF 1.0), providing voluntary guidance for organizations to identify, assess, and manage risks associated with AI systems. The Biden administration, in October 2023 signaled that they would release an executive order leveraging the federal government's purchasing power to shape AI regulations, hinting at a proactive governmental stance in regulating AI technologies. On October 30, 2023, President Biden released Executive Order 14110 on Safe, Secure, and Trustworthy Artificial Intelligence. The Executive Order includes directives on standards for critical infrastructure, AI-enhanced cybersecurity, and federally funded biological synthesis projects. The Executive Order provides the authority to various agencies and departments of the US government, including the Energy and Defense departments, to apply existing consumer protection laws to AI development. The Executive Order builds on the Administration's earlier agreements with AI companies to instate new initiatives to "red-team" or stress-test AI dual-use foundation models, especially those that have the potential to pose security risks, with data and results shared with the federal government. The Executive Order also recognizes AI's social challenges, and calls for companies building AI dual-use foundation models to be wary of these societal problems. For example, the Executive Order states that AI should not "worsen job quality", and should not "cause labor-force disruptions". Additionally, Biden's Executive Order mandates that AI must "advance equity and civil rights", and cannot disadvantage marginalized groups. It also called for foundation models to include "watermarks" to help the publi

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  • OpenAI Five

    OpenAI Five

    OpenAI Five is a computer program by OpenAI that plays the five-on-five video game Dota 2. Its first public appearance occurred in 2017, where it was demonstrated in a live one-on-one game against the professional player Dendi, who lost to it. The following year, the system had advanced to the point of performing as a full team of five, and began playing against and showing the capability to defeat professional teams. By choosing a game as complex as Dota 2 to study machine learning, OpenAI thought they could more accurately capture the unpredictability and continuity seen in the real world, thus constructing more general problem-solving systems. The algorithms and code used by OpenAI Five were eventually borrowed by another neural network in development by the company, one which controlled a physical robotic hand. OpenAI Five has been compared to other similar cases of artificial intelligence (AI) playing against and defeating humans, such as AlphaStar in the video game StarCraft II, AlphaGo in the board game Go, Deep Blue in chess, and Watson on the television game show Jeopardy!. == History == Development on the algorithms used for the bots began in November 2016. OpenAI decided to use Dota 2, a competitive five-on-five video game, as a base due to it being popular on the live streaming platform Twitch, having native support for Linux, and had an application programming interface (API) available. Before becoming a team of five, the first public demonstration occurred at The International 2017 in August, the annual premiere championship tournament for the game, where Dendi, a Ukrainian professional player, lost against an OpenAI bot in a live one-on-one matchup. After the match, CTO Greg Brockman explained that the bot had learned by playing against itself for two weeks of real time, and that the learning software was a step in the direction of creating software that can handle complex tasks "like being a surgeon". OpenAI used a methodology called reinforcement learning, as the bots learn over time by playing against itself hundreds of times a day for months, in which they are rewarded for actions such as killing an enemy and destroying towers. By June 2018, the ability of the bots expanded to play together as a full team of five and were able to defeat teams of amateur and semi-professional players. At The International 2018, OpenAI Five played in two games against professional teams, one against the Brazilian-based paiN Gaming and the other against an all-star team of former Chinese players. Although the bots lost both matches, OpenAI still considered it a successful venture, stating that playing against some of the best players in Dota 2 allowed them to analyze and adjust their algorithms for future games. The bots' final public demonstration occurred in April 2019, where they won a best-of-three series against The International 2018 champions OG at a live event in San Francisco. A four-day online event to play against the bots, open to the public, occurred the same month. There, the bots played in 42,729 public games, winning 99.4% of those games. == Architecture == Each OpenAI Five bot is a neural network containing a single layer with a 4096-unit LSTM that observes the current game state extracted from the Dota developer's API. The neural network conducts actions via numerous possible action heads (no human data involved), and every head has meaning. For instance, the number of ticks to delay an action, what action to select – the X or Y coordinate of this action in a grid around the unit. In addition, action heads are computed independently. The AI system observes the world as a list of 20,000 numbers and takes an action by conducting a list of eight enumeration values. Also, it selects different actions and targets to understand how to encode every action and observe the world. OpenAI Five has been developed as a general-purpose reinforcement learning training system on the "Rapid" infrastructure. Rapid consists of two layers: it spins up thousands of machines and helps them 'talk' to each other and a second layer runs software. By 2018, OpenAI Five had played around 180 years worth of games in reinforcement learning running on 256 GPUs and 128,000 CPU cores, using Proximal Policy Optimization, a policy gradient method. == Comparisons with other game AI systems == Prior to OpenAI Five, other AI versus human experiments and systems have been successfully used before, such as Jeopardy! with Watson, chess with Deep Blue, and Go with AlphaGo. In comparison with other games that have used AI systems to play against human players, Dota 2 differs as explained below: Long run view: The bots run at 30 frames per second for an average match time of 45 minutes, which results in 80,000 ticks per game. OpenAI Five observes every fourth frame, generating 20,000 moves. By comparison, chess usually ends before 40 moves, while Go ends before 150 moves. Partially observed state of the game: Players and their allies can only see the map directly around them. The rest of it is covered in a fog of war which hides enemies units and their movements. Thus, playing Dota 2 requires making inferences based on this incomplete data, as well as predicting what their opponent could be doing at the same time. By comparison, Chess and Go are "full-information games", as they do not hide elements from the opposing player. Continuous action space: Each playable character in a Dota 2 game, known as a hero, can take dozens of actions that target either another unit or a position. The OpenAI Five developers allow the space into 170,000 possible actions per hero. Without counting the perpetual aspects of the game, there are an average of ~1,000 valid actions each tick. By comparison, the average number of actions in chess is 35 and 250 in Go. Continuous observation space: Dota 2 is played on a large map with ten heroes, five on each team, along with dozens of buildings and non-player character (NPC) units. The OpenAI system observes the state of a game through developers' bot API, as 20,000 numbers that constitute all information a human is allowed to get access to. A chess board is represented as about 70 lists, whereas a Go board has about 400 enumerations. == Reception == OpenAI Five have received acknowledgement from the AI, tech, and video game community at large. Microsoft founder Bill Gates called it a "big deal", as their victories "required teamwork and collaboration". Chess champion Garry Kasparov, who lost against the Deep Blue AI in 1997, stated that despite their losing performance at The International 2018, the bots would eventually "get there, and sooner than expected". In a conversation with MIT Technology Review, AI experts also considered OpenAI Five system as a significant achievement, as they noted that Dota 2 was an "extremely complicated game", so even beating non-professional players was impressive. PC Gamer wrote that their wins against professional players was a significant event in machine learning. In contrast, Motherboard wrote that the victory was "basically cheating" due to the simplified hero pools on both sides, as well as the fact that bots were given direct access to the API, as opposed to using computer vision to interpret pixels on the screen. The Verge wrote that the bots were evidence that the company's approach to reinforcement learning and its general philosophy about AI was "yielding milestones". In 2019, DeepMind unveiled a similar bot for StarCraft II, AlphaStar. Like OpenAI Five, AlphaStar used reinforcement learning and self-play. The Verge reported that "the goal with this type of AI research is not just to crush humans in various games just to prove it can be done. Instead, it's to prove that — with enough time, effort, and resources — sophisticated AI software can best humans at virtually any competitive cognitive challenge, be it a board game or a modern video game." They added that the DeepMind and OpenAI victories were also a testament to the power of certain uses of reinforcement learning. It was OpenAI's hope that the technology could have applications outside of the digital realm. In 2018, they were able to reuse the same reinforcement learning algorithms and training code from OpenAI Five for Dactyl, a human-like robot hand with a neural network built to manipulate physical objects. In 2019, Dactyl solved the Rubik's Cube.

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