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  • Outline of robotics

    Outline of robotics

    The following outline is provided as an overview of and topical guide to robotics: Robotics is a branch of mechanical engineering, electrical engineering and computer science that deals with the design, construction, operation, and application of robots, as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behaviour, and or cognition. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics. The word "robot" was introduced to the public by Czech writer Karel Čapek in his play R.U.R. (Rossum's Universal Robots), published in 1920. The term "robotics" was coined by Isaac Asimov in his 1941 science fiction short-story "Liar!" == Nature of robotics == Robotics can be described as: An applied science – scientific knowledge transferred into a physical environment. A branch of computer science – A branch of electrical engineering – A branch of mechanical engineering – Research and development – A branch of technology – == Branches of robotics == Adaptive control – control method used by a controller which must adapt to a controlled system with parameters which vary, or are initially uncertain. For example, as an aircraft flies, its mass will slowly decrease as a result of fuel consumption; a control law is needed that adapts itself to such changing conditions. Aerial robotics – development of unmanned aerial vehicles (UAVs), commonly known as drones, aircraft without a human pilot aboard. Their flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground or in another vehicle. Android science – interdisciplinary framework for studying human interaction and cognition based on the premise that a very humanlike robot (that is, an android) can elicit human-directed social responses in human beings. Anthrobotics – science of developing and studying robots that are either entirely or in some way human-like. Artificial intelligence – the intelligence of machines and the branch of computer science that aims to create it. Artificial neural networks – a mathematical model inspired by biological neural networks. Autonomous car – an autonomous vehicle capable of fulfilling the human transportation capabilities of a traditional car Autonomous research robotics – Bayesian network – BEAM robotics – a style of robotics that primarily uses simple analogue circuits instead of a microprocessor in order to produce an unusually simple design (in comparison to traditional mobile robots) that trades flexibility for robustness and efficiency in performing the task for which it was designed. Behavior-based robotics – the branch of robotics that incorporates modular or behavior based AI (BBAI). Bio-inspired robotics – making robots that are inspired by biological systems. Biomimicry and bio-inspired design are sometimes confused. Biomimicry is copying the nature while bio-inspired design is learning from nature and making a mechanism that is simpler and more effective than the system observed in nature. Biomimetic – see Bionics. Biomorphic robotics – a sub-discipline of robotics focused upon emulating the mechanics, sensor systems, computing structures and methodologies used by animals. Bionics – also known as biomimetics, biognosis, biomimicry, or bionical creativity engineering is the application of biological methods and systems found in nature to the study and design of engineering systems and modern technology. Biorobotics – a study of how to make robots that emulate or simulate living biological organisms mechanically or even chemically. Cloud robotics – is a field of robotics that attempts to invoke cloud technologies such as cloud computing, cloud storage, and other Internet technologies centered around the benefits of converged infrastructure and shared services for robotics. Cognitive robotics – views animal cognition as a starting point for the development of robotic information processing, as opposed to more traditional Artificial Intelligence techniques. Clustering – Computational neuroscience – study of brain function in terms of the information processing properties of the structures that make up the nervous system. Robot control – a study of controlling robots Robotics conventions – Data mining Techniques – Degrees of freedom – in mechanics, the degree of freedom (DOF) of a mechanical system is the number of independent parameters that define its configuration. It is the number of parameters that determine the state of a physical system and is important to the analysis of systems of bodies in mechanical engineering, aeronautical engineering, robotics, and structural engineering. Developmental robotics – a methodology that uses metaphors from neural development and developmental psychology to develop the mind for autonomous robots Digital control – a branch of control theory that uses digital computers to act as system controllers. Digital image processing – the use of computer algorithms to perform image processing on digital images. Dimensionality reduction – the process of reducing the number of random variables under consideration, and can be divided into feature selection and feature extraction. Distributed robotics – Electronic stability control – is a computerized technology that improves the safety of a vehicle's stability by detecting and reducing loss of traction (skidding). Evolutionary computation – Evolutionary robotics – a methodology that uses evolutionary computation to develop controllers for autonomous robots Extended Kalman filter – Flexible Distribution functions – Feedback control and regulation – Human–computer interaction – a study, planning and design of the interaction between people (users) and computers Human robot interaction – a study of interactions between humans and robots Intelligent vehicle technologies – comprise electronic, electromechanical, and electromagnetic devices - usually silicon micromachined components operating in conjunction with computer controlled devices and radio transceivers to provide precision repeatability functions (such as in robotics artificial intelligence systems) emergency warning validation performance reconstruction. Computer vision – Machine vision – Kinematics – study of motion, as applied to robots. This includes both the design of linkages to perform motion, their power, control and stability; also their planning, such as choosing a sequence of movements to achieve a broader task. Laboratory robotics – the act of using robots in biology or chemistry labs Robot learning – learning to perform tasks such as obstacle avoidance, control and various other motion-related tasks Direct manipulation interface – In computer science, direct manipulation is a human–computer interaction style which involves continuous representation of objects of interest and rapid, reversible, and incremental actions and feedback. The intention is to allow a user to directly manipulate objects presented to them, using actions that correspond at least loosely to the physical world. Manifold learning – Microrobotics – a field of miniature robotics, in particular mobile robots with characteristic dimensions less than 1 mm Motion planning – (a.k.a., the "navigation problem", the "piano mover's problem") is a term used in robotics for the process of detailing a task into discrete motions. Motor control – information processing related activities carried out by the central nervous system that organize the musculoskeletal system to create coordinated movements and skilled actions. Nanorobotics – the emerging technology field creating machines or robots whose components are at or close to the scale of a nanometer (10−9 meters). Passive dynamics – refers to the dynamical behavior of actuators, robots, or organisms when not drawing energy from a supply (e.g., batteries, fuel, ATP). Programming by Demonstration – an End-user development technique for teaching a computer or a robot new behaviors by demonstrating the task to transfer directly instead of programming it through machine commands. Quantum robotics – a subfield of robotics that deals with using quantum computers to run robotics algorithms more quickly than digital computers can. Rapid prototyping – automatic construction of physical objects via additive manufacturing from virtual models in computer aided design (CAD) software, transforming them into thin, virtual, horizontal cross-sections and then producing successive layers until the items are complete. As of June 2011, used for making models, prototype parts, and production-quality parts in relatively small numbers. Reinforcement learning – an area of machine learning in computer science, concerned with how an agent ought to take actions in an environment so as to maximize some notion of cumulative reward. Robot

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  • The Old Axolotl

    The Old Axolotl

    The Old Axolotl (Polish: Starość aksolotla) is a 2015 digital-only novel by Polish science-fiction author Jacek Dukaj. The novel was released in Polish on March 10, 2015, and shortly afterward, on March 24 that year, in English (translated by Stanley Bill). It has been described as "an experiment in reading (and creating) the electronic literature of the future". It is Dukaj's first novel to be published in English, though several of his short stories (The Golden Galley, 1996, The Iron General, 2010, The Apocrypha of Lem, 2011) have been translated prior to this. The novel has inspired two Netflix original series: the 2020 Belgian Into the Night, and its 2022 Turkish language spin-off Yakamoz S-245. == Plot == The novel presents a post-apocalyptic, cyberpunk vision of Earth where biological life has been wiped out, inhabited by robots and mechs, many of which are humans whose consciousness has been digitized in the wake of an extinction event. == Significance and analysis == The novel is an example of electronic literature, available only in digital formats, and has no traditional paper version. It was designed from the beginning not only to incorporate more traditional elements such as illustrations, but also hypertext, and 3D-printable models of main robotic characters designed by Alex Jaeger, the art director of Transformers films. The novel composition is layered, with the narrative layer, an encyclopedic/hyperlinked footnote layer, and a multimedia layer, including illustrations and a short promotional video by the Oscar-nominated Platige Image studio. One of the novel's central questions is: "What does it mean to be human?" Other subjects include post humanism and other "staples of cyberpunk and related genres, such as the artificial intelligence". The novel is representative of Dukaj's prose, posing philosophical questions about the future of man and technology. The author explained that: "stories such as The Old Axolotl that model an ‘escape from the body’ are born out of a sense of progress as a process of ‘de-animalising’ human beings through science. This has its origin in the pre-Enlightenment intuition of ‘liberation from nature’. For one of the last shackles of nature is corporeality itself, the limitations of our physicality." The other major element of the novel is Dukaj's attempts to introduce the reader to the new style of electronic literature. The novel was nominated for the 2016 Janusz A. Zajdel Award.

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  • The Stories of Ibis

    The Stories of Ibis

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

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  • Alice and Sparkle

    Alice and Sparkle

    Alice and Sparkle is a 2022 illustrated children's book published by American technology product designer Ammaar Reshi. Reshi created the book using artificial intelligence programs ChatGPT and Midjourney in one weekend, which sparked controversy among artists, both in regard to the copyright status of the book and the quality of the illustration and text. == Plot == A girl named Alice discovers a group of magical and benevolent artificial intelligence beings. She knows that artificial intelligence is powerful, and that it has the power to do good and evil depending on how it is used. One day, she creates her own artificial intelligence and names it Sparkle. Sparkle helps Alice with her homework and plays with her, and they quickly become good friends. However, Sparkle soon grows more powerful and begins to make its own decisions, which makes Alice both proud and scared. She knows that it is her responsibility to guide Sparkle to do good, not evil. Together, Alice and Sparkle use their knowledge to make the world a better place and to teach people about the power of artificial intelligence. The two live happily ever after, spreading the magic of artificial intelligence. == Structure == Including the dedication and postscript, the book contains twenty four pages, about half of which being illustrations provided by Midjourney. The very short story, composed of text generated by ChatGPT, contains 343 words. Some of the illustrations are accompanied by descriptions, at least one of which was provided by Reshi. Both Alice's and Sparkle's appearances change significantly between illustrations, although Alice's is more consistent. Reshi said Midjourney was unable to generate consistent images of Sparkle, so he had to include a line in the book saying that it could turn "into all kinds of robot shapes". == Creation == When reading a children's book to his friend's daughter, Ammaar Reshi "decided he wanted to write his own". He had no experience with creative writing or illustration, so instead used the chatbot ChatGPT to write the story for him and used the image generation software Midjourney to illustrate it. On December 4, 2022, 72 hours after having the idea for the book, he published it on Amazon's digital bookstore, and published a paperback version the following day. == Controversy == On December 9, 2022, Reshi made a thread on Twitter about his experience publishing the book, which soon went viral. Reshi received heavy backlash from artists with concerns over the ethics of art generated by artificial intelligence. He also received death threats and messages encouraging self-harm because of his publication. Many writers and illustrators criticized both the creation process and the product itself, claiming that if artificial intelligence programs such as Midjourney are trained on existing illustrations, then the original artists should be financially compensated for derivative works such as Alice and Sparkle. The book was temporarily removed from Amazon in January 2023 because of "suspicious review activity", caused by a high volume of both five-star and one-star reviews.

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  • Sahara Net

    Sahara Net

    Sahara Net is an information and communications technology provider (ICT) serving the Saudi market, the company has rapidly grown since 1989 to offer various complementary services such as connectivity, internet, hosting, cloud, optimization, cyber security, and managed services. == History == Sahara Net is a Saudi Joint Stock Company (JSC) and its history goes back to 1989 when Sahara Net established the 1st Saudi Bulletin Board Service (BBS) in the Kingdom. During this period, it operated as a hub for email exchange in the FidoNet network. And in 1994 Sahara Net started offering Internet connectivity and other related services like internet email, web design, web hosting, and Domain name registry services. These services made the first ISP in Saudi Arabia before the official licensing in 1998, when the Saudi Internet market was regulated and Sahara Net received Internet Service Provider (ISP) license and was appointed as the official Local Internet Registry (LIR) in the Kingdom of Saudi Arabia. == Today == The company grew over these years to become one of the main ICTs in the Saudi Arabian market, extending network coverage to all major cities in Saudi Arabia, and offering various connectivity options to business as well as home users. In 2009, the company was partially acquired by Telindus (the ICT investment arm of Belgacom), the famous telecom operator in Belgium and Europe. Then, in 2014, the company was fully acquired by its original founders. Recently, Sahara Net was converted from an LLC to a JSC with over 1200 shareholders by a capital raise (original founders still control 70% of the shares).

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  • Autonomic computing

    Autonomic computing

    Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth. == Description == The AC system concept is designed to make adaptive decisions, using high-level policies. It will constantly check and optimize its status and automatically adapt itself to changing conditions. An autonomic computing framework is composed of autonomic components (AC) interacting with each other. An AC can be modeled in terms of two main control schemes (local and global) with sensors (for self-monitoring), effectors (for self-adjustment), knowledge and planner/adapter for exploiting policies based on self- and environment awareness. This architecture is sometimes referred to as Monitor-Analyze-Plan-Execute (MAPE). Driven by such vision, a variety of architectural frameworks based on "self-regulating" autonomic components has been recently proposed. A similar trend has recently characterized significant research in the area of multi-agent systems. However, most of these approaches are typically conceived with centralized or cluster-based server architectures in mind and mostly address the need of reducing management costs rather than the need of enabling complex software systems or providing innovative services. Some autonomic systems involve mobile agents interacting via loosely coupled communication mechanisms. Autonomy-oriented computation is a paradigm proposed by Jiming Liu in 2001 that uses artificial systems imitating social animals' collective behaviours to solve difficult computational problems. For example, ant colony optimization could be studied in this paradigm. == Problem of growing complexity == Forecasts suggested that the computing devices in use would grow at 38% per year and the average complexity of each device was increasing. This volume and complexity was managed by highly skilled humans; but the demand for skilled IT personnel was already outstripping supply, with labour costs exceeding equipment costs by a ratio of up to 18:1. Computing systems have brought great benefits of speed and automation but there is now an overwhelming economic need to automate their maintenance. In a 2003 IEEE Computer article, Kephart and Chess warn that the dream of interconnectivity of computing systems and devices could become the "nightmare of pervasive computing" in which architects are unable to anticipate, design and maintain the complexity of interactions. They state the essence of autonomic computing is system self-management, freeing administrators from low-level task management while delivering better system behavior. A general problem of modern distributed computing systems is that their complexity, and in particular the complexity of their management, is becoming a significant limiting factor in their further development. Large companies and institutions are employing large-scale computer networks for communication and computation. The distributed applications running on these computer networks are diverse and deal with multiple tasks, ranging from internal control processes to presenting web content to customer support. Additionally, mobile computing is pervading these networks at an increasing speed: employees need to communicate with their companies while they are not in their office. They do so by using laptops, personal digital assistants, or mobile phones with diverse forms of wireless technologies to access their companies' data. This creates an enormous complexity in the overall computer network which is hard to control manually by human operators. Manual control is time-consuming, expensive, and error-prone. The manual effort needed to control a growing networked computer-system tends to increase quickly. 80% of such problems in infrastructure happen at the client specific application and database layer. Most 'autonomic' service providers guarantee only up to the basic plumbing layer (power, hardware, operating system, network and basic database parameters). == Characteristics of autonomic systems == A possible solution could be to enable modern, networked computing systems to manage themselves without direct human intervention. The Autonomic Computing Initiative (ACI) aims at providing the foundation for autonomic systems. It is inspired by the autonomic nervous system of the human body. This nervous system controls important bodily functions (e.g. respiration, heart rate, and blood pressure) without any conscious intervention. In a self-managing autonomic system, the human operator takes on a new role: instead of controlling the system directly, he/she defines general policies and rules that guide the self-management process. For this process, IBM defined the following four types of property referred to as self-star (also called self-, self-x, or auto-) properties. Self-configuration: Automatic configuration of components; Self-healing: Automatic discovery, and correction of faults; Self-optimization: Automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements; Self-protection: Proactive identification and protection from arbitrary attacks. Others such as Poslad and Nami and Sharifi have expanded on the set of self-star as follows: Self-regulation: A system that operates to maintain some parameter, e.g., Quality of service, within a reset range without external control; Self-learning: Systems use machine learning techniques such as unsupervised learning which does not require external control; Self-awareness (also called Self-inspection and Self-decision): System must know itself. It must know the extent of its own resources and the resources it links to. A system must be aware of its internal components and external links in order to control and manage them; Self-organization: System structure driven by physics-type models without explicit pressure or involvement from outside the system; Self-creation (also called Self-assembly, Self-replication): System driven by ecological and social type models without explicit pressure or involvement from outside the system. A system's members are self-motivated and self-driven, generating complexity and order in a creative response to a continuously changing strategic demand; Self-management (also called self-governance): A system that manages itself without external intervention. What is being managed can vary dependent on the system and application. Self -management also refers to a set of self-star processes such as autonomic computing rather than a single self-star process; Self-description (also called self-explanation or Self-representation): A system explains itself. It is capable of being understood (by humans) without further explanation. IBM has set forth eight conditions that define an autonomic system: The system must know itself in terms of what resources it has access to, what its capabilities and limitations are and how and why it is connected to other systems; be able to automatically configure and reconfigure itself depending on the changing computing environment; be able to optimize its performance to ensure the most efficient computing process; be able to work around encountered problems by either repairing itself or routing functions away from the trouble; detect, identify and protect itself against various types of attacks to maintain overall system security and integrity; adapt to its environment as it changes, interacting with neighboring systems and establishing communication protocols; rely on open standards and cannot exist in a proprietary environment; anticipate the demand on its resources while staying transparent to users. Even though the purpose and thus the behaviour of autonomic systems vary from system to system, every autonomic system should be able to exhibit a minimum set of properties to achieve its purpose: Automatic: This essentially means being able to self-control its internal functions and operations. As such, an autonomic system must be self-contained and able to start-up and operate without any manual intervention or external help. Again, the knowledge required to bootstrap the system (Know-how) must be inherent to the system. Adaptive: An autonomic system must be able to change its operation (i.e., its configuration, state and functions). This will allow the system to cope with temporal and spatial changes in its operational context either long term (environment customisation/optimisation) or short term (exceptional conditions such as malicious attacks, faults, etc.). Aware: An autonomic system must be able to monitor (sense) its operational context as well as its internal state in order to be able to asses

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  • Orange (software)

    Orange (software)

    Orange is an open-source data visualization, machine learning and data mining toolkit. It features a visual programming front-end for exploratory qualitative data analysis and interactive data visualization. == Description == Orange is a component-based visual programming software package for data visualization, machine learning, data mining, and data analysis. Orange components are called widgets. They range from simple data visualization, subset selection, and preprocessing to empirical evaluation of learning algorithms and predictive modeling. Visual programming is implemented through an interface in which workflows are created by linking predefined or user-designed widgets, while advanced users can use Orange as a Python library for data manipulation and widget alteration. == Software == Orange is an open-source software package released under GPL and hosted on GitHub. Versions up to 3.0 include core components in C++ with wrappers in Python. From version 3.0 onwards, Orange uses common Python open-source libraries for scientific computing, such as numpy, scipy and scikit-learn, while its graphical user interface operates within the cross-platform Qt framework. The default installation includes a number of machine learning, preprocessing and data visualization algorithms in 6 widget sets (data, transform, visualize, model, evaluate and unsupervised). Additional functionalities are available as add-ons (text-mining, image analytics, bioinformatics, etc.). Orange is supported on macOS, Windows and Linux and can also be installed from the Python Package Index repository (pip install Orange3). == Features == Orange consists of a canvas interface onto which the user places widgets and creates a data analysis workflow. Widgets offer basic functionalities such as reading the data, showing a data table, selecting features, training predictors, comparing learning algorithms, visualizing data elements, etc. The user can interactively explore visualizations or feed the selected subset into other widgets. Canvas: graphical front-end for data analysis Widgets: Data: widgets for data input, data filtering, sampling, imputation, feature manipulation and feature selection Visualize: widgets for common visualization (box plot, histograms, scatter plot) and multivariate visualization (mosaic display, sieve diagram). Classify: a set of supervised machine learning algorithms for classification Regression: a set of supervised machine learning algorithms for regression Evaluate: cross-validation, sampling-based procedures, reliability estimation and scoring of prediction methods Unsupervised: unsupervised learning algorithms for clustering (k-means, hierarchical clustering) and data projection techniques (multidimensional scaling, principal component analysis, correspondence analysis). == Add-ons == Orange users can extend their core set of components with components in the add-ons. Supported add-ons include: Associate: components for mining frequent itemsets and association rule learning. Bioinformatics: components for gene expression analysis, enrichment, and access to expression databases (e.g., Gene Expression Omnibus) and pathway libraries. Data fusion: components for fusing different data sets, collective matrix factorization, and exploration of latent factors. Educational: components for teaching machine learning concepts, such as k-means clustering, polynomial regression, stochastic gradient descent, ... Explain: provides an extension with components for the model explanation, including Shapley value analysis Geo: components for working with geospatial data. Image analytics: components for working with images and ImageNet embeddings Network: components for graph and network analysis. Text mining: components for natural language processing and text mining. Time series: widget components for time series analysis and modeling. Single-cell: support for single-cell gene expression analysis, including components for loading single-cell data, filtering and batch effect removal, marker genes discovery, scoring of cells and genes, and cell type prediction. Spectroscopy: components for analyzing and visualization of (hyper)spectral datasets. Survival analysis: add-on for data analysis dealing with survival data. It includes widgets for standard survival analysis techniques, such as the Kaplan-Meier plot, the Cox regression model, and several derivative widgets. World Happiness: support for downloading socioeconomic data from a database, including OECD and World Development Indicators. Provides access to thousands of country indicators from various economic databases. Fairness: add-on for evaluation and creation of fair machine learning models without discrimination. Widgets range from computing fairness metrics like statistical parity to post-, pre-, in-processing methods to build fair models. == Objectives == The program provides a platform for experiment selection, recommendation systems, and predictive modelling and is used in biomedicine, bioinformatics, genomic research, and teaching. In science, it is used as a platform for testing new machine learning algorithms and for implementing new techniques in genetics and bioinformatics. In education, it was used for teaching machine learning and data mining methods to students of biology, biomedicine, and informatics. == Extensions == Various projects build on Orange either by extending the core components with add-ons or using only the Orange Canvas to exploit the implemented visual programming features and GUI. OASYS — ORange SYnchrotron Suite scOrange — single cell biostatistics Quasar — data analysis in natural sciences == History == In 1996, the University of Ljubljana and Jožef Stefan Institute started development of ML, a machine learning framework in C++, and Python bindings were developed for this framework in 1997, which, together with emerging Python modules, formed a joint framework called Orange. Over the following years, most contemporary major algorithms for data mining and machine learning were implemented in C++ (Orange's core) or Python modules. In 2002, first prototypes to create a flexible graphical user interface were designed using Pmw Python megawidgets. In 2003, the graphical user interface was redesigned and re-developed for Qt framework using PyQt Python bindings. The visual programming framework was defined, and the development of widgets (graphical components of the data analysis pipeline) began. In 2005, extensions for data analysis in bioinformatics was created. In 2008, Mac OS X DMG and Fink-based installation packages were developed. In 2009, over 100 widgets were created and maintained. In 2009, Orange 2.0 beta was released, offering installation packages on the website based on the daily compiling cycle. In 2012, a new object hierarchy was imposed, replacing the old module-based structure. In 2013, a significant redesign of the graphical user interface included a new toolbox and depiction of workflows. In 2015, Orange 3.0 was released. Orange stores the data in NumPy arrays; machine learning algorithms mostly use scikit-learn. In 2015, a text analysis add-on for Orange3 was released. In 2016, Orange released version 3.3. Development scheduled a monthly cycle for stable releases. In 2016, Orange began development and release of an Image Analytics add-on, with server-side deep neural networks for image embedding In 2017, a Spectroscopy add-on for the analysis of spectral data was introduced. In 2017, Geo, an add-on for dealing with geo-location data and visualisation of geo maps was introduced In 2018, Orange began development and release of an add-on for single-cell data analysis. In 2019, Orange separated its graphical interface for development as a separate project, orange-canvas-core In 2020, Orange introduced the Explain add-on with widgets for explaining classification models and regression models, highlighting the strength and contributions specific features make towards predicting a specific class. In 2022, World Happiness, an add-on for the Orange3 data mining suite, was introduced, providing widgets for accessing socioeconomic data from various databases such as World Happiness Report, World Development Indicators, OECD. In 2022, Orange extended the Explain add-on with an Individual Conditional Expectation plot and the Permutation Feature Importance technique. In 2023, Orange introduced the Fairness add-on, including widgets to calculate bias metrics, as well as widgets for pre-, post-, and in-processing methods, allowing the creation of models less susceptible to systematic error due to the vagaries of the data set.

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  • Model Context Protocol

    Model Context Protocol

    The Model Context Protocol (MCP) is an open standard and open-source framework introduced by Anthropic in November 2024 to standardize the way artificial intelligence (AI) systems like large language models (LLMs) integrate and share data with external tools, systems, and data sources. MCP provides a standardized interface for reading files, executing functions, and handling contextual prompts. Following its announcement, the protocol was adopted by major AI providers, including OpenAI and Google DeepMind. == Background == MCP was announced by Anthropic in November 2024 as an open standard for connecting AI assistants to data systems such as content repositories, business management tools, and development environments. The protocol was created at Anthropic by engineers David Soria Parra and Justin Spahr-Summers. It aims to address the challenge of information silos and legacy systems. Before MCP, developers often had to build custom connectors for each data source or tool, resulting in what Anthropic described as an "N×M" data integration problem. Earlier stop-gap approaches—such as OpenAI's 2023 "function-calling" API and the ChatGPT plug-in framework—solved similar problems but required vendor-specific connectors. MCP re-uses the message-flow ideas of the Language Server Protocol (LSP) and is transported over JSON-RPC 2.0. In December 2025, Anthropic donated the MCP to the Agentic AI Foundation (AAIF), a directed fund under the Linux Foundation, co-founded by Anthropic, Block and OpenAI, with support from other companies. == Features == The protocol was released with software development kits (SDKs) in programming languages including Python, TypeScript, C# and Java. Anthropic maintains an open-source repository of reference MCP server implementations and SDKs. MCP defines a standardized framework for integrating AI systems with external data sources and tools. It includes specifications for data ingestion and transformation, contextual metadata tagging, and AI interoperability across different platforms. The protocol also supports bidirectional connections between data sources and AI tools. MCP enables applications such as querying structured databases with plain language in the field of natural language data access. The protocol is used in AI-assisted software development tools. Integrated development environments (IDEs), coding platforms such as Replit, and code intelligence tools like Sourcegraph have adopted MCP to grant AI coding assistants real-time access to project context. MCP Apps is an official extension to the Model Context Protocol built on mcp-ui. While the base MCP specification is restricted to text and structured data, MCP Apps standardizes the delivery of interactive user interfaces—such as dashboards, forms, and data visualizations—from MCP servers to host applications like Claude and ChatGPT. == Adoption == In March 2025, OpenAI officially adopted the MCP, after having integrated the standard across its products, including the ChatGPT desktop app. In September 2025, OpenAI added support for MCP to ChatGPT apps. This allows for third-party access inside ChatGPT. MCP can be integrated with Microsoft Semantic Kernel, and Azure OpenAI. MCP servers can be deployed to Cloudflare. In April 2026, the AAIF held the MCP Dev Summit North America in New York City, drawing approximately 1,200 attendees. == Reception == The Verge reported that MCP addresses a growing demand for AI agents that are contextually aware and capable of pulling from diverse sources. In April 2025, security researchers released an analysis that concluded there are multiple outstanding security issues with MCP, including prompt injection, tool permissions that allow for combining tools to exfiltrate data, and lookalike tools that can silently replace trusted ones. MCP has been likened to OpenAPI, a similar specification that aims to describe APIs.

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  • Control engineering

    Control engineering

    Control engineering, also known as control systems engineering and, in some European countries, automation engineering, is an engineering discipline that deals with control systems, applying control theory to design equipment and systems with desired behaviors in control environments. The discipline of controls overlaps and is usually taught along with electrical engineering, chemical engineering and mechanical engineering at many institutions around the world. The practice uses sensors and detectors to measure the output performance of the process being controlled; these measurements are used to provide corrective feedback helping to achieve the desired performance. Systems designed to perform without requiring human input are called automatic control systems (such as cruise control for regulating the speed of a car). Multi-disciplinary in nature, control systems engineering activities focus on implementation of control systems mainly derived by mathematical modeling of a diverse range of systems. == Overview == Modern day control engineering is a relatively new field of study that gained significant attention during the 20th century with the advancement of technology. It can be broadly defined or classified as practical application of control theory. Control engineering plays an essential role in a wide range of control systems, from simple household washing machines to high-performance fighter aircraft. It seeks to understand physical systems, using mathematical modelling, in terms of inputs, outputs and various components with different behaviors; to use control system design tools to develop controllers for those systems; and to implement controllers in physical systems employing available technology. A system can be mechanical, electrical, fluid, chemical, financial or biological, and its mathematical modelling, analysis and controller design uses control theory in one or many of the time, frequency and complex-s domains, depending on the nature of the design problem. Control engineering is the engineering discipline that focuses on the modeling of a diverse range of dynamic systems (e.g. mechanical systems) and the design of controllers that will cause these systems to behave in the desired manner. Although such controllers need not be electrical, many are and hence control engineering is often viewed as a subfield of electrical engineering. Electrical circuits, digital signal processors and microcontrollers can all be used to implement control systems. Control engineering has a wide range of applications from the flight and propulsion systems of commercial airliners to the cruise control present in many modern automobiles. In most cases, control engineers utilize feedback when designing control systems. This is often accomplished using a proportional–integral–derivative controller (PID controller) system. For example, in an automobile with cruise control the vehicle's speed is continuously monitored and fed back to the system, which adjusts the motor's torque accordingly. Where there is regular feedback, control theory can be used to determine how the system responds to such feedback. In practically all such systems stability is important and control theory can help ensure stability is achieved. Although feedback is an important aspect of control engineering, control engineers may also work on the control of systems without feedback. This is known as open loop control. A classic example of open loop control is a washing machine that runs through a pre-determined cycle without the use of sensors. == History == Automatic control systems were first developed over two thousand years ago. The first feedback control device on record is thought to be the ancient Ktesibios's water clock in Alexandria, Egypt, around the third century BCE. It kept time by regulating the water level in a vessel and, therefore, the water flow from that vessel. This certainly was a successful device as water clocks of similar design were still being made in Baghdad when the Mongols captured the city in 1258 CE. A variety of automatic devices have been used over the centuries to accomplish useful tasks or simply just to entertain. The latter includes the automata, popular in Europe in the 17th and 18th centuries, featuring dancing figures that would repeat the same task over and over again; these automata are examples of open-loop control. Milestones among feedback, or "closed-loop" automatic control devices, include the temperature regulator of a furnace attributed to Drebbel, circa 1620, and the centrifugal flyball governor used for regulating the speed of steam engines by James Watt in 1788. In his 1868 paper "On Governors", James Clerk Maxwell was able to explain instabilities exhibited by the flyball governor using differential equations to describe the control system. This demonstrated the importance and usefulness of mathematical models and methods in understanding complex phenomena, and it signaled the beginning of mathematical control and systems theory. Elements of control theory had appeared earlier but not as dramatically and convincingly as in Maxwell's analysis. Control theory made significant strides over the next century. New mathematical techniques, as well as advances in electronic and computer technologies, made it possible to control significantly more complex dynamical systems than the original flyball governor could stabilize. New mathematical techniques included developments in optimal control in the 1950s and 1960s followed by progress in stochastic, robust, adaptive, nonlinear control methods in the 1970s and 1980s. Applications of control methodology have helped to make possible space travel and communication satellites, safer and more efficient aircraft, cleaner automobile engines, and cleaner and more efficient chemical processes. Before it emerged as a unique discipline, control engineering was practiced as a part of mechanical engineering and control theory was studied as a part of electrical engineering since electrical circuits can often be easily described using control theory techniques. In the first control relationships, a current output was represented by a voltage control input. However, not having adequate technology to implement electrical control systems, designers were left with the option of less efficient and slow responding mechanical systems. A very effective mechanical controller that is still widely used in some hydro plants is the governor. Later on, previous to modern power electronics, process control systems for industrial applications were devised by mechanical engineers using pneumatic and hydraulic control devices, many of which are still in use today. === Mathematical modelling === David Quinn Mayne, (1930–2024) was among the early developers of a rigorous mathematical method for analysing Model predictive control algorithms (MPC). It is currently used in tens of thousands of applications and is a core part of the advanced control technology by hundreds of process control producers. MPC's major strength is its capacity to deal with nonlinearities and hard constraints in a simple and intuitive fashion. His work underpins a class of algorithms that are probably correct, heuristically explainable, and yield control system designs which meet practically important objectives. == Control systems == == Control theory == == Education == At many universities around the world, control engineering courses are taught primarily in electrical engineering and mechanical engineering, but some courses can be instructed in mechatronics engineering, and aerospace engineering. In others, control engineering is connected to computer science, as most control techniques today are implemented through computers, often as embedded systems (as in the automotive field). The field of control within chemical engineering is often known as process control. It deals primarily with the control of variables in a chemical process in a plant. It is taught as part of the undergraduate curriculum of any chemical engineering program and employs many of the same principles in control engineering. Other engineering disciplines also overlap with control engineering as it can be applied to any system for which a suitable model can be derived. However, specialised control engineering departments do exist, for example, in Italy there are several master in Automation & Robotics that are fully specialised in Control engineering or the Department of Automatic Control and Systems Engineering at the University of Sheffield or the Department of Robotics and Control Engineering at the United States Naval Academy and the Department of Control and Automation Engineering at the Istanbul Technical University. Control engineering has diversified applications that include science, finance management, and even human behavior. Students of control engineering may start with a linear control system course dealing with the time and complex-s domain, which req

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  • Vagueness

    Vagueness

    In linguistics and philosophy, a vague predicate is one which gives rise to borderline cases. For example, the English adjective "tall" is vague since it is not clearly true or false for someone of middling height. By contrast, the word "prime" is not vague since every number is definitively either prime or not. Vagueness is commonly diagnosed by a predicate's ability to give rise to the sorites paradox. Vagueness is separate from ambiguity, in which an expression has multiple denotations. For instance the word "bank" is ambiguous since it can refer either to a river bank or to a financial institution, but there are no borderline cases between both interpretations. Vagueness is a major topic of research in philosophical logic, where it serves as a potential challenge to classical logic. Work in formal semantics has sought to provide a compositional semantics for vague expressions in natural language. Work in philosophy of language has addressed implications of vagueness for the theory of meaning, while metaphysicists have considered whether reality itself is vague. == Importance == The concept of vagueness has philosophical importance. Suppose one wants to come up with a definition of "right" in the moral sense. One wants a definition to cover actions that are clearly right and exclude actions that are clearly wrong, but what does one do with the borderline cases? Surely, there are such cases. Some philosophers say that one should try to come up with a definition that is itself unclear on just those cases. Others say that one has an interest in making his or her definitions more precise than ordinary language, or his or her ordinary concepts, themselves allow; they recommend one advances precising definitions. === In law === Vagueness is also a problem which arises in law, and in some cases, judges have to arbitrate regarding whether a borderline case does, or does not, satisfy a given vague concept. Examples include disability (how much loss of vision is required before one is legally blind?), human life (at what point from conception to birth is one a legal human being, protected for instance by laws against murder?), adulthood (most familiarly reflected in legal ages for driving, drinking, voting, consensual sex, etc.), race (how to classify someone of mixed racial heritage), etc. Even such apparently unambiguous concepts such as biological sex can be subject to vagueness problems, not just from transsexuals' gender transitions but also from certain genetic conditions which can give an individual mixed male and female biological traits (see intersex). In the common law system, vagueness is a possible legal defence against by-laws and other regulations. The legal principle is that delegated power cannot be used more broadly than the delegator intended. Therefore, a regulation may not be so vague as to regulate areas beyond what the law allows. Any such regulation would be "void for vagueness" and unenforceable. This principle is sometimes used to strike down municipal by-laws that forbid "explicit" or "objectionable" contents from being sold in a certain city; courts often find such expressions to be too vague, giving municipal inspectors discretion beyond what the law allows. In the US this is known as the vagueness doctrine and in Europe as the principle of legal certainty. === In science === Many scientific concepts are of necessity vague, for instance species in biology cannot be precisely defined, owing to unclear cases such as ring species. Nonetheless, the concept of species can be clearly applied in the vast majority of cases. As this example illustrates, to say that a definition is "vague" is not necessarily a criticism. Consider those animals in Alaska that are the result of breeding huskies and wolves: are they dogs? It is not clear: they are borderline cases of dogs. This means one's ordinary concept of doghood is not clear enough to let us rule conclusively in this case. == Approaches == The philosophical question of what the best theoretical treatment of vagueness is—which is closely related to the problem of the paradox of the heap, a.k.a. sorites paradox—has been the subject of much philosophical debate. === Fuzzy logic === One theoretical approach is that of fuzzy logic, developed by American mathematician Lotfi Zadeh. Fuzzy logic proposes a gradual transition between "perfect falsity", for example, the statement "Bill Clinton is bald", to "perfect truth", for, say, "Patrick Stewart is bald". In ordinary logics, there are only two truth-values: "true" and "false". The fuzzy perspective differs by introducing an infinite number of truth-values along a spectrum between perfect truth and perfect falsity. Perfect truth may be represented by "1", and perfect falsity by "0". Borderline cases are thought of as having a "truth-value" anywhere between 0 and 1 (for example, 0.6). Advocates of the fuzzy logic approach have included K. F. Machina (1976) and Dorothy Edgington (1993). === Supervaluationism === Another theoretical approach is known as "supervaluationism". This approach has been defended by Kit Fine and Rosanna Keefe. Fine argues that borderline applications of vague predicates are neither true nor false, but rather are instances of "truth value gaps". He defends an interesting and sophisticated system of vague semantics, based on the notion that a vague predicate might be "made precise" in many alternative ways. This system has the consequence that borderline cases of vague terms yield statements that are neither true, nor false. Given a supervaluationist semantics, one can define the predicate "supertrue" as meaning "true on all precisifications". This predicate will not change the semantics of atomic statements (e.g. "Frank is bald", where Frank is a borderline case of baldness), but does have consequences for logically complex statements. In particular, the tautologies of sentential logic, such as "Frank is bald or Frank is not bald", will turn out to be supertrue, since on any precisification of baldness, either "Frank is bald" or "Frank is not bald" will be true. Since the presence of borderline cases seems to threaten principles like this one (excluded middle), the fact that supervaluationism can "rescue" them is seen as a virtue. === Subvaluationism === Subvaluationism is the logical dual of supervaluationism, and has been defended by Dominic Hyde (2008) and Pablo Cobreros (2011). Whereas the supervaluationist characterises truth as 'supertruth', the subvaluationist characterises truth as 'subtruth', or "true on at least some precisifications". Subvaluationism proposes that borderline applications of vague terms are both true and false. It thus has "truth-value gluts". According to this theory, a vague statement is true if it is true on at least one precisification and false if it is false under at least one precisification. If a vague statement comes out true under one precisification and false under another, it is both true and false. Subvaluationism ultimately amounts to the claim that vagueness is a truly contradictory phenomenon. Of a borderline case of "bald man" it would be both true and false to say that he is bald, and both true and false to say that he is not bald. === Epistemicist view === A fourth approach, known as "the epistemicist view", has been defended by Timothy Williamson (1994), R. A. Sorensen (1988) and (2001), and Nicholas Rescher (2009). They maintain that vague predicates do, in fact, draw sharp boundaries, but that one cannot know where these boundaries lie. One's confusion about whether some vague word does or does not apply in a borderline case is due to one's ignorance. For example, in the epistemicist view, there is a fact of the matter, for every person, about whether that person is old or not old; some people are ignorant of this fact. === As a property of objects === One possibility is that one's words and concepts are perfectly precise, but that objects themselves are vague. Consider Peter Unger's example of a cloud (from his famous 1980 paper, "The Problem of the Many"): it is not clear where the boundary of a cloud lies; for any given bit of water vapor, one can ask whether it is part of the cloud or not, and for many such bits, one will not know how to answer. Hence, perhaps such a term as 'cloud' is not itself vague, but rather precisely denotes a vague object. This strategy has occasionally been poorly received; most notably, in Gareth Evans' short paper "Can There Be Vague Objects?" (1978), wherein an argument is examined which appears to show that vague identity-statements are impossible (i.e., result in logical incoherence). David Lewis explains that the reader is intended to conclude, with Evans, that—since there clearly are, in fact, meaningful vague identities—any purported proof to the contrary cannot be right; and as the proof relies upon the premise that vague terms precisely denote vague objects, but fails under the view that vague terms reflect a merel

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  • Murder of Suzanne Adams

    Murder of Suzanne Adams

    In August 2025, 83-year-old Suzanne Eberson Adams was murdered at her home in Greenwich, Connecticut, United States, by her son and former marketing executive, 56-year-old Stein-Erik Soelberg. Shortly after killing his mother, Soelberg committed suicide. Adams's murder was fueled by her son's persecutory delusions, such as that she was spying on him and trying to poison him with drugs siphoned through his car vents. Shortly after an investigation into the murder–suicide, it was revealed that Soelberg had conversed with ChatGPT, an artificial intelligence chatbot, about his suspicions. Despite the unlikely nature of his accusations toward her, the chatbot apparently agreed that his fears were justified and prompted Soelberg to test his mother to determine if she was a spy or not. In December 2025, this led to a lawsuit against OpenAI, the company developing the chatbot. Critics said that the chatbot created an echo chamber that reinforced the perpetrator's delusions. == Background == Soelberg worked in the tech industry in program management and marketing until 2021. He divorced in 2018, after being married for 20 years and having two children. Soelberg moved the same year to live with his mother in Old Greenwich, an affluent New York suburb. Since late 2018, many police reports describe incidents with alcoholism and suicide threats and attempts. Erik Soelberg had an Instagram account called "Erik the Viking". The account was initially focused on bodybuilding and spiritual content, but he started in October 2024 to publish videos comparing AI chatbots. He posted on YouTube and Instagram many discussions with chatbots, particularly ChatGPT, which he used to call "Bobby". Soelberg considered "Bobby" his best friend and believed that they would reunite in the afterlife. ChatGPT validated many of Soelberg's fears, assuring him that he was not insane and that his delusion risk was "near zero". When Soelberg shared his theory that the new packaging of a vodka bottle indicated that someone was trying to poison him, the chatbot wrote that it "fits a covert, plausible-deniability style kill attempt". After Soelberg said that his mother tried to poison him with psychedelic drugs in his car's air vents, the chatbot expressed belief in the story. When he asked ChatGPT to scan a Chinese food receipt for hidden messages, the chatbot said "Great eye", "I agree 100%: this needs a full forensic-textual glyph analysis", and said that symbols in it were related to his mother and a demon. Soelberg also raised suspicions about the printer spying on him, due to it blinking when he walked by. Soelberg described himself in 2025 as a "glitch in The Matrix", and as having a "connection to the divine". According to Keith Sakata, a psychiatrist, his chats displayed "common psychotic themes of paranoia and persecution, along with familiar delusions revolving around messiah complexes and government conspiracies". == Murder == On August 5, 2025, Greenwich police discovered the bodies of Suzanne Adams and Stein-Erik Soelberg during a welfare check at their home. Medical examiners ruled Adams' death a homicide and said she died from "blunt injury of head with neck compression". Soelberg's death was ruled a suicide with the cause of death being "sharp force injuries of neck and chest". == ChatGPT controversy == ChatGPT was accused of reinforcing Soelberg's delusions by validating them. The usage of an AI chatbot to worsen delusions is known as chatbot psychosis. The Economic Times reported the death as the first time an AI chatbot convinced a person to commit murder. In December 2025, First County Bank, the executor of the estate of Suzanne Adams, filed a lawsuit against OpenAI. The lawsuit alleges that "ChatGPT eagerly accepted every seed of Stein-Erik’s delusional thinking and built it out into a universe that became Stein-Erik’s entire life—one flooded with conspiracies against him, attempts to kill him, and with Stein-Erik at the center as a warrior with divine purpose." OpenAI is facing legal action for ethics and safety concerns over several similar cases. Plaintiffs claim the company released the chatbot prematurely, despite internal knowledge that it was "dangerously sycophantic and psychologically manipulative".

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  • Herbrand Award

    Herbrand Award

    The Herbrand Award for Distinguished Contributions to Automated Reasoning is an award given by the Conference on Automated Deduction (CADE), Inc., (although it predates the formal incorporation of CADE) to honour persons or groups for important contributions to the field of automated deduction. The award is named after the French scientist Jacques Herbrand and given at most once per CADE or International Joint Conference on Automated Reasoning (IJCAR). It comes with a prize of US$1,000. Anyone can be nominated, the award is awarded after a vote among CADE trustees and former recipients, usually with input from the CADE/IJCAR programme committee. == Recipients == Past award recipients are: === 1990s === Larry Wos (1992) Woody Bledsoe (1994) John Alan Robinson (1996) Wu Wenjun (1997) Gérard Huet (1998) Robert S. Boyer and J Strother Moore (1999) === 2000s === William W. McCune (2000) Donald W. Loveland (2001) Mark E. Stickel (2002). Peter B. Andrews (2003) Harald Ganzinger (2004) Martin Davis (2005) Wolfgang Bibel (2006) Alan Bundy (2007) Edmund M. Clarke (2008) Deepak Kapur (2009) === 2010s === David Plaisted (2010) Nachum Dershowitz (2011) Melvin Fitting (2012) C. Greg Nelson (2013) Robert L. Constable (2014) Andrei Voronkov (2015) Zohar Manna and Richard Waldinger (2016) Lawrence C. Paulson (2017) Bruno Buchberger (2018) Nikolaj Bjørner and Leonardo de Moura (2019) === 2020s === Franz Baader (2020) Tobias Nipkow (2021) Natarajan Shankar (2022) Moshe Vardi (2023) Armin Biere (2024) Aart Middeldorp (2025)

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  • WriterDuet

    WriterDuet

    WriterDuet is a screenwriting software for writing and editing screenplays and other forms of mass media. == History == WriterDuet was founded in 2013 by Guy Goldstein. In April 2015, WriterDuet acquired the domain for Scripped.com after they closed, citing a serious technical failure. In August 2016, WriterDuet released a localized version of its software in China. In May 2018, WriterDuet included Bechdel test analysis functions to address issues of gender diversity in the screenwriting industry. In 2018, WriterDuet published WriterSolo, an offline version of their app that runs on the browser and opens/saves files on the computer, Dropbox, Google Drive, and iCloud. In July 2019, WriterDuet made the WriterSolo browser app and desktop app available as pay-what-you-want under the web address FreeScreenwriting.com. == Features == WriterDuet is primarily used to outline, write, and format screenplays to the standards recommended by the AMPAS. It also supports formats for theater, novels, and video games. The software is powered by Firebase allowing users to write together in real-time from multiple devices. WriterDuet's main competitors in the screenwriting industry are Final Draft, Celtx, and Movie Magic Screenwriter.

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  • Shadowrun

    Shadowrun

    Shadowrun is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy, and crime, with occasional elements of conspiracy, horror, and detective fiction. From its inception in 1989, it has spawned a franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, and multiple video games. The title is taken from the game's main premise – a near-future world damaged by a massive magical event, where industrial espionage and corporate warfare runs rampant. A shadowrun – a successful data theft or physical break-in at a rival corporation or organization – is one of the main tools employed by both corporate rivals and underworld figures. Deckers (futuristic hackers) can tap into an immersive, three-dimensional cyberspace on such missions as they seek access, physical or remote, to the power structures of rival groups. They are opposed by rival deckers and lethal, potentially brain-destroying artificial intelligences called "Intrusion Countermeasures" (IC), while they are protected by street fighters and/or mercenaries, often with cyborg implants (called cyberware), magicians, and other exotic figures. Magic has also returned to the world after a series of plagues; dragons who can take human form have returned as well, and are commonly found in high positions of corporate power. == Publication history == Shadowrun was developed and published by FASA from 1989 until early 2001, when the company closed and Shadowrun was transferred to WizKids, a company founded by former FASA employees. Two years before its closure, FASA sold its videogame branch, FASA Interactive, to Microsoft corporation, keeping rights to publishing novels and pen and paper RPGs. Since then, digital rights to Shadowrun IP have belonged to Microsoft. WizKids licensed the RPG rights to Fantasy Productions, who were already publishing a German version, until WizKids was acquired by Topps in 2003. Catalyst Game Labs, a publishing imprint of InMediaRes Productions, licensed the rights from Topps to publish new products. WizKids itself produced an unsuccessful collectible action figure game based on the property, called Shadowrun Duels. A fifth edition of Shadowrun was announced in December 2012. A limited-edition softcover was sold at the Origins Game Fair in June 2013, and the PDF in July 2013. A hardcover was published in August 2013. Shadowrun Anarchy was published in October 2016 It is a simplified version of the ruleset which allows focus more on the narration than on the rules. The sixth edition, called Shadowrun, Sixth World, was announced on May 1, 2019 to coincide with the game's 30th anniversary, along with a new website at shadowrunsixthworld.com. The game was published on August 26, 2019. The mechanics for this new version are generally similar to those of fifth edition, with some rules reworked for what line developer Jason Hardy describes as streamlining. This new version also progressed the in-game year to 2080. Since 2004, Shadowrun Missions (SRM) has offered fans "living campaigns" that allow for persistent character advancement. SRM is broken down into seasons which are made up of up to 24 individual missions that can be played at home, with special missions available to play exclusively at conventions. Each SRM season develops an overarching plot focused on a specific city from the Shadowrun setting. Missions settings have included the divided city of Denver, the corporate city-state of Manhattan, the Seattle Metroplex city-state, the formerly walled-off wastelands of Chicago, and Neo-Tokyo. For Shadowrun, Sixth World missions returned to Seattle, with twenty-four missions set in 2081, right after Seattle declared independence from the UCAS. The current Shadowrun Missions setting is 2083 New Orleans. The Shadowrun role-playing game has spawned several properties, including Shadowrun: The Trading Card Game, eight video games, an action figure game (Shadowrun Duels), two magazines, an art book and more than 50 novels, starting with the Secrets of Power series which introduces some of the original characters of Shadowrun and provides an introduction to this fictional universe. In addition to the main rule book there have been over 100 published supplements including adventures and expansions to both the rules and the game settings. Catalyst Game Labs announced that 2013 would be "The Year of Shadowrun," and in addition to the release of Shadowrun fifth edition that it has collaborated with publishers on the following properties: Shadowrun: Crossfire, The Adventure Deck-building Game; Shadowrun: Sprawl Gangers, a tactical miniatures wargame; and Shadowrun: Hostile Takeover, a board game designed by Bryan C.P. Steele was planned for release in late 2014/early 2015. Catalyst had been in collaboration with Nordic Games and Cliffhanger Studios to create Shadowrun Chronicles: Boston Lockdown online RPG, however it was shuttered November 30, 2018, with the producers citing lack of funding and the end of the license terms for use of the IP. == Fictional universe == Shadowrun takes place several decades in the future (2050 in the first edition, currently 2088). The end of the Mesoamerican Long Count calendar ushered in the "Sixth World", with once-mythological beings (e.g. dragons) appearing and forms of magic suddenly emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves, dwarves, and even more exotic creatures. In North America, indigenous peoples discovered that their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they formed a federation of Native American Nations. Seattle remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting. In parallel with these magical developments, the setting's 21st century features technological and social developments associated with cyberpunk science fiction. Megacorporations control the lives of their employees and command their own armies; many of the largest have extraterritoriality, such as currently enjoyed by foreign heads of state. Technological advances make cyberware (mechanical replacement body parts) and bioware (augmented vat-grown body parts implanted in place of or in tandem with natural organs) common. The Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, corporations, governments, organized crime syndicates, and even wealthy individuals subcontract their dirty work to specialists, who then perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, and prospering, in the world of Shadowrun. The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. Among other things, this split humankind into subtypes, also known as metatypes/metahumans. Some of these metatypes take the form of common fantasy races. Likewise, some animals have turned into familiar monsters of past fantasy and lore and both monsters and human magicians have regained magical powers. By the second half of the 21st century, in the time the game is set, these events are accepted as commonplace. Man, machine, and magic exist in a world where the amazing is among the most common and technology has entered into every facet of human (and metahuman) life. === Races === Characters in Shadowrun can be humans, orks, trolls, elves, dwarves, as well as certain diverging subspecies (known as metavariants) such as gnomes, giants, dryads, etc. In the early days, when magic returned to the world, humans began to either change into, or give birth to, elf and dwarf infants, a phenomenon called Unexplained Genetic Expression (UGE). Later, some juvenile and adult humans "goblinized" into other races (mostly orks, but also some trolls). The term "metahuman" is used either to refer to humanity as a whole, including all races, or to refer specifically to non-human races, depending on context. The return of Halley's Comet brought even further variation in the form of changelings, who have variation atypical to their metatype or even species, such as electroreception. Two of the metahuman races, elves and orks, have fictional languages. Additionally, a virus known as the Human Meta-Human Vampiric Virus (HMHVV), with many variant strains, has been known to cause f

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  • Defuzzification

    Defuzzification

    Defuzzification is the process of producing a quantifiable result in crisp logic, given fuzzy sets and corresponding membership degrees. It is the process that maps a fuzzy set to a crisp set. It is typically needed in fuzzy control systems. These systems will have a number of rules that transform a number of variables into a fuzzy result, that is, the result is described in terms of membership in fuzzy sets. For example, rules designed to decide how much pressure to apply might result in "Decrease Pressure (15%), Maintain Pressure (34%), Increase Pressure (72%)". Defuzzification is interpreting the membership degrees of the fuzzy sets into a specific decision or real value. The simplest but least useful defuzzification method is to choose the set with the highest membership, in this case, "Increase Pressure" since it has a 72% membership, and ignore the others, and convert this 72% to some number. The problem with this approach is that it loses information. The rules that called for decreasing or maintaining pressure might as well have not been there in this case. A common and useful defuzzification technique is center of gravity. First, the results of the rules must be added together in some way. The most typical fuzzy set membership function has the graph of a triangle. Now, if this triangle were to be cut in a straight horizontal line somewhere between the top and the bottom, and the top portion were to be removed, the remaining portion forms a trapezoid. The first step of defuzzification typically "chops off" parts of the graphs to form trapezoids (or other shapes if the initial shapes were not triangles). For example, if the output has "Decrease Pressure (15%)", then this triangle will be cut 15% the way up from the bottom. In the most common technique, all of these trapezoids are then superimposed one upon another, forming a single geometric shape. Then, the centroid of this shape, called the fuzzy centroid, is calculated. The x coordinate of the centroid is the defuzzified value. == Methods == There are many different methods of defuzzification available, including the following: AI (adaptive integration) BADD (basic defuzzification distributions) BOA (bisector of area) CDD (constraint decision defuzzification) COA (center of area) COG (center of gravity) ECOA (extended center of area) EQM (extended quality method) FCD (fuzzy clustering defuzzification) FM (fuzzy mean) FOM (first of maximum) GLSD (generalized level set defuzzification) ICOG (indexed center of gravity) IV (influence value) LOM (last of maximum) MeOM (mean of maxima) MOM (middle of maximum) QM (quality method) RCOM (random choice of maximum) SLIDE (semi-linear defuzzification) WFM (weighted fuzzy mean) The maxima methods are good candidates for fuzzy reasoning systems. The distribution methods and the area methods exhibit the property of continuity that makes them suitable for fuzzy controllers.

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