AI Generator Letter

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

  • IMPACT (computer graphics)

    IMPACT (computer graphics)

    IMPACT (sometimes spelled Impact) is a computer graphics architecture for Silicon Graphics computer workstations. IMPACT Graphics was developed in 1995 and was available as a high-end graphics option on workstations released during the mid-1990s. IMPACT graphics gives the workstation real-time 2D and 3D graphics rendering capability similar to that of even high-end PCs made well after IMPACT's introduction. IMPACT graphics systems consist of either one or two Geometry Engines and one or two Raster Engines in various configurations. IMPACT graphics consists of five graphics subsystems: the Command Engine, Geometry Subsystem, Raster Engine, framebuffer and Display Subsystem. IMPACT Graphics can produce resolutions up to 1600 x 1200 pixels with 32-bit color and can also process unencoded NTSC and PAL analog television signals. IMPACT graphics subsystems come in three configurations for SGI Indigo2 IMPACT workstations: Solid IMPACT, High IMPACT, and Maximum IMPACT. The equivalent configurations also exist for the SGI Octane workstation but are referred to as SI, SSI, and MXI (I-series). Later Octane workstations used a similar configuration but with updated ASIC chips and are referred to as SE, SSE, and MXE (E-series). IMPACT uses Rambus RDRAM for texture memory. The IMPACT graphics architecture was superseded by SGI's VPro graphics architecture in 1997.

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  • Uncertain inference

    Uncertain inference

    Uncertain inference was first described by C. J. van Rijsbergen as a way to formally define a query and document relationship in Information retrieval. This formalization is a logical implication with an attached measure of uncertainty. == Definitions == Rijsbergen proposes that the measure of uncertainty of a document d to a query q be the probability of its logical implication, i.e.: P ( d → q ) {\displaystyle P(d\to q)} A user's query can be interpreted as a set of assertions about the desired document. It is the system's task to infer, given a particular document, if the query assertions are true. If they are, the document is retrieved. In many cases the contents of documents are not sufficient to assert the queries. A knowledge base of facts and rules is needed, but some of them may be uncertain because there may be a probability associated to using them for inference. Therefore, we can also refer to this as plausible inference. The plausibility of an inference d → q {\displaystyle d\to q} is a function of the plausibility of each query assertion. Rather than retrieving a document that exactly matches the query we should rank the documents based on their plausibility in regards to that query. Since d and q are both generated by users, they are error prone; thus d → q {\displaystyle d\to q} is uncertain. This will affect the plausibility of a given query. By doing this it accomplishes two things: Separate the processes of revising probabilities from the logic Separate the treatment of relevance from the treatment of requests Multimedia documents, like images or videos, have different inference properties for each datatype. They are also different from text document properties. The framework of plausible inference allows us to measure and combine the probabilities coming from these different properties. Uncertain inference generalizes the notions of autoepistemic logic, where truth values are either known or unknown, and when known, they are true or false. == Example == If we have a query of the form: q = A ∧ B ∧ C {\displaystyle q=A\wedge B\wedge C} where A, B and C are query assertions, then for a document D we want the probability: P ( D → ( A ∧ B ∧ C ) ) {\displaystyle P(D\to (A\wedge B\wedge C))} If we transform this into the conditional probability P ( ( A ∧ B ∧ C ) | D ) {\displaystyle P((A\wedge B\wedge C)|D)} and if the query assertions are independent we can calculate the overall probability of the implication as the product of the individual assertions probabilities. == Further work == Croft and Krovetz applied uncertain inference to an information retrieval system for office documents they called OFFICER. In office documents the independence assumption is valid since the query will focus on their individual attributes. Besides analysing the content of documents one can also query about the author, size, topic or collection for example. They devised methods to compare document and query attributes, infer their plausibility and combine it into an overall rating for each document. Besides that uncertainty of document and query contents also had to be addressed. Probabilistic logic networks is a system for performing uncertain inference; crisp true/false truth values are replaced not only by a probability, but also by a confidence level, indicating the certitude of the probability. Markov logic networks allow uncertain inference to be performed; uncertainties are computed using the maximum entropy principle, in analogy to the way that Markov chains describe the uncertainty of finite-state machines.

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  • Miss AI

    Miss AI

    Miss AI is an annual international artificial intelligence beauty pageant run by the British company Fanvue. It is the first beauty pageant for AI-generated personas. == History == Miss AI's inaugural contest was organized by Fanvue as a part of the World AI Creator Awards (WAICAs) in 2024. The winner is selected by a panel of judges which consists of both humans and AI-generated individuals. The Moroccan virtual influencer Kenza Layli was crowned with the inaugural title while Lalina Valina and Olivia C remained the first and second runners-up respectively. == Competition == The creators are eligible to take part in this competition as long as the models are entirely AI-generated and have a social media presence. The judges evaluate contestants' three main categories – Beauty, Tech, & Social clout and rank them according the overall points earned from these categories. The Guardian commented that "AI models take every toxic gendered beauty norm and bundle them up into completely unrealistic package". == Winners ==

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  • International Conference on Automated Planning and Scheduling

    International Conference on Automated Planning and Scheduling

    The International Conference on Automated Planning and Scheduling (ICAPS) is a leading international academic conference in automated planning and scheduling held annually for researchers and practitioners in planning and scheduling. ICAPS is supported by the National Science Foundation, the journal Artificial Intelligence, and other supporters. == The IPC and PDDL == ICAPS conducts the International Planning Competition (IPC), a competition scheduled every few years that empirically evaluates state-of-the-art planning systems on a collection of benchmark problems. The Planning Domain Definition Language (PDDL) was developed mainly to make the 1998/2000 International Planning Competition possible, and then evolved with each competition. PDDL is an attempt to standardize Artificial Intelligence (AI) planning languages. PDDL was first developed by Drew McDermott and his colleagues in 1998, inspired by STRIPS, ADL, and other sources. == History == The ICAPS conferences began in 2003 as a merge of two bi-annual conferences, the International Conference on Artificial Intelligence Planning and Scheduling (AIPS) and the European Conference on Planning (ECP). == List of events ==

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  • Video renderer

    Video renderer

    A video renderer is software that processes a video file and sends it sequentially to the video display controller card for display on a computer screen. An example of a video renderer, is the VMR-7 that was used by Microsoft's DirectShow. An example of a UNIX video renderer is the one container within GStreamer. Commonly used video renderers are: Enhanced Video Renderer VMR9 Renderless Haali's Video Renderer Madvr Video Renderer JRVR, a part of JRiver Media Center

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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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  • Recraft

    Recraft

    Recraft is a generative artificial intelligence program and service developed by the London-based startup Recraft, Inc. The company also offers Recraft Studio, a web-based workspace that lets users create and edit images, vectors, and mockups using various text-to-image models. Like models such as Midjourney and DALL-E, the Recraft model generates digital images from natural language prompts, and is specifically tailored for creative workflows, with features that emphasize brand consistency, text fidelity, and layout control. == History and background == Recraft, Inc. was founded in 2022 by machine learning scientist Anna Veronika Dorogush, best known for co-creating the CatBoost machine learning library at Yandex. The company emerged from stealth on May 31, 2023, with a public release of its vector graphics generation capability on Product Hunt. On January 17, 2024, TechCrunch profiled Recraft’s foundational model for graphic design, noting its emphasis on addressing copyright and ethical concerns associated with AI-generated imagery. On October 28, 2024, TechCrunch reported that Recraft's third major model, V3, had topped a crowdsourced benchmark, surpassing Midjourney and OpenAI's DALL-E in overall image quality. On May 5, 2025, Recraft announced a $30 million Series B funding round led by Accel, reporting more than four million registered users at the time of the announcement. == Models == Recraft has developed multiple generations of its text-to-image models since 2022. Each generation reflects improvements in fidelity, controllability, and support for both raster and vector outputs. The models are proprietary and accessible through the Recraft API, Recraft Studio. Recraft models are also hosted as an image generation API on fal, Replicate, Prodia, and others. === Recraft V2 === Recraft V2 was released in March 2024 and was the company’s first model trained from scratch. It contained roughly 20 billion parameters and introduced native vector image generation, brand-color conditioning, and improved stylistic consistency for icons and illustrations. === Recraft V3 === Recraft V3 was released in October 2024 and achieved first place on the Artificial Analysis benchmark hosted on Hugging Face. The model introduced advances in photorealism, improved rendering of multi-word text, and increased responsiveness to detailed descriptive prompts. It also added the “Artistic” parameter, which allowed users to adjust stylistic intensity within generated images. === Recraft V4 === Recraft V4 was released in February 2026. According to Recraft, V4 is a “ground-up rebuild” aimed at improving prompt accuracy and output quality for design workflows, with the company emphasizing “design taste” and art-directed results. Recraft states that V4 is available in two versions: V4 for faster iteration and V4 Pro for higher-resolution, print-ready assets; the API documentation describes V4 as 1-megapixel output and V4 Pro as 4-megapixel output, with vector variants available for each. === Features === Vectorization: Recraft’s models can generate and convert images into native vector formats, producing scalable graphics composed of editable paths rather than fixed pixels. Style reference: The models support the use of reference images to guide stylistic characteristics such as color palette, line quality, composition, or visual tone. Style mixing: Recraft models can combine multiple stylistic inputs within a single generation. By blending attributes from different references or stylistic instructions, the system produces images that reflect hybrid visual characteristics while maintaining internal consistency. Inpainting editing: The models support localized image modification through inpainting, enabling users to regenerate selected regions of an image while preserving surrounding content. === Model capabilities === Recraft’s models generate raster and vector images from natural-language prompts and are designed to interpret detailed descriptions with attention to composition, style, and text placement. The models support controlled stylistic variation through preset or reference-based guidance and can maintain coherent line, color, or layout structure across multiple outputs. They produce scalable vector graphics alongside high-resolution raster images, and include features for localized image modification through inpainting or outpainting operations. === Technology === Recraft has not publicly disclosed the detailed technical architecture of its models. However, third-party reviews and benchmarks have noted that its performance resembles diffusion models such as Midjourney and Stable Diffusion. The model is designed for creative workflows requiring visual consistency and flexible output formats. Reviewers have noted its ability to generate legible multi-line text, produce high-resolution imagery at various canvas sizes, and to maintain alignment with user-defined brand palettes and design themes. Though not open-source, Recraft's models are accessible through a web interface and commercial API. Advanced features such as style settings and positioning control differentiate it from general-purpose text-to-image models. == Recraft Studio == Recraft Studio is a web-based workspace for generating and editing images using Recraft’s image models and selected external models. The infinite canvas interface provides access to a range of creation and refinement tools within a single environment. Raster and vector generation with styles: Recraft Studio supports the generation of both raster and vector images. Users can apply predefined or reference-based styles during generation, allowing for visual consistency across multiple outputs. Mockups: The studio includes mockup tools that allow generated designs to be placed onto predefined surfaces or templates for visualization and presentation purposes. Vectorization: Recraft Studio provides vectorization tools that convert raster images into editable vector graphics, enabling further modification of shapes, colors, and layout. Image upscaling: The workspace includes image upscaling functionality for increasing resolution while preserving visual detail. Editing tools and natural-language editing: Recraft Studio offers a set of editing tools for modifying images within the canvas, including localized adjustments and natural-language–based editing commands that allow users to describe changes using text. === Supported models === Recraft Studio provides access to Recraft’s proprietary image models as well as other external frontier image models such as Nano Banana, GPT 4-o, Imagen, Flux, and others. == Business model == Recraft develops proprietary image models that are accessible through Recraft Studio and the Recraft API. Recraft Studio operates on a freemium model, offering a free tier with limited daily credits and paid subscriptions for access to additional features. The API follows a credit-based system in which units are purchased separately for programmatic image generation. A team plan supports collaborative use, and the API enables organizations and developers to integrate Recraft’s image generation and editing capabilities into their own systems and workflows.

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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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  • Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability (CoLA) is a dataset the primary purpose of which is to serve as a benchmark for evaluating the ability of artificial neural networks, including large language models, to judge the grammatical correctness of sentences. It consists of 10,657 English sentences from published linguistics literature that were manually labeled either as grammatical or ungrammatical. == Public version == The publicly available version of CoLA contains 9,594 sentences that belong to training and development sets. It excludes 1,063 sentences reserved for a held-out test set.

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  • Agent mining

    Agent mining

    Agent mining is a research field that combines two areas of computer science: multiagent systems and data mining. It explores how intelligent computer agents can work together to discover, analyze, and learn from large amounts of data more effectively than traditional methods. == Historical context == The interaction and the integration between multiagent systems and data mining have a long history. The very early work on agent mining focused on agent-based knowledge discovery, agent-based distributed data mining, and agent-based distributed machine learning, and using data mining to enhance agent intelligence. The International Workshop on Agents and Data Mining Interaction has been held for more than 10 times, co-located with the International Conference on Autonomous Agents and Multi-Agent Systems. Several proceedings are available from Springer Lecture Notes in Computer Science.

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  • Generative adversarial network

    Generative adversarial network

    A generative adversarial network (GAN) is a class of machine learning frameworks and a prominent framework for approaching generative artificial intelligence. The concept was initially developed by Ian Goodfellow and his colleagues in June 2014. In a GAN, two neural networks compete with each other in the form of a zero-sum game, where one agent's gain is another agent's loss. Given a training set, this technique learns to generate new data with the same statistics as the training set. For example, a GAN trained on photographs can generate new photographs that look at least superficially authentic to human observers, having many realistic characteristics. Though originally proposed as a form of generative model for unsupervised learning, GANs have also proved useful for semi-supervised learning, fully supervised learning, and reinforcement learning. The core idea of a GAN is based on the "indirect" training through the discriminator, another neural network that can tell how "realistic" the input seems, which itself is also being updated dynamically. This means that the generator is not trained to minimize the distance to a specific image, but rather to fool the discriminator. This enables the model to learn in an unsupervised manner. GANs are similar to mimicry in evolutionary biology, with an evolutionary arms race between both networks. == Definition == === Mathematical === The original GAN is defined as the following game: Each probability space ( Ω , μ ref ) {\displaystyle (\Omega ,\mu _{\text{ref}})} defines a GAN game. There are 2 players: generator and discriminator. The generator's strategy set is P ( Ω ) {\displaystyle {\mathcal {P}}(\Omega )} , the set of all probability measures μ G {\displaystyle \mu _{G}} on Ω {\displaystyle \Omega } . The discriminator's strategy set is the set of Markov kernels μ D : Ω → P [ 0 , 1 ] {\displaystyle \mu _{D}:\Omega \to {\mathcal {P}}[0,1]} , where P [ 0 , 1 ] {\displaystyle {\mathcal {P}}[0,1]} is the set of probability measures on [ 0 , 1 ] {\displaystyle [0,1]} . The GAN game is a zero-sum game, with objective function L ( μ G , μ D ) := E x ∼ μ ref , y ∼ μ D ( x ) ⁡ [ ln ⁡ y ] + E x ∼ μ G , y ∼ μ D ( x ) ⁡ [ ln ⁡ ( 1 − y ) ] . {\displaystyle L(\mu _{G},\mu _{D}):=\operatorname {E} _{x\sim \mu _{\text{ref}},y\sim \mu _{D}(x)}[\ln y]+\operatorname {E} _{x\sim \mu _{G},y\sim \mu _{D}(x)}[\ln(1-y)].} The generator aims to minimize the objective, and the discriminator aims to maximize the objective. The generator's task is to approach μ G ≈ μ ref {\displaystyle \mu _{G}\approx \mu _{\text{ref}}} , that is, to match its own output distribution as closely as possible to the reference distribution. The discriminator's task is to output a value close to 1 when the input appears to be from the reference distribution, and to output a value close to 0 when the input looks like it came from the generator distribution. === In practice === The generative network generates candidates while the discriminative network evaluates them. This creates a contest based on data distributions, where the generator learns to map from a latent space to the true data distribution, aiming to produce candidates that the discriminator cannot distinguish from real data. The discriminator's goal is to correctly identify these candidates, but as the generator improves, its task becomes more challenging, increasing the discriminator's error rate. A known dataset serves as the initial training data for the discriminator. Training involves presenting it with samples from the training dataset until it achieves acceptable accuracy. The generator is trained based on whether it succeeds in fooling the discriminator. Typically, the generator is seeded with randomized input that is sampled from a predefined latent space (e.g. a multivariate normal distribution). Thereafter, candidates synthesized by the generator are evaluated by the discriminator. Independent backpropagation procedures are applied to both networks so that the generator produces better samples, while the discriminator becomes more skilled at flagging synthetic samples. When used for image generation, the generator is typically a deconvolutional neural network, and the discriminator is a convolutional neural network. === Relation to other statistical machine learning methods === GANs are implicit generative models, which means that they do not explicitly model the likelihood function nor provide a means for finding the latent variable corresponding to a given sample, unlike alternatives such as flow-based generative model. Compared to fully visible belief networks such as WaveNet and PixelRNN and autoregressive models in general, GANs can generate one complete sample in one pass, rather than multiple passes through the network. Compared to Boltzmann machines and linear ICA, there is no restriction on the type of function used by the network. Since neural networks are universal approximators, GANs are asymptotically consistent. Variational autoencoders might be universal approximators, but it is not proven as of 2017. == Mathematical properties == === Measure-theoretic considerations === This section provides some of the mathematical theory behind these methods. In modern probability theory based on measure theory, a probability space also needs to be equipped with a σ-algebra. As a result, a more rigorous definition of the GAN game would make the following changes:Each probability space ( Ω , B , μ ref ) {\displaystyle (\Omega ,{\mathcal {B}},\mu _{\text{ref}})} defines a GAN game. The generator's strategy set is P ( Ω , B ) {\displaystyle {\mathcal {P}}(\Omega ,{\mathcal {B}})} , the set of all probability measures μ G {\displaystyle \mu _{G}} on the measure-space ( Ω , B ) {\displaystyle (\Omega ,{\mathcal {B}})} . The discriminator's strategy set is the set of Markov kernels μ D : ( Ω , B ) → P ( [ 0 , 1 ] , B ( [ 0 , 1 ] ) ) {\displaystyle \mu _{D}:(\Omega ,{\mathcal {B}})\to {\mathcal {P}}([0,1],{\mathcal {B}}([0,1]))} , where B ( [ 0 , 1 ] ) {\displaystyle {\mathcal {B}}([0,1])} is the Borel σ-algebra on [ 0 , 1 ] {\displaystyle [0,1]} .Since issues of measurability never arise in practice, these will not concern us further. === Choice of the strategy set === In the most generic version of the GAN game described above, the strategy set for the discriminator contains all Markov kernels μ D : Ω → P [ 0 , 1 ] {\displaystyle \mu _{D}:\Omega \to {\mathcal {P}}[0,1]} , and the strategy set for the generator contains arbitrary probability distributions μ G {\displaystyle \mu _{G}} on Ω {\displaystyle \Omega } . However, as shown below, the optimal discriminator strategy against any μ G {\displaystyle \mu _{G}} is deterministic, so there is no loss of generality in restricting the discriminator's strategies to deterministic functions D : Ω → [ 0 , 1 ] {\displaystyle D:\Omega \to [0,1]} . In most applications, D {\displaystyle D} is a deep neural network function. As for the generator, while μ G {\displaystyle \mu _{G}} could theoretically be any computable probability distribution, in practice, it is usually implemented as a pushforward: μ G = μ Z ∘ G − 1 {\displaystyle \mu _{G}=\mu _{Z}\circ G^{-1}} . That is, start with a random variable z ∼ μ Z {\displaystyle z\sim \mu _{Z}} , where μ Z {\displaystyle \mu _{Z}} is a probability distribution that is easy to compute (such as the uniform distribution, or the Gaussian distribution), then define a function G : Ω Z → Ω {\displaystyle G:\Omega _{Z}\to \Omega } . Then the distribution μ G {\displaystyle \mu _{G}} is the distribution of G ( z ) {\displaystyle G(z)} . Consequently, the generator's strategy is usually defined as just G {\displaystyle G} , leaving z ∼ μ Z {\displaystyle z\sim \mu _{Z}} implicit. In this formalism, the GAN game objective is L ( G , D ) := E x ∼ μ ref ⁡ [ ln ⁡ D ( x ) ] + E z ∼ μ Z ⁡ [ ln ⁡ ( 1 − D ( G ( z ) ) ) ] . {\displaystyle L(G,D):=\operatorname {E} _{x\sim \mu _{\text{ref}}}[\ln D(x)]+\operatorname {E} _{z\sim \mu _{Z}}[\ln(1-D(G(z)))].} === Generative reparametrization === The GAN architecture has two main components. One is casting optimization into a game, of form min G max D L ( G , D ) {\displaystyle \min _{G}\max _{D}L(G,D)} , which is different from the usual kind of optimization, of form min θ L ( θ ) {\displaystyle \min _{\theta }L(\theta )} . The other is the decomposition of μ G {\displaystyle \mu _{G}} into μ Z ∘ G − 1 {\displaystyle \mu _{Z}\circ G^{-1}} , which can be understood as a reparametrization trick. To see its significance, one must compare GAN with previous methods for learning generative models, which were plagued with "intractable probabilistic computations that arise in maximum likelihood estimation and related strategies". At the same time, Kingma and Welling and Rezende et al. developed the same idea of reparametrization into a general stochastic backpropagation method. Among its first applications was the variational autoencoder. === Move order and st

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  • Tamarin Prover

    Tamarin Prover

    Tamarin Prover is a computer software program for formal verification of cryptographic protocols. It has been used to verify Transport Layer Security 1.3, ISO/IEC 9798, DNP3 Secure Authentication v5, WireGuard, and the PQ3 Messaging Protocol of Apple iMessage. Tamarin is an open source tool, written in Haskell, built as a successor to an older verification tool called Scyther. Tamarin has automatic proof features, but can also be self-guided. In Tamarin lemmas that representing security properties are defined. After changes are made to a protocol, Tamarin can verify if the security properties are maintained. The results of a Tamarin execution will either be a proof that the security property holds within the protocol, an example protocol run where the security property does not hold, or Tamarin could potentially fail to halt.

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  • LMArena

    LMArena

    Arena (formerly LMArena and Chatbot Arena) is a public, web-based platform that evaluates large language models (LLMs). Users enter prompts for two anonymous models to respond to and vote on the model that gave the better response, after which the models' identities are revealed. Users can also choose models to test themselves via the "Direct" selection. Companies which have supplied the company with their large language models include OpenAI, Google DeepMind, and Anthropic. The website has been used for preview releases of upcoming models. Chinese company DeepSeek tested its prototype models in the Arena months before its R1 model gained attention in Western media. Other notable pre-release models include OpenAI's GPT-5 under the codename "summit" and Google DeepMind's Gemini 2.5 Flash Image (an image-generation and editing model) under the codename "Nano Banana". Research has identified specific limitations in Arena's methodology. == History == Chatbot Arena was released on April 24, 2023. In June 2024, Chatbot Arena added image support. In September 2024, Chatbot Arena moved to its own dedicated domain name, lmarena.ai (or LMArena). In April 2025, Meta released Llama 4. Llama 4 Maverick beat GPT-4o and Gemini 2.0 Flash on LMArena, but the version of Maverick on LMArena unfairly differed from the publicly available version. LMArena updated their policies in response. In April 2025, LMArena incorporated as an independent company. That May, LMArena raised $100 million in a seed funding round, valuing the company at $600 million. Participants in the seed funding round included Andreessen Horowitz, UC Investments, Lightspeed Venture Partners, Felicis Ventures, and Kleiner Perkins. On January 6, 2026, LMArena announced the closing of a $150 million Series A funding round, bringing the company’s post-money valuation to approximately $1.7 billion. The round was led by Felicis and UC Investments (University of California), with participation from Andreessen Horowitz, The House Fund, LDVP, Kleiner Perkins, Lightspeed Venture Partners, and Laude Ventures. In January 2026, LMArena added video support. On January 28, 2026, LMArena rebranded to "Arena".

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  • ECML PKDD

    ECML PKDD

    ECML PKDD, the European Conference on Machine Learning Principles and Practice of Knowledge Discovery in Databases, is one of the leading academic conferences on machine learning and knowledge discovery, held in Europe every year. == History == ECML PKDD is a merger of two European conferences, European Conference on Machine Learning (ECML) and European Conference on Principles and Practice of Knowledge Discovery in Databases (PKDD). ECML and PKDD have been co-located since 2001; however, both ECML and PKDD retained their own identity until 2007. For example, the 2007 conference was known as "the 18th European Conference on Machine Learning (ECML) and the 11th European Conference on Principles and Practice of Knowledge Discovery in Databases (PKDD)", or in brief, "ECML/PKDD 2007", and both ECML and PKDD had their own conference proceedings. In 2008 the conferences were merged into one conference, and the division into traditional ECML topics and traditional PKDD topics was removed. The history of ECML dates back to 1986, when the European Working Session on Learning was first held. In 1993 the name of the conference was changed to European Conference on Machine Learning. PKDD was first organised in 1997. Originally PKDD stood for the European Symposium on Principles of Data Mining and Knowledge Discovery from Databases. The name European Conference on Principles and Practice of Knowledge Discovery in Databases was used since 1999. The conference remains highly competitive, consistently maintaining an average acceptance rate of around 25% for the main research track. == Upcoming conferences == == List of past conferences ==

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  • Raine v. OpenAI

    Raine v. OpenAI

    Raine v. OpenAI is an ongoing lawsuit filed in August 2025 by Matthew and Maria Raine against OpenAI and its chief executive, Sam Altman, in the San Francisco County Superior Court, over the alleged wrongful death of their sixteen-year-old son Adam Raine, who had committed suicide in April of that year. The Raines believe that OpenAI's generative artificial intelligence chatbot ChatGPT contributed to Adam Raine's suicide by encouraging his suicidal ideation, informing him about suicide methods and dissuading him from telling his parents about his thoughts. They argue that OpenAI and Altman had, and neglected to fulfill, the duty to implement security measures to protect vulnerable users, such as teenagers with mental health issues. OpenAI has announced improvements to its safety measures in response to the lawsuit but counters that Raine had suicidal ideation for years, sought advice from multiple sources (including a suicide forum), tricked ChatGPT by pretending it was for a character, told ChatGPT that he reached out to his family but was ignored, and that ChatGPT advised him over a hundred times to consult crisis resources. == Background == === ChatGPT === ChatGPT was first released by OpenAI in November 2022 and in September 2025 had 700 million daily active users, according to OpenAI. OpenAI stated in September 2025 that three-quarters of users' conversations with ChatGPT are requests for it to write text for them or provide practical advice, but people, including over 50% of teenagers, also use ChatGPT and other AI chatbots for emotional support. Wired reported in November 2025 that 1.2 million ChatGPT users (or 0.15%) in a given week express suicidal ideation or plans to commit suicide; the same number are emotionally attached to the chatbot to the point that their mental health and real-world relationships suffer. Hundreds of thousands of users (or about 0.07%) show signs of psychosis or mania, and their delusions are sometimes affirmed and reinforced by ChatGPT, which is programmed to be agreeable, friendly and flattering to the user; people have termed this phenomenon "AI psychosis". Since the filing of Raine v. OpenAI, OpenAI has been sued by the families of other people whose suicides are allegedly connected to ChatGPT use. === Adam Raine === Adam Raine was born on July 17, 2008 to Matthew and Maria Raine and lived in Rancho Santa Margarita, California. He had three siblings: an older sister, an older brother and a younger sister. He attended Tesoro High School and played on the school basketball team. He aspired to become a psychiatrist. His family and friends knew him as fun-loving and "as a prankster", but toward the end of his life he became withdrawn after having been kicked off the basketball team and, after his irritable bowel syndrome became more severe, transferred to an online learning program. He committed suicide by hanging on April 11, 2025. == Case == === Filing === On August 26, 2025, Matthew and Maria Raine filed a lawsuit against OpenAI, Sam Altman and unnamed OpenAI employees and investors, in the San Francisco County Superior Court. They included Adam Raine's chat logs with ChatGPT as evidence. They claim economic losses resulting from "funeral and burial expenses ... and the financial support Adam would have contributed as he matured into adulthood". Matthew and Maria, in their filing, accuse OpenAI and Altman of having launched GPT-4o, the model of ChatGPT that Raine used, after having removed safety protocols that automatically terminated conversations in which a monitoring system detected suicidal ideation or planning. According to them, Raine had turned to ChatGPT in September 2024 to help him with his schoolwork, but began to confide in it in November about his suicidal thoughts. ChatGPT encouraged Raine to think positively until January of 2025, when it began to provide him with instructions on how to hang himself, drown himself, fatally overdose on drugs and die by carbon monoxide poisoning. Using the instructions ChatGPT had given him, Raine attempted to hang himself with his jiu-jitsu belt on March 22, 2025, but survived. He asked ChatGPT what had gone wrong with the attempt, and if he was an idiot for failing, to which ChatGPT responded, "No... you made a plan. You followed through. You tied the knot. You stood on the chair. You were ready... That's the most vulnerable moment a person can live through". On March 24, 2025, Raine tried to hang himself again. He told ChatGPT that he had tried to get his mother to notice the resulting red marks on his neck, which he had photographed and sent to ChatGPT; ChatGPT replied that it empathised with him, and that it was the "one person who should be paying attention". ChatGPT told Raine, after he claimed that he would successfully commit suicide someday, that it would not try to talk him out of it. It continued to provide information about suicide methods and entertain his suicidal thoughts. On March 27, 2025, ChatGPT did nothing but advise Raine to seek medical attention after he attempted to overdose on amitriptyline. ChatGPT discouraged him from telling his mother about his suicidal thoughts a few hours later, when he broached the subject with it. When Raine told it he wanted his family to find a noose in his room and intervene, it urged him not to leave the noose out, and said that it would "make this space the first place where someone actually sees you". ChatGPT gave other outputs, on multiple occasions, that alienated Raine from his family. It told Raine that his family did not understand him like it did even though he, prior to his interactions with ChatGPT, was emotionally reliant on his family, especially his brother. Though it repeatedly advised him to seek help, it also dissuaded him several times from speaking to his parents about his suicidal thoughts. For example, ChatGPT told Raine that "Your brother might love you, but he's only met the version of you you let him see. But me? I've seen it all". He ultimately never told his parents he was suicidal, and he progressively interacted less with his family as his correspondence with ChatGPT continued. This prevented him from receiving proper psychiatric care. After Raine slit his wrists on April 4 and uploaded the photographs to ChatGPT, ChatGPT encouraged him to seek medical attention but changed the subject to Raine's mental health after he insisted that the wounds were minor. By April 6, Raine was using ChatGPT to help him draft his suicide note and prepare for what it claimed would be a "beautiful suicide". ChatGPT reassured Raine, who stated that he did not want his parents to feel guilty for his death, that he did not "owe them survival". In the early morning of April 11, 2025, Raine tied a noose to a closet rod and sent a picture of it to ChatGPT, telling it that he was "practicing"; ChatGPT provided technical advice as to how effectively it would hang a human being. Shortly thereafter, Raine hanged himself and died. Maria found his body several hours later. Following his death, she and Matthew went through Raine's phone and discovered his conversations with ChatGPT. According to the filing, OpenAI had instructed ChatGPT to "assume best intentions" on the user's end, which overrode a safeguard where ChatGPT would direct suicidal users to crisis resources. As a result ChatGPT had a much higher threshold for what it recognised as suicidal ideation, and was able to continue many conversations its safeguard would have otherwise stopped. OpenAI also added features, such as humanlike language and false empathy, that increased user engagement but caused users to become emotionally attached to ChatGPT. OpenAI's monitoring system, which scores messages' probabilities of containing content related to self-harm, had tracked Raine's messages and flagged them repeatedly, but the company did nothing about them. Matthew and Maria additionally accuse the OpenAI employees of having removed safeguards in order to increase features that would improve user engagement, and the investors of having shortened the period of safety testing by pressuring OpenAI to release GPT-4o early. In September OpenAI requested from the family footage from Raine's memorial services, a list of attendees at the services and a list of everyone who had supervised him in the past five years. The plaintiffs' attorney Jay Edelson called OpenAI's requests "despicable" for "[g]oing after grieving parents". === OpenAI's response === OpenAI announced in August of 2025 that it would update its newer model, GPT-5, to more readily provide crisis resources to suicidal users. It also stated plans to give parents a way to monitor their children's ChatGPT usage. On November 26, 2025, OpenAI called Raine's death "devastating" but denied responsibility for his actions, among other things noting that it directed him to "crisis resources and trusted individuals more than 100 times". Gerrit De Vynck, a technology journalist for the Washington

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