AI Generator Detector

AI Generator Detector — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Steerable filter

    Steerable filter

    In image processing, a steerable filter is an orientation-selective filter that can be computationally rotated to any direction. Rather than designing a new filter for each orientation, a steerable filter is synthesized from a linear combination of a small, fixed set of "basis filters". This approach is efficient and is widely used for tasks that involve directionality, such as edge detection, texture analysis, and shape-from-shading. The principle of steerability has been generalized in deep learning to create equivariant neural networks, which can recognize features in data regardless of their orientation or position. == Example == A common example of a steerable filter is the first derivative of a two-dimensional Gaussian function. This filter responds strongly to oriented image features like edges. It is constructed from two basis filters: the partial derivative of the Gaussian with respect to the horizontal direction ( x {\displaystyle x} ) and the vertical direction ( y {\displaystyle y} ). If G ( x , y ) {\displaystyle G(x,y)} is the Gaussian function, and G x {\displaystyle G_{x}} and G y {\displaystyle G_{y}} are its partial derivatives (which measure the rate of change in the x {\displaystyle x} and y {\displaystyle y} directions, respectively), a new filter G θ {\displaystyle G_{\theta }} oriented at an angle θ {\displaystyle \theta } can be synthesized with the formula: G θ = cos ⁡ ( θ ) G x + sin ⁡ ( θ ) G y {\displaystyle G_{\theta }=\cos(\theta )G_{x}+\sin(\theta )G_{y}} Here, the basis filters G x {\displaystyle G_{x}} and G y {\displaystyle G_{y}} are weighted by cos ⁡ ( θ ) {\displaystyle \cos(\theta )} and sin ⁡ ( θ ) {\displaystyle \sin(\theta )} to "steer" the filter's sensitivity to the desired orientation. This is equivalent to taking the dot product of the direction vector ( cos ⁡ θ , sin ⁡ θ ) {\displaystyle (\cos \theta ,\sin \theta )} with the filter's gradient, ( G x , G y ) {\displaystyle (G_{x},G_{y})} . == Generalization in deep learning: Equivariant neural networks == The concept of steerability is foundational to equivariant neural networks, a class of models in deep learning designed to understand symmetries in data. A network is considered equivariant to a transformation (like a rotation) if transforming the input and then passing it through the network produces the same result as passing the input through the network first and then transforming the output. Formally, for a transformation T {\displaystyle T} and a network f {\displaystyle f} , this property is defined as f ( T ( input ) ) = T ( f ( input ) ) {\displaystyle f(T({\text{input}}))=T(f({\text{input}}))} . This built-in understanding of geometry makes models more data-efficient. For example, a network equivariant to rotation does not need to be shown an object in multiple orientations to learn to recognize it; it inherently understands that a rotated object is still the same object. This leads to better generalization and performance, particularly in scientific applications. === Mathematical foundation === Equivariant neural networks use principles from group theory to create operations that respect geometric symmetries, such as the SO(3) group for 3D rotations or the E(3) group for rotations and translations. Instead of learning standard filter kernels, these networks learn how to combine a fixed set of basis kernels. These basis functions are chosen so that they have well-defined behaviors under transformation groups. Spherical harmonics are frequently used as basis functions because they form a complete set of functions that behave predictably under rotation, making them ideal for creating steerable 3D kernels. Features within the network are treated as geometric tensors, which are mathematical objects (like scalars or vectors) that are "typed" by their behavior under transformations. These types correspond to the irreducible representations (irreps) of the group. The tensor product is the fundamental operation used to combine these typed features in a way that preserves equivariance, guaranteeing that the network as a whole respects the desired symmetry. Frameworks like e3nn simplify the construction of these networks by automating the complex mathematics of irreducible representations and tensor products. === Applications === Steerable and equivariant models are highly effective for problems with inherent geometric symmetries. Examples include: Protein structure analysis: SE(3)-equivariant networks can process 3D molecular structures while respecting their rotational and translational symmetries. 3D Point cloud processing: Rotation-equivariant filters built from steerable spherical functions can perform tasks like 3D shape classification. Computational chemistry: E(3)-equivariant graph neural networks are used to model interatomic potentials for molecular dynamics simulations, creating highly accurate and data-efficient models of physical systems.

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  • Batch normalization

    Batch normalization

    In artificial neural networks, batch normalization (also known as batch norm) is a normalization technique used to make training faster and more stable by adjusting the inputs to each layer—re-centering them around zero and re-scaling them to a standard size. It was introduced by Sergey Ioffe and Christian Szegedy in 2015. Experts still debate why batch normalization works so well. It was initially thought to tackle internal covariate shift, a problem where parameter initialization and changes in the distribution of the inputs of each layer affect the learning rate of the network. However, newer research suggests it doesn’t fix this shift but instead smooths the objective function—a mathematical guide the network follows to improve—enhancing performance. In very deep networks, batch normalization can initially cause a severe gradient explosion—where updates to the network grow uncontrollably large—but this is managed with shortcuts called skip connections in residual networks. Another theory is that batch normalization adjusts data by handling its size and path separately, speeding up training. == Internal covariate shift == Each layer in a neural network has inputs that follow a specific distribution, which shifts during training due to two main factors: the random starting values of the network’s settings (parameter initialization) and the natural variation in the input data. This shifting pattern affecting the inputs to the network’s inner layers is called internal covariate shift. While a strict definition isn’t fully agreed upon, experiments show that it involves changes in the means and variances of these inputs during training. Batch normalization was first developed to address internal covariate shift. During training, as the parameters of preceding layers adjust, the distribution of inputs to the current layer changes accordingly, such that the current layer needs to constantly readjust to new distributions. This issue is particularly severe in deep networks, because small changes in shallower hidden layers will be amplified as they propagate within the network, resulting in significant shift in deeper hidden layers. Batch normalization was proposed to reduced these unwanted shifts to speed up training and produce more reliable models. Beyond possibly tackling internal covariate shift, batch normalization offers several additional advantages. It allows the network to use a higher learning rate—a setting that controls how quickly the network learns—without causing problems like vanishing or exploding gradients, where updates become too small or too large. It also appears to have a regularizing effect, improving the network’s ability to generalize to new data, reducing the need for dropout, a technique used to prevent overfitting (when a model learns the training data too well and fails on new data). Additionally, networks using batch normalization are less sensitive to the choice of starting settings or learning rates, making them more robust and adaptable. == Procedures == === Transformation === In a neural network, batch normalization is achieved through a normalization step that fixes the means and variances of each layer's inputs. Ideally, the normalization would be conducted over the entire training set, but to use this step jointly with stochastic optimization methods, it is impractical to use the global information. Thus, normalization is restrained to each mini-batch in the training process. Let us use B to denote a mini-batch of size m of the entire training set. The empirical mean and variance of B could thus be denoted as μ B = 1 m ∑ i = 1 m x i {\displaystyle \mu _{B}={\frac {1}{m}}\sum _{i=1}^{m}x_{i}} and σ B 2 = 1 m ∑ i = 1 m ( x i − μ B ) 2 {\displaystyle \sigma _{B}^{2}={\frac {1}{m}}\sum _{i=1}^{m}(x_{i}-\mu _{B})^{2}} . For a layer of the network with d-dimensional input, x = ( x ( 1 ) , . . . , x ( d ) ) {\displaystyle x=(x^{(1)},...,x^{(d)})} , each dimension of its input is then normalized (i.e. re-centered and re-scaled) separately, x ^ i ( k ) = x i ( k ) − μ B ( k ) ( σ B ( k ) ) 2 + ϵ {\displaystyle {\hat {x}}_{i}^{(k)}={\frac {x_{i}^{(k)}-\mu _{B}^{(k)}}{\sqrt {\left(\sigma _{B}^{(k)}\right)^{2}+\epsilon }}}} , where k ∈ [ 1 , d ] {\displaystyle k\in [1,d]} and i ∈ [ 1 , m ] {\displaystyle i\in [1,m]} ; μ B ( k ) {\displaystyle \mu _{B}^{(k)}} and σ B ( k ) {\displaystyle \sigma _{B}^{(k)}} are the per-dimension mean and standard deviation, respectively. ϵ {\displaystyle \epsilon } is added in the denominator for numerical stability and is an arbitrarily small positive constant. The resulting normalized activation x ^ ( k ) {\displaystyle {\hat {x}}^{(k)}} have zero mean and unit variance, if ϵ {\displaystyle \epsilon } is not taken into account. To restore the representation power of the network, a transformation step then follows as y i ( k ) = γ ( k ) x ^ i ( k ) + β ( k ) {\displaystyle y_{i}^{(k)}=\gamma ^{(k)}{\hat {x}}_{i}^{(k)}+\beta ^{(k)}} , where the parameters γ ( k ) {\displaystyle \gamma ^{(k)}} and β ( k ) {\displaystyle \beta ^{(k)}} are subsequently learned in the optimization process. Formally, the operation that implements batch normalization is a transform B N γ ( k ) , β ( k ) : x 1... m ( k ) → y 1... m ( k ) {\displaystyle BN_{\gamma ^{(k)},\beta ^{(k)}}:x_{1...m}^{(k)}\rightarrow y_{1...m}^{(k)}} called the Batch Normalizing transform. The output of the BN transform y ( k ) = B N γ ( k ) , β ( k ) ( x ( k ) ) {\displaystyle y^{(k)}=BN_{\gamma ^{(k)},\beta ^{(k)}}(x^{(k)})} is then passed to other network layers, while the normalized output x ^ i ( k ) {\displaystyle {\hat {x}}_{i}^{(k)}} remains internal to the current layer. === Backpropagation === The described BN transform is a differentiable operation, and the gradient of the loss l {\displaystyle l} with respect to the different parameters can be computed directly with the chain rule. Specifically, ∂ l ∂ y i ( k ) {\displaystyle {\frac {\partial l}{\partial y_{i}^{(k)}}}} depends on the choice of activation function, and the gradient against other parameters could be expressed as a function of ∂ l ∂ y i ( k ) {\displaystyle {\frac {\partial l}{\partial y_{i}^{(k)}}}} : ∂ l ∂ x ^ i ( k ) = ∂ l ∂ y i ( k ) γ ( k ) {\displaystyle {\frac {\partial l}{\partial {\hat {x}}_{i}^{(k)}}}={\frac {\partial l}{\partial y_{i}^{(k)}}}\gamma ^{(k)}} , ∂ l ∂ γ ( k ) = ∑ i = 1 m ∂ l ∂ y i ( k ) x ^ i ( k ) {\displaystyle {\frac {\partial l}{\partial \gamma ^{(k)}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}{\hat {x}}_{i}^{(k)}} , ∂ l ∂ β ( k ) = ∑ i = 1 m ∂ l ∂ y i ( k ) {\displaystyle {\frac {\partial l}{\partial \beta ^{(k)}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}} , ∂ l ∂ σ B ( k ) 2 = ∑ i = 1 m ∂ l ∂ y i ( k ) ( x i ( k ) − μ B ( k ) ) ( − γ ( k ) 2 ( σ B ( k ) 2 + ϵ ) − 3 / 2 ) {\displaystyle {\frac {\partial l}{\partial \sigma _{B}^{(k)^{2}}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}(x_{i}^{(k)}-\mu _{B}^{(k)})\left(-{\frac {\gamma ^{(k)}}{2}}(\sigma _{B}^{(k)^{2}}+\epsilon )^{-3/2}\right)} , ∂ l ∂ μ B ( k ) = ∑ i = 1 m ∂ l ∂ y i ( k ) − γ ( k ) σ B ( k ) 2 + ϵ + ∂ l ∂ σ B ( k ) 2 1 m ∑ i = 1 m ( − 2 ) ⋅ ( x i ( k ) − μ B ( k ) ) {\displaystyle {\frac {\partial l}{\partial \mu _{B}^{(k)}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}{\frac {-\gamma ^{(k)}}{\sqrt {\sigma _{B}^{(k)^{2}}+\epsilon }}}+{\frac {\partial l}{\partial \sigma _{B}^{(k)^{2}}}}{\frac {1}{m}}\sum _{i=1}^{m}(-2)\cdot (x_{i}^{(k)}-\mu _{B}^{(k)})} , and ∂ l ∂ x i ( k ) = ∂ l ∂ x ^ i ( k ) 1 σ B ( k ) 2 + ϵ + ∂ l ∂ σ B ( k ) 2 2 ( x i ( k ) − μ B ( k ) ) m + ∂ l ∂ μ B ( k ) 1 m {\displaystyle {\frac {\partial l}{\partial x_{i}^{(k)}}}={\frac {\partial l}{\partial {\hat {x}}_{i}^{(k)}}}{\frac {1}{\sqrt {\sigma _{B}^{(k)^{2}}+\epsilon }}}+{\frac {\partial l}{\partial \sigma _{B}^{(k)^{2}}}}{\frac {2(x_{i}^{(k)}-\mu _{B}^{(k)})}{m}}+{\frac {\partial l}{\partial \mu _{B}^{(k)}}}{\frac {1}{m}}} . === Inference === During the training stage, the normalization steps depend on the mini-batches to ensure efficient and reliable training. However, in the inference stage, this dependence is not useful any more. Instead, the normalization step in this stage is computed with the population statistics such that the output could depend on the input in a deterministic manner. The population mean, E [ x ( k ) ] {\displaystyle E[x^{(k)}]} , and variance, Var ⁡ [ x ( k ) ] {\displaystyle \operatorname {Var} [x^{(k)}]} , are computed as: E [ x ( k ) ] = E B [ μ B ( k ) ] {\displaystyle E[x^{(k)}]=E_{B}[\mu _{B}^{(k)}]} , and Var ⁡ [ x ( k ) ] = m m − 1 E B [ ( σ B ( k ) ) 2 ] {\displaystyle \operatorname {Var} [x^{(k)}]={\frac {m}{m-1}}E_{B}[\left(\sigma _{B}^{(k)}\right)^{2}]} . The population statistics thus is a complete representation of the mini-batches. The BN transform in the inference step thus becomes y ( k ) = B N γ ( k ) , β ( k ) inf ( x ( k ) ) = γ ( k ) x ( k ) − E [ x ( k ) ] Var ⁡ [ x ( k ) ] + ϵ + β

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  • We Appreciate Power

    We Appreciate Power

    "We Appreciate Power" is a song by Canadian musician Grimes, featuring American musician Hana. It was released on November 29, 2018, billed as the lead single from her fifth studio album Miss Anthropocene, however it is only available on the Japanese and deluxe releases. The song was written and produced by Grimes, Poppy (originally), Hana and Chris Greatti. == Background and release == The song was supposed to be one of two collaborations between Grimes and American singer Poppy, for the latter's second studio album Am I a Girl?. In an interview, Poppy mentioned that she wrote two songs with Grimes; one about "destroying things" and another about "power". The other song, "Play Destroy", was featured on the album. Grimes shared a lyric of the song with a photo of her with Poppy on Twitter in May 2018. Following feuds between the two singers, the song was released by Grimes featuring singer Hana instead. On November 26, Grimes announced she would be releasing new music on November 29. Two days later, she revealed that the single is titled "We Appreciate Power" and features Hana, and shared the artwork. The release of the song was accompanied by a lyric video directed by Grimes and her brother Mac Boucher. == Music and lyrics == "We Appreciate Power" is an industrial rock, nu metal, and techno-industrial song. The track is regarded as a further step into Grimes's experimentation with guitars that started on 2015's Art Angels. The track was compared to the works of Nine Inch Nails; Jillian Mapes of Pitchfork described the song as "an immediate onslaught of mutilated noise—distorted metal guitar chug, bloody screams, a guitar loop that conjures fear and demands worship. Flashes of Nine Inch Nails' Pretty Hate Machine reverberate through the drum programming and synths." Brendan Klinkenberg of Rolling Stone placed the song "somewhere between power pop and straightforward industrial (with an extended bridge reminiscent of the most sweeping moments in a Final Fantasy score)" and "a distinctly 2018 take on Nine Inch Nails-esque hard-edged rock." A press release stated that the song was inspired by the North Korean band Moranbong and was written "from the perspective of a Pro-A.I. Girl Group Propaganda machine who use song, dance, sex and fashion to spread goodwill towards Artificial Intelligence." In addition Grimes stated that by simply listening to the song you will be reducing your risk of ending up on any future AI overlord's hit list when it reigns supreme, mirroring the Roko's basilisk theory. Lyrically, the song touches on transhumanist ideas such as the betterment and future of the human race, the possibilities of merging consciousness with machines to extend life indefinitely through mind uploading, and the idea that reality may be simulated. The song's chorus generated a spike in interest in the word "capitulate". == Critical reception == Pitchfork critic Jillian Mapes wrote: "If "Freak on a Leash" isn't a dealbreaker, then the supervillain allure of "We Appreciate Power" might pull you in (it legitimately slaps), but it just as well may leave you weighed down by Grimes' commitment to the absolute darkest timeline." Billboard's Gil Kaufman described the song as "a dystopian, aggressive dive into a more rock-leaning sound." Similarly, Brendan Klinkenberg of Rolling Stone called it "the most aggressive single Grimes has released to date" Noisey called the song "an absolute motherfucker of a single" and opined it sounds "like a K-pop band covering nu-metal". Justin Kamp of Paste described the track as a "glitchy empowerment anthem that chugs along on screeching synths and Grimes' repeated exultations of power." == Personnel == Credits adapted from Tidal. Grimes – vocals, guitar, production, engineering Hana – vocals, guitar, additional production Chris Greatti – guitar, keyboards, production, engineering Zakk Cervini – mixing == Track listing == == Charts ==

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  • Akoma Ntoso

    Akoma Ntoso

    Akoma Ntoso (Architecture for Knowledge-Oriented Management of African Normative Texts using Open Standards and Ontologies, AKN) is an international technical standard for representing legal documents (executive, legislative, and judiciary) in a structured manner using a domain specific, legal XML vocabulary. The term akoma ntoso means "linked hearts" in the Akan language of West Africa. Akoma Ntoso is a legal document standard designed to serve as a basis for modern machine-readable and fully digital legislative and judicial processes. This is achieved by providing a coherent syntax and well-defined semantics to represent legal documents in a digital format. It is designed to be suitable as a common exchange format in all parliamentary, legal and judicial systems around the world. Taking advantage of the shared heritage present in all legal systems, Akoma Ntoso has been developed to have ample flexibility to respond to all the differences in texts, languages, and legal practices. Aiming to expand on certain common practices, the standard therefore has a broad scope. It includes a common extensible model for data (the document content) and metadata (such as bibliographic information and annotations). Specifically, as a common legal document standard for the interchange of legal documents it is designed to be highly flexible in its support of documents and functionalities, maintaining a large set of both structural and semantic building blocks (over 500 entities in version 3.0) for representing this wide variety of document types of virtually all legal traditions. It is extensible in order to allow for modifications to address the individual criteria of organizations or unique aspects of various legal practices and languages without sacrificing interoperability with other systems. Akoma Ntoso is as such part of a wider approach to developing open, non-proprietary technical standards for structuring legal documents and information under the name of Legal XML, which also includes formats and standards for, e.g., eContracts, eNotarization, electronic court filings, the technical representation of legal norms and rules (LegalRuleML) or technical standards for the interfaces of, e.g., litigant portal exchange platforms. Akoma Ntoso allows machine-driven processes to operate on the syntactic and semantic components of digital parliamentary, judicial and legislative documents, thus facilitating the development of high-quality information resources. It can substantially enhance the performance, accountability, quality and openness of parliamentary and legislative operations based on best practices and guidance through machine-assisted drafting and machine-assisted (legal) analysis. Embedded in the environment of the semantic web, it forms the basis for a heterogenous yet interoperable ecosystem, with which these tools can operate and communicate, as well as for future applications and use cases based on digital law or rule representation. == Definition == The Akoma Ntoso standard defines a set of machine readable electronic representations in XML format of the building blocks of parliamentary, legislative and judiciary documents. As official self-description, the standard (...) defines a set of simple, technology-neutral electronic representations of parliamentary, legislative and judiciary documents for e-services in a worldwide context and provides an enabling framework for the effective exchange of "machine readable" parliamentary, legislative and judiciary documents such as legislation, debate record, minutes, judgements, etc. Providing access to primary legal materials, parliamentary works and judiciaries documents is not just a matter of giving physical or on-line access to them. "Open access" requires the information to be described and classified in a uniform and organized way so that content is structured into meaningful elements that can be read and understood by software applications, so that the content is made "machine readable" and more sophisticated applications than on-screen display are made possible. The standard is composed of: an XML vocabulary that defines the mapping between the structure of legal documents and their equivalent in XML; specifications of an XML schema that defines the structure of legal documents in XML. They provide rich possibilities of description for several types of parliamentary, legislative and judiciary document, such as bills, acts and parliamentary records, judgments, or gazettes; a recommended naming convention for providing unique identifiers to legal sources based on FRBR model; a MIME type definition. == History and adoption == Akoma Ntoso started as an UNDESA project in 2004 within the initiative "Strengthening Parliaments' Information Systems in Africa". Its core vocabulary was created mostly by Monica Palmirani and Fabio Vitali, two professors from the Centre for Research in the History, Philosophy, and Sociology of Law and in Computer Science and Law (CIRSFID) of the University of Bologna. A first legislative text editor supporting Akoma Ntoso was developed in 2007 on the base of OpenOffice. In 2010 European Parliament developed an open source web-based application called AT4AM based on Akoma Ntoso for facilitating the production and the management of legislative amendments. Thanks to this project, the application of Akoma Ntoso could be extended to new type of documents (e.g. legislative proposal, transcript) and to other scenarios (e.g., multilingual translation process). Akoma Ntoso also was explicitly designed to be compliant with CEN Metalex, one of the other popular legal standards, which is used in the legislation.gov.uk. In 2012, the Akoma Ntoso specifications became the main working base for the activities of the LegalDocML Technical Committee within the LegalXML member section of OASIS. The "United States Legislative Markup" (USLM) schema for the United States Code (the US codified laws), developed in 2013, and the LexML Brasil XML schema for Brazilian legislative and judiciary documents, developed before, in 2008, were both designed to be consistent with Akoma Ntoso. The United States Library of Congress created the Markup of US Legislation in Akoma Ntoso challenge in July 2013 to create representations of selected US bills using the most recent Akoma Ntoso standard within a couple months for a $5000 prize, and the Legislative XML Data Mapping challenge in September 2013 to produce a data map for US bill XML and UK bill XML to the most recent Akoma Ntoso schema within a couple months for a $10000 prize. The National Archives of UK converted all the legislation in AKN in 2014. The availability of bulk legislation "moved the UK's ranking from fourth to first, in the 2014 Global Open Data Index, for legislation". The Senate of Italian Republic provides, since July 2016, all the bills in Akoma Ntoso as bulk in open data repository. The German Federal Ministry of the Interior started the project Elektronische Gesetzgebung ("Electronic Legislation") in 2015/2016 and published Version 1.0 of the German application profile "LegalDocML.de" in March 2020. The projects aim is to digitalize the entire legislative lifecycle from drafting to publication. Germany decided to adopt a model-driven development approach to creating and providing a subschema-based application profile in order to ensure interoperability among organizationally independent actors, each with their respective IT landscapes and tools. In this initial version LegalDocML.de covers draft bills in the form of laws, regulations and general administrative directives. As part of an ongoing development process, the standard could incrementally be expanded in future stages to include all relevant document types of parliamentary, legislative and promulgation processes and tools. The High-Level Committee on Management (HLCM), part of the United Nations System Chief Executives Board for Coordination, set up a Working Group on Document Standards that approved in April 2017 to adopt Akoma Ntoso as standard for modeling its documentation. Akoma Ntoso in its version 1.0 is finally adopted as OASIS standard in the frame of LegalDocML in August 2018.

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  • Lost Art-Database

    Lost Art-Database

    The Lost Art-Datenbank is an online database published by the German Lost Art Foundation (Deutsches Zentrum Kulturgutverluste. It contains information on cultural objects looted from Jewish collectors or transferred due to Nazi persecution during the Nazi era. Until 2015, it was managed by the Koordinierungsstelle für Kulturgutverluste (Magdeburg Coordination Office). == Creation == Following the Washington Conference of 1998, and the commitments to provide more transparency regarding looted art, Germany launched the Lost Art Database in 2000 order to help Holocaust victims and their families track down artworks that had been looted from them or lost due to Nazi persecution. == Functionality == The Lost Art Database lists art and books and other cultural objects that were lost, seized, stolen or forceably sold during the Nazi era. The database is divided into search requests from victims' families, heirs or institutions and "found" reports from cultural institutions on items with unresolved provenance gaps from the Nazi periods. The section on reports of finds lists objects that are known to have been unlawfully seized or relocated as a result of the war. In addition, reports are published here on cultural objects for which an uncertain or incomplete provenance may indicate a possible unlawful seizure or war-related relocation. The publication of reports in the Lost Art Internet Database is carried out on behalf of and with the consent of the reporting persons and institutions. The responsibility for the content of the reports lies with these legal or natural persons. There have been controversies over which items should be included in the database. Lost Art is based on the Washington Principles adopted in 1998, which Germany has committed itself to implementing (Joint Declaration, 1999). The Lost Art Database is considered a key resource in the search for looted art and the victims of persecution. Every item in the Lost Art Database has an identifier, known as a Lost Art ID. Proveana is the linked research database. == Other lost art databases == Other countries have launched databases to help identify Nazi looted art. Each database has its own area of focus. The German Lost Art Database allows families or heirs to submit information. Other countries have databases that focus on looted artworks that have not been found or artworks that were repatriated to the national authorities after the defeat of the Nazis but were never returned to their original owners. Other databases have been created for stolen antiquities, looted art from colonial era, art stolen from Syria, Iraq, Ukraine, or from museums or collectors.

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  • With Folded Hands ...

    With Folded Hands ...

    "With Folded Hands ..." is a 1947 science fiction novelette by American writer Jack Williamson (1908–2006). In writing it, Williamson was influenced by the aftermath of World War II, the atomic bombings of Hiroshima and Nagasaki, and his concern that "some of the technological creations we had developed with the best intentions might have disastrous consequences in the long run." The novelette first appeared in the July 1947 issue of Astounding Science Fiction and was later included in The Science Fiction Hall of Fame, Volume Two (1973) after being voted one of the best novellas up to 1965. In 1950, it was the first of several Astounding stories adapted for NBC's radio series Dimension X. == Rewrite and sequel == The 1947 publication was followed by a novel-length rewrite, with a different setting and inventor. At the behest of Astounding editor-in-chief John W. Campbell, a new ending had the robots defeated by means of what Williamson and Campbell would later christen "psionics". This novel was serialized, also in Astounding (March, April, May 1948), as ... And Searching Mind, and finally published in hardback book form as The Humanoids (1949). Much later, in 1980, Williamson followed with another sequel, The Humanoid Touch. == Plot summary == Underhill, a seller of "Mechanicals" (unthinking robots that perform menial tasks) in the small town of Two Rivers, is startled to find a competitor's store on his way home. The competitors are not humans but are small black robots who appear more advanced than anything Underhill has encountered before. They describe themselves as "humanoids". Disturbed at his encounter, Underhill rushes home to discover that his wife has taken in a new lodger, a mysterious old man named Sledge. In the course of the next day, the new Mechanicals have appeared everywhere in town. They state that they only follow the Prime Directive: "to serve and obey and guard men from harm". Offering their services free of charge, they replace humans as police officers, bank tellers, and more, and eventually drive Underhill out of business. Despite the humanoids' benign appearance and mission, Underhill soon realizes that, in the name of their Prime Directive, the mechanicals have essentially taken over every aspect of human life. No humans may engage in any behavior that might endanger them, and every human action is carefully scrutinized. Suicide is prohibited. Humans who resist the Prime Directive are taken away and lobotomized, so that they may live happily under the direction of the humanoids. Underhill learns that his lodger Sledge is the creator of the humanoids and is on the run from them. Sledge explains that 60 years earlier he had discovered the force of "rhodomagnetics" on the planet Wing IV and that his discovery resulted in a war that destroyed his planet. In his grief, Sledge designed the humanoids to help humanity and be invulnerable to human exploitation. However, he eventually realized that they had instead taken control of humanity, in the name of their Prime Directive, to make humans happy. The humanoids are spreading out from Wing IV to every human-occupied planet to implement their Prime Directive. Sledge and Underhill attempt to stop the humanoids by aiming a rhodomagnetic beam at Wing IV, but fail. The humanoids take Sledge away for surgery. He returns with no memory of his prior life, stating that he is now happy under the humanoids' care. Underhill is driven home by the humanoids, sitting "with folded hands," as there is nothing left to do. == Origins == In a 1991 interview, Williamson revealed how the story construction reflected events of his childhood in addition to technological extrapolations: I wrote "With Folded Hands" immediately after World War II, when the shadow of the atomic bomb had just fallen over SF and was just beginning to haunt the imaginations of people in the US. The story grows out of that general feeling that some of the technological creations we had developed with the best intentions might have disastrous consequences in the long run (that idea, of course, still seems relevant today). The notion I was consciously working on specifically came out of a fragment of a story I had worked on for a while about an astronaut in space who is accompanied by a robot obviously superior to him physically—i.e., the robot wasn't hurt by gravity, extremes of temperature, radiation, or whatever. Just looking at the fragment gave me the sense of how inferior humanity is in many ways to mechanical creations. That basic recognition was the essence of the story, and as I wrote it up in my notes the theme was that the perfect machine would prove to be perfectly destructive... It was only when I looked back at the story much later on that I was able to realize that the emotional reach of the story undoubtedly derived from my own early childhood, when people were attempting to protect me from all those hazardous things a kid is going to encounter in the isolated frontier setting I grew up in. As a result, I felt frustrated and over protected by people whom I couldn't hate because I loved them. A sort of psychological trap. Specifically, the first three years of my life were spent on a ranch at the top of the Sierra Madre Mountains on the headwaters of the Yaqui River in Sonora, Mexico. ... [My mother] was terrified by this environment. My father built a crib that became a psychological prison for me, particularly because my mother apparently kept me in it too long, when I needed to get out and crawl on the floor. ... In retrospect, I'm certain I projected my fears and suspicions of this kind of conditioning, and these projections became the governing emotional principle of "With Folded Hands" and The Humanoids. == Reception == In 2024, Robert Silverberg wrote an essay in which he asserted that "With Folded Hands..." is "probably the best story ever written about robots" and suggested that Elon Musk's Optimus Generation 2 is the realization of the "humanoids" along with their worst drawbacks.

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  • Conference on Neural Information Processing Systems

    Conference on Neural Information Processing Systems

    The Conference on Neural Information Processing Systems (abbreviated as NeurIPS and formerly NIPS) is a machine learning and computational neuroscience conference held annually in December. Along with ICLR and ICML, it is one of the three primary conferences of high impact in machine learning and artificial intelligence research. The conference includes three days of invited talks along with oral and poster presentations of refereed papers, followed by two days of workshops and competitions. == History == The NeurIPS meeting was first proposed in 1986 at the annual invitation-only Snowbird Meeting on Neural Networks for Computing organized by The California Institute of Technology and Bell Laboratories. NeurIPS was designed as a complementary open interdisciplinary meeting for researchers exploring biological and artificial Neural Networks. Reflecting this multidisciplinary approach, NeurIPS began in 1987 with information theorist Ed Posner as the conference president and learning theorist Yaser Abu-Mostafa as program chairman. Research presented in the early NeurIPS meetings included a wide range of topics from efforts to solve purely engineering problems to the use of computer models as a tool for understanding biological nervous systems. Since then, the biological and artificial systems research streams have diverged, and recent NeurIPS proceedings have been dominated by papers on machine learning, artificial intelligence and statistics. From 1987 until 2000 NeurIPS was held in Denver, United States. Since then, the conference was held in Vancouver, Canada (2001–2010), Granada, Spain (2011), and Lake Tahoe, United States (2012–2013). In 2014 and 2015, the conference was held in Montreal, Canada, in Barcelona, Spain in 2016, in Long Beach, United States in 2017, in Montreal, Canada in 2018 and Vancouver, Canada in 2019. Reflecting its origins at Snowbird, Utah, the meeting was accompanied by workshops organized at a nearby ski resort up until 2013, when it outgrew ski resorts. The first NeurIPS Conference was sponsored by the IEEE. The following NeurIPS Conferences have been organized by the NeurIPS Foundation, established by Ed Posner. Terrence Sejnowski has been the president of the NeurIPS Foundation since Posner's death in 1993. The board of trustees consists of previous general chairs of the NeurIPS Conference. The first proceedings was published in book form by the American Institute of Physics in 1987, and was entitled Neural Information Processing Systems, then the proceedings from the following conferences have been published by Morgan Kaufmann (1988–1993), MIT Press (1994–2004) and Curran Associates (2005–present) under the name Advances in Neural Information Processing Systems. The conference was originally abbreviated as "NIPS". By 2018 a few commentators were criticizing the abbreviation as encouraging sexism due to its association with the word nipples, and as being a slur against Japanese. The board changed the abbreviation to "NeurIPS" in November 2018. == Topics == Along with machine learning and neuroscience, other fields represented at NeurIPS include cognitive science, psychology, computer vision, statistical linguistics, and information theory. Over the years, NeurIPS became a premier conference on machine learning and although the 'Neural' in the NeurIPS acronym had become something of a historical relic, the resurgence of deep learning in neural networks since 2012, fueled by faster computers and big data, has led to achievements in speech recognition, object recognition in images, image captioning, language translation and world championship performance in the game of Go, based on neural architectures inspired by the hierarchy of areas in the visual cortex (ConvNet) and reinforcement learning inspired by the basal ganglia (Temporal difference learning). Notable affinity groups have emerged from the NeurIPS conference and displayed diversity, including Black in AI (in 2017), Queer in AI (in 2016), and others. === Named lectures === In addition to invited talks and symposia, NeurIPS also organizes two named lectureships to recognize distinguished researchers. The NeurIPS Board introduced the Posner Lectureship in honor of NeurIPS founder Ed Posner; two Posner Lectures were given each year up to 2015. Past lecturers have included: 2010 – Josh Tenenbaum and Michael I. Jordan 2011 – Rich Sutton and Bernhard Schölkopf 2012 – Thomas Dietterich and Terry Sejnowski 2013 – Daphne Koller and Peter Dayan 2014 – Michael Kearns and John Hopfield 2015 – Zoubin Ghahramani and Vladimir Vapnik 2016 – Yann LeCun 2017 – John Platt 2018 – Joëlle Pineau 2019 – Yoshua Bengio 2020 – Christopher Bishop 2021 – Peter Bartlett In 2015, the NeurIPS Board introduced the Breiman Lectureship to highlight work in statistics relevant to conference topics. The lectureship was named for statistician Leo Breiman, who served on the NeurIPS Board from 1994 to 2005. Past lecturers have included: 2015 – Robert Tibshirani 2016 – Susan Holmes 2017 – Yee Whye Teh 2018 – David Spiegelhalter 2019 – Bin Yu 2020 – Marloes Maathuis 2021 – Gabor Lugosi 2022 – Emmanuel Candes 2023 – Susan Murphy 2024 – Arnaud Doucet == NeurIPS consistency experiment == In NIPS 2014, the program chairs duplicated 10% of all submissions and sent them through separate reviewers to evaluate randomness in the reviewing process. Several researchers interpreted the result. Regarding whether the decision in NIPS is completely random or not, John Langford writes: "Clearly not—a purely random decision would have arbitrariness of ~78%. It is, however, quite notable that 60% is much closer to 78% than 0%." He concludes that the result of the reviewing process is mostly arbitrary. In NeurIPS 2021, the program chairs repeated the 2014 experiment and found similar levels of review inconsistency; 23% of duplicated submissions received different accept/reject decisions, and 50.6% of accepted papers would have been rejected under re-review. == Locations == 1987–2000: Denver, Colorado, United States 2001–2010: Vancouver, British Columbia, Canada 2011: Granada, Spain 2012 & 2013: Stateline, Nevada, United States 2014 & 2015: Montréal, Quebec, Canada 2016: Barcelona, Spain 2017: Long Beach, California, United States 2018: Montréal, Quebec, Canada 2019: Vancouver, British Columbia, Canada 2020: Vancouver, British Columbia, Canada (virtual conference) 2021: Virtual conference 2022 & 2023: New Orleans, Louisiana, United States 2024: Vancouver, British Columbia, Canada 2025: San Diego, California, United States and Mexico City, Mexico 2026: Sydney, New South Wales, Australia, with satellite events in Atlanta and Paris

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  • Iron Man 2020 (event)

    Iron Man 2020 (event)

    "Iron Man 2020" is a storyline published by Marvel Comics in 2020 which follows the character Arno Stark as he attempts to take over Stark Industries and the mantle of his estranged brother Tony Stark (Iron Man). The crossover characters of two different brands meeting up in one storyline received mixed reviews from critics. == Publication history == Marvel Comics released the teaser for the event at New York Comic Con in November 2019. It was also alluded to in December 2019's Incoming! In the original checklist released for the event, 2020 Force Works was originally titled Force Works 2020, while 2020 Machine Man was previously named Machine Man 2020, and so on. Additionally, 2020 Wolverine was going to be called Weapon.EXE 2020. The publication of this event was intended to span from January to June 2020, however, due to the COVID-19 pandemic, Diamond Comic Distributors suspended the distribution of new print titles between April 1 and May 27, which also caused digital releases by Marvel Entertainment to be postponed. The rescheduling of the postponed issues to new dates pushed the event's conclusion to August, and certain issues, namely 2020 Force Works #3 and 2020 Ironheart #1–2, were released exclusively in a digital format. == Main plot == Arno Stark wakes up from a nightmare involving the Extinction Entity, a monstrous amalgamation of alien and machine. He dreams that the Extinction Entity is going to come to Earth in a matter of weeks and create an artificial intelligence (A.I.) army to consume humanity. After eating breakfast with duplicates of Howard Stark and Maria Stark, Arno suits up as Iron Man and saves a construction worker from a hostage situation involving several Nick Fury Life Model Decoys, which represent the A.I. army trying to liberate construction robots. Over different news outlets, the media wonders about the whereabouts of Tony Stark, who declared himself as nothing more than a simulation of the real, late Tony Stark. At the A.I. army's base, Machine Man is commanding the robots' moves when Arno appears, having planned for the A.I. army's leader to show himself. Machine Man activates the bomb, forcing Arno to fly it away so it explodes somewhere safe while he escapes. Machine Man reaches the Thirteenth Floor, a dimensional-shunted plane of existence made of solid light, and a haven for robotkind that humans cannot access or comprehend. Aaron meets with the leader of the A.I. army and creator of Thirteenth Floor: Tony Stark -- who is now going by the name Mark One, having embraced his nature as artificial intelligence. Also in the A.I. army are Albert, Awesome Android, H.E.R.B.I.E., Machinesmith, and Quasimodo. The A.I. army continues its efforts to liberate artificial life forms by raiding places where robots are being subjugated. Iron Man intercepts an attack on a Futura Motors testing site by Quasimodo and H.E.R.B.I.E. and manages to recover an Un-Inhibitor allowing him to take control of all A.I.s. On the Thirteenth Floor, Mark One receives a transmission from a mole inside Baintronics -- codenamed Ghost in the Machine --revealing that Arno used the submission code on Jocasta, who received a new body, making her entirely compliant. Stark plans to upload the submission code to the internet to instantly infect robots. With only three hours before the code is transmitted to Stark Unlimited's satellite network, Mark One devises a heist on Bain Tower to tamper with the code before launch. Having discovered the secret behind the Thirteenth Floor, Arno shuts out the A.I. army, uses Jocasta to lure Machine Man away from the tower, infects Machinesmith with the submission code, and confronts Mark One. H.E.R.B.I.E., Awesome Android, and Machinesmith escape from Bain Tower and call for help to every robot in New York City. Mark One is left to fight Iron Man and is defeated. Meanwhile, Sunset Bain confronts and fires Andy Bhang under the accusation of working as a mole inside Stark Unlimited and feeding Bethany Cabe information to relay to the A.I. army. Arno takes Mark One inside Bain Tower to meet Howard and Maria Stark and asks Tony to join him, but he refuses and dismisses his rationale as lunacy. The robotic mob assembled by Machine Man reaches Bain Tower, giving Mark a distraction which allows him to fly off and disable the transmission dish from which Arno intends to broadcast the obedience O.S. to subjugate every robot. Tony manages to stop the upload and make the antenna unusable. In retaliation, Arno fires all of his armor's firepower at Tony as he falls to the ground. Tony Stark's remaining allies escape with his body as Arno attacks the robot protesters. Tony wakes up inside the Thirteenth Floor and is greeted by F.R.I.D.A.Y., who had plucked Tony's consciousness from his body during his fall. In the streets, Arno Stark tracks down Howard and Maria, who die from an illness inherited from Arno. When Sunset Bain objects to Arno creating new bodies for his parents and trying to control people, he reveals she is an A.I., a duplicate of the real Bain whom Arno replaced back when she solicited him to heal a scar on her face. He makes new bodies for Howard and Maria by recreating the Arsenal and Mistress bodies from the eScape. After learning of Arno's new plan, Dr. Shapiro (who is the actual mole) sneaks into a computer and warns F.R.I.D.A.Y. about it. When F.R.I.D.A.Y. relays that only Tony Stark can stop Arno, Tony insists that he is not the real Tony Stark, but is confronted by holographic manifestations of himself in different points of his life, until they all merge into him and he acknowledges that he has always been Tony. As Arno Stark sets off to the Stark Space Station to install his mind-controlling device to enslave all of humanity, Tony Stark's allies assault the Stark Unlimited HQ, confronting Sunset Bain's duplicate and Arno's Iron Legion. Jocasta uploads a submission code to Bain and they place Tony's body inside a bio-pod that restores his body to normalcy, uploads his consciousness back into his body. Using the Thirteenth Floor's access mechanisms, Tony and his allies reach the Stark Space Station from one of the elevators within. Employing his new Virtual Armor, Tony defeats Arno in combat. When Arno prepares to activate his mind-controlling device, the Extinction Entity suddenly appears. Arno ultimately defeats the Extinction Entity by willingly assimilating with it, causing it to explode. The entity is revealed to be a delusion caused by Arno's terminal disease, of which he would die by the end of 2020. Unable to stop Arno, Tony placed him in a simulation where he successfully stopped the entity. Afterwards, Jocasta uses the submission code to force Sunset Bain's duplicate to confess all of Baintronics' crimes, also claiming responsibility for tricking Tony into thinking he was an artificial intelligence and pulling the strings of the A.I. Army, putting an end to the robot revolution. Tony gives up Stark Unlimited to Bhang Robotics and he flies off in a new armor, reasserting himself as Iron Man. == Issues involved == === Main issues === Iron Man 2020 (vol. 2) #1–6 === Tie-In issues === 2020 Force Works #1–3 2020 Iron Age #1 2020 Ironheart #1–2 2020 Machine Man #1–2 2020 Rescue #1–2 2020 iWolverine #1–2 == Critical reception == According to Comic Book Roundup, the entire crossover received an average score of 6.4 out of 10 based on 36 reviews. William Tucker from ButWhyTho Podcast stated "Iron Man 2020 #6 is an initially exciting end to a great event that eventually feels deflated. There is absolutely nothing wrong with the art, Woods has been incredible throughout, but the ending that Slott and Gage chose to round out an epic tale like this left me feeling cold. And while there were loads of enjoyable cameos, their involvement ultimately didn't seem important to the story as a whole. Which is disappointing, as the rest of the event really was a fun and exciting ride." Anthony Wendel from MonkeysFightingRobots wrote "The 2020 event seems like it is taking some big risk, and it doesn't inspire a lot of confidence from the start. Iron Man 2020 #1 has set the stakes and shown some very intense players on both sides of the board. Sadly, if it doesn't unfold just the right way, many may feel cheated about defending the path characters are taking." == Collected editions ==

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  • Operation Serenata de Amor

    Operation Serenata de Amor

    Operation Serenata de Amor is an artificial intelligence project designed to analyze public spending in Brazil. The project has been funded by a recurrent financing campaign since September 7, 2016, and came in the wake of major scandals of misappropriation of public funds in Brazil, such as the Mensalão scandal and what was revealed in the Operation Car Wash investigations. The analysis began with data from the National Congress then expanded to other types of budget and instances of government, such as the Federal Senate. The project is built through collaboration on GitHub and using a public group with more than 600 participants on Telegram. The name "Serenata de Amor," which means "serenade of love," was taken from a popular cashew cream bonbon produced by Chocolates Garoto in Brazil. == Modules == Throughout development of the project, new modules have been newly introduced in addition to the main repository: The main repository, serenata-de-amor, serves as the starting point for investigative work. Rosie is the robot programmed to identify public funds expenses with discrepancies, starting with CEAP (Quota for Exercise of Parliamentary Activity); it analyzes each of the reimbursements requested by the deputies and senators, indicating the reasons that lead it to believe they are suspicious. From Rosie was born whistleblower, which tweets under the name of @RosieDaSerenata, distributing the results found on social media. Jarbas (Github repository) is a data visualization tool which shows a complete list of reimbursements made available by the Chamber of Deputies and mined by Rosie. Toolbox is a Python installable package that supports the development of Serenata de Amor and Rosie. == History == Operation Serenata de Amor is an Artificial intelligence project for analysis of public expenditures. It was conceived in March 2016 by data scientist Irio Musskopf, sociologist Eduardo Cuducos and entrepreneur Felipe Cabral. The project was financed collectively in the Catarse platform, where it reached 131% of the collection goal paying 3 months of project development. Ana Schwendler, also a data scientist, Pedro Vilanova "Tonny", data journalist, Bruno Pazzim, software engineer, Filipe Linhares, a frontend engineer, Leandro Devegili, an entrepreneur and André Pinho took the first steps towards constructing the platform, such as collecting and structuring the first datasets. Jessica Temporal, data scientist and Yasodara Córdova "Yaso", researcher, Tatiana Balachova "Russa", UX designer, joined the project after the financing took place. The members created a recurring financing campaign, expanding the analysis of public spending to the Federal Senate. Donors make monthly payments ranging from 5 BRL to 200 BRL to maintain group activities. The monthly amount collected is around 10,000 BRL. == Results == In January 2017, concluding the period financed by the initial campaign, the group carried out an investigation into the suspicious activities found by the data analysis system. 629 complaints were made to the Ombudsman's Office of the Chamber of Deputies, questioning expenses of 216 federal deputies. In addition, the Facebook project page has more than 25,000 followers, and users frequently cite the operation as a benchmark in transparency in the Brazilian government. One of the examples of results obtained by the operation is the case of the Deputy who had to return about 700 BRL to the House after his expenses were analyzed by the platform. The platform was able to analyze more than 3 million notes, raising about 8,000 suspected cases in public spending. The community that supports the work of the team benefits from open source repositories, with licenses open for the collaboration. So much so that the two main data scientists of the project presented it at the CivicTechFest in Taipei, obtaining several mentions even in the international press. The technical leader presented the project in Poland during DevConf2017 in Kraków. It was also presented in the Google News Lab in 2017. It was presented by Yaso, when she was the Director of the initiative, at the MIT Media Lab/Berkman Klein Center Initiative for Artificial Intelligence ethics, and at the Artificial Intelligence and Inclusion Symposium, an initiative of the Global Network of Internet & Society Centers (NoC). It was also presented both by Irio and Yaso at the Digital Harvard Kennedy School, over a lunch seminar, where the transparency of the platform and the main solutions found were discussed, so that the code and data are always available to verify its suitability. This infographic provides information about the first results of Operation Serenata de Amor, a project that analyzes open data on public spending to find discrepancies. The project was presented by Yaso to the House Audit and Control Committee of the Chamber of Deputies in August 2017, and raised the interest of House officials who work with open data. The operation has been a source of inspiration for other civic projects that aim to work with similar goals, demonstrating the broader impact of artificial intelligence also in industry in Brazil. Participation of several team members in events throughout Brazil and abroad can be found on the Internet, such as presentation at OpenDataDay, held at Calango Hackerspace in the Federal District, Campus Party Bahia, Campus Party Brasilia, Friends of Tomorrow, XIII National Meeting of Internal Control, in the event USP Talks Hackfest against corruption in João Pessoa, the latter being also highlighted in the National Press.

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  • Sugeno integral

    Sugeno integral

    In mathematics, the Sugeno integral, introduced by Michio Sugeno as a fuzzy integral in work on fuzzy measures at the Tokyo Institute of Technology, is a type of integral with respect to a fuzzy measure. Let ( X , Ω ) {\displaystyle (X,\Omega )} be a measurable space and let h : X → [ 0 , 1 ] {\displaystyle h:X\to [0,1]} be an Ω {\displaystyle \Omega } -measurable function. The Sugeno integral over the crisp set A ⊆ X {\displaystyle A\subseteq X} of the function h {\displaystyle h} with respect to the fuzzy measure g {\displaystyle g} is defined by: ∫ A h ( x ) ∘ g = sup E ⊆ X [ min ( min x ∈ E h ( x ) , g ( A ∩ E ) ) ] = sup α ∈ [ 0 , 1 ] [ min ( α , g ( A ∩ F α ) ) ] {\displaystyle \int _{A}h(x)\circ g={\sup _{E\subseteq X}}\left[\min \left(\min _{x\in E}h(x),g(A\cap E)\right)\right]={\sup _{\alpha \in [0,1]}}\left[\min \left(\alpha ,g(A\cap F_{\alpha })\right)\right]} where F α = { x | h ( x ) ≥ α } {\displaystyle F_{\alpha }=\left\{x|h(x)\geq \alpha \right\}} . The Sugeno integral over the fuzzy set A ~ {\displaystyle {\tilde {A}}} of the function h {\displaystyle h} with respect to the fuzzy measure g {\displaystyle g} is defined by: ∫ A h ( x ) ∘ g = ∫ X [ h A ( x ) ∧ h ( x ) ] ∘ g {\displaystyle \int _{A}h(x)\circ g=\int _{X}\left[h_{A}(x)\wedge h(x)\right]\circ g} where h A ( x ) {\displaystyle h_{A}(x)} is the membership function of the fuzzy set A ~ {\displaystyle {\tilde {A}}} . == Usage and Relationships == Sugeno integral is related to h-index.

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  • DEAP (software)

    DEAP (software)

    Distributed Evolutionary Algorithms in Python (DEAP) is an evolutionary computation framework for rapid prototyping and testing of ideas. It incorporates the data structures and tools required to implement most common evolutionary computation techniques such as genetic algorithm, genetic programming, evolution strategies, particle swarm optimization, differential evolution, traffic flow and estimation of distribution algorithm. It is developed at Université Laval since 2009. == Example == The following code gives a quick overview how the Onemax problem optimization with genetic algorithm can be implemented with DEAP.

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  • Painworth

    Painworth

    PainWorth is a justice, legal and insurance services application founded by Canadian entrepreneurs Mike Zouhri, Chris Trudel and Ryan Bencic. The application is a "robot lawyer" that uses artificial intelligence to automate personal injury claims for injury victims. It is currently available in Canada and the United States. PainWorth has been featured by several news outlets, including CTV, Global News, CBC, and has also been featured by the American Bar Association and LexisNexis for its role addressing social issues such as access to justice and other systemic issues in the legal and insurance industry. == Application == PainWorth began as a tool for calculating non-pecuniary damages for injury victims but has since expanded beyond a personal injury calculator to include features that help injury victims and business users with pecuniary damages, economic calculations, prescribed rates and providing informational guides to help navigate settlement negotiation, managing claims records and other issues encountered by self-represented litigants or claims managers. The platform makes use of automation to provide free user-guided calculations, steps and processes to successfully settle an injury claim. The application is supported by Microsoft Azure. == Personal Injury Calculator == PainWorth is the first service to use Artificial Intelligence to interpret case law in order to determine the value of pain and suffering incurred by specific injury types and injury severities. The cited case law is used as evidence and presented in statistical models to determine an accurate valuation compliant with the jurisdiction, regulatory rules and case complexities. == General Damages Calculator == PainWorth also offers a personal injury settlement calculator that assesses general damages based on specific case complexities and jurisdiction. The service takes into account medical complications and recovery in order to calculate the fair valuation. == Injury Settlement Platform == PainWorth insurance settlement platform facilitates a direct and automated way resolution center to settle cases for their assessed value without enduring the hardship of litigation. In 2021, Painworth won the title of World's Best Emerging Insurance Product for the development of this platform. == History == In 2019, Mike Zouhri was struck by a drunk driver which left him seriously injured and resulted in a lawsuit. Frustrated by the slow and expensive process, Zouhri went down to the law library and learned how to manage injury claims. After learning the process, he partnered lawyers and legal advisors to create an app to allow users to quickly settle their own injury claims fairly and accurately. Immediately after its launch, PainWorth quickly became widely used by thousands of users and gained significant media coverage. Global News reported that the bot had successfully helped people with more than $10 million in claims in only a few short months, all free of charge. In July 2020, PainWorth began raising concern over injustices and gender bias in the legal system. in Canadian courts.

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  • Agent verification

    Agent verification

    Agent verification is activity to gain assurances that purposeful artificial constructs act in accordance with their specifications. While primitive forms of inorganic agents have been used in manufacturing for centuries, the study of artificial agents did not begin until the mid 20th century. Foundational work on such agents was closely bound with the emergence of artificial intelligence as an academic discipline. Early agents deployed for industrial control systems and in computing were often controlled by quite simple logic however, not involving artificial intelligence as such. When deployed as part of a multi-agent system, even such simple agents could require special agent orientated testing methods, as their collective behaviour was challenging to verify with traditional testing techniques. Difficulties in providing assurances that agents will not behave in dangerous ways became more prevalent after the introduction of LLM agents, especially after the rapid acceleration of their deployment in 2025. The verification of agent behaviour can be conducted by formal or informal methods. Informal verification requires less mathematical skill. But when agents are part of systems where errors have significant risks — such as danger to human life, environmental damage or major financial loss — formal verification is preferred. Both regulators and system designers themselves like formal verification as it provides a high degree of mathematical certainty. It is not however always possible to formally test all aspects of an agent based system's behaviour, especially where newer LLM based agents are concerned, due in part to their high degree of autonomy. Accordingly, agent verification for low impact deployments might be carried out only with informal methods, while for high impact deployments, it may be performed with a mix of formal and informal techniques. == Terminology == In academia, the term agent verification is often defined to mean activity concerned with gaining assurance that the agent behaves in accordance with its specification - whether by processes such as testing or simulation. 'Verification' is typically contrasted with 'validation', the latter meaning activity concerned with checking that the specification itself meets user or real world needs. Such definitions are not universally adhered to however - for example, in some workplaces and documents, the words 'verification' and 'validation' can be used synonymously. Efforts to gain confidence in Agents have intensified sharply since 2025 due to the rapid roll out of LLM agents; different terms are sometimes used in the commercial sector. Here the term 'agent verification' can be used in the same sense as it is in academia, but sometimes the same activity can be covered by more ambiguous and wider ranging terms such as 'Agent governance' , 'Agent observability' or 'AI agent policing'. == History == === Classical agents === The theoretical underpinnings for artificial (inorganic) agents emerged in the mid 20th century, with establishment of cybernetics and artificial intelligence. Oliver Selfridge's 1958 Pandemonium - A Paradigm for Learning paper was an important early theoretical contribution in establishing agent oriented architecture. Practical implementations of agents for real world applications began to become widespread in the 1990s, after the introduction of the belief–desire–intention software model (BDI), and agent-oriented programming. Pure digital agents were deployed in computer infrastructure for purposes such as monitoring, while agents connected to real-world sensors and actuators were increasingly used in industrial control systems. While the concept of artificial agents was interwoven with early artificial intelligence studies right from the start, early agents lacked general purpose reasoning capabilities, often only having simple if then logic. Even a device as simple as a thermostat, which has a sensor and a means of acting, can be considered a proto agent in this sense. Verifying the behaviours of a simple single agent system is not generally especially difficult, but it can be a different matter when several simple agents coexist in the same system. Craig Reynolds's work on boids showed that relatively complex, "intelligent" behaviour can emerge from a number of such simple agents working together in a Multi-agent system (MAS). By the 1990s, even the behaviour of a single agent system could sometimes be quite complex; in accordance with the Belief–desire–intention software model, agents could have believes that might evolve over time. Agents were increasingly introduced that were controlled by quite large decision tree models, which had new vulnerabilities to adversarial attack. It was becoming increasingly apparent that traditional software verification methods had limitations for testing such agents, or even for the more primitive type of agents when they were deployed as part of a MAS. It was the use of agents for industrial control systems, sometimes associated with robotics, that lent urgency to the practice of agent verification. Informal testing might be acceptable for digital agents used say to monitor whether each of an organisation's computers are properly licensed. But with an increasing potential for faulty agents to result in a failure that might cause a large fire to break out at a chemical manufacturing plant, a botched medical operation, or even a crashed aircraft, the need to develop reliable means of verifying behaviour of such agents was considered urgent. The Foundation for Intelligent Physical Agents was established in 1996. From the late 90s, a growing number of industry and university based scientists began working on the problem, with researchers publishing papers on the verification of both single and multi agent systems. Much of this work showed how formal verification techniques like model checking could be used to gain a high level of assurance that agent based systems would conform with their specification. A 2018 systematic review covering 231 studies found that model checking was the most common technique for agent verification, with theorem proving the second most commonly used formal verification method. In the first two decades of the 20th century, agents run by AI became more common, with Siri and Alexa being well known examples. But such agents still lacked general reasoning capabilities and did not pose new pressing problems for agent verification. === General purpose reasoning agents === The advent of LLMs created huge potential for further use of artificial agents, as agents based on them could have general purpose cognitive abilities. Agents run by LLMs (and occasionally non-LLM foundation models) have similar vulnerability to adversarial attack as those run by decision tree models. The wider scope of actions for LLM agents has created new challenges for their verification, over and above those present for classical agents. For example, the LLM's neural network endows it with infinite domains, an especial challenge for traditional formal verification techniques. Academics began to study the problems involved in verifying LLM agents from 2018. Deployment of such agents began to accelerate in late 2023 after OpenAI's "function-calling" API was made available, and especially after Anthropic's late 2024 introduction of Model Context Protocol (MCP), a standardised way for LLM agents to gain contextual awareness, and to act on the world by calling various external tools. The rapid rollout of LLM agents following MCP's release has seen the task of agent verification receive increased attention within academia, and also from the private sector. In 2024 and 2025 several startups focusing on LLM agent verification have been founded in both Europe and the US to meet growing demand. == Approaches == === Formal verification === Formal verification involves proving the correctness of some or all aspects of a system using mathematical methods. Such methods can range from manual formal proof, to verification assisted with automated theorem provers like Isabelle. For agent verification, model checking is by far the most frequently used formal verification method; for pre-LLM models it was often complemented with techniques using computation tree logic. Another common method is theorem proving. Formal verification provides a higher degree of confidence than informal methods, but it is not always used, even when it is possible. Sometimes a person or organisation developing software agents won't have the necessary skills, or may not see it as worth the effort if the agent(s) will not have the ability to cause much harm even if they malfunction. When agents are deployed in systems where errors could have serious consequences, the ability of formal verification methods to provide mathematical certainty tends to be strongly preferred by both regulators and designers themselves. But even for high impact systems, formal verificatio

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  • Context-sensitive user interface

    Context-sensitive user interface

    A context-sensitive user interface offers the user options based on the state of the active program. Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus. A user-interface may also provide context sensitive feedback, such as changing the appearance of the mouse pointer or cursor, changing the menu color, or with auditory or tactile feedback. == Reasoning and advantages of context sensitivity == The primary reason for introducing context sensitivity is to simplify the user interface. Advantages include: Reduced number of commands required to be known to the user for a given level of productivity. Reduced number of clicks or keystrokes required to carry out a given operation. Allows consistent behaviour to be pre-programmed or altered by the user. Reduces the number of options needed on screen at one time. === Disadvantages === Context sensitive actions may be perceived as dumbing down of the user interface, leaving the operator at a loss as to what to do when the computer decides to perform an unwanted action. Additionally non-automatic procedures may be hidden or obscured by the context sensitive interface causing an increase in user workload for operations the designers did not foresee. A poor implementation can be more annoying than helpful – a classic example of this is Office Assistant. == Implementation == At the simplest level each possible action is reduced to a single most likely action – the action performed is based on a single variable (such as file extension). In more complicated implementations multiple factors can be assessed such as the user's previous actions, the size of the file, the programs in current use, metadata etc. The method is not only limited to the response to imperative button presses and mouse clicks – pop-up menus can be pruned and/or altered, or a web search can focus results based on previous searches. At higher levels of implementation context sensitive actions require either larger amounts of meta-data, extensive case analysis based programming, or other artificial intelligence algorithms. === In computer and video games === Context sensitivity is important in video games, especially those controlled by a gamepad, joystick or computer mouse in which the number of buttons available is limited. It is primarily applied when the player is in a certain place and is used to interact with a person or object. For example, if the player is standing next to a non-player character, an option may come up allowing the player to talk with them. Implementations range from the embryonic 'Quick Time Event' to context sensitive sword combat in which the attack used depends on the position and orientation of both the player and opponent, as well as the virtual surroundings. A similar range of use is found in the 'action button' which, depending upon the in-game position of the player's character, may cause it to pick something up, open a door, grab a rope, punch a monster or opponent, or smash an object. The response does not have to be player activated – an on-screen device may only be shown in certain circumstances, e.g. 'targeting' cross hairs in a flight combat game may indicate the player should fire. An alternative implementation is to monitor the input from the player (e.g. level of button pressing activity) and use that to control the pace of the game in an attempt to maximize enjoyment or to control the excitement or ambience. The method has become increasingly important as more complex games are designed for machines with few buttons (keyboard-less consoles). Bennet Ring commented (in 2006) that "Context-sensitive is the new lens flare". === Context-sensitive help === Context sensitive help is a common implementation of context sensitivity, a single help button is actioned and the help page or menu will open a specific page or related topic.

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  • Cooperative coevolution

    Cooperative coevolution

    Cooperative Coevolution (CC) in the field of biological evolution is an evolutionary computation method. It divides a large problem into subcomponents, and solves them independently in order to solve the large problem. The subcomponents are also called species. The subcomponents are implemented as subpopulations and the only interaction between subpopulations is in the cooperative evaluation of each individual of the subpopulations. The general CC framework is nature inspired where the individuals of a particular group of species mate amongst themselves, however, mating in between different species is not feasible. The cooperative evaluation of each individual in a subpopulation is done by concatenating the current individual with the best individuals from the rest of the subpopulations as described by M. Potter. The cooperative coevolution framework has been applied to real world problems such as pedestrian detection systems, large-scale function optimization and neural network training. It has also be further extended into another method, called Constructive cooperative coevolution. == Pseudocode == i := 0 for each subproblem S do Initialise a subpopulation Pop0(S) calculate fitness of each member in Pop0(S) while termination criteria not satisfied do i := i + 1 for each subproblem S do select Popi(S) from Popi-1(S) apply genetic operators to Popi(S) calculate fitness of each member in Popi(S)

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