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  • Algorithmic bias

    Algorithmic bias

    Algorithmic bias describes systematic and repeatable harmful tendency in a computerized sociotechnical system to create "unfair" outcomes, such as "privileging" one category over another in ways that may or may not be different from the intended function of the algorithm. Bias can emerge from many factors, including intentionally biased design decisions or the unintended or unanticipated use or decisions relating to the way data is coded, collected, selected or used to train the algorithm. For example, algorithmic bias has been observed in search engine results and social media platforms. This bias can have impacts ranging from privacy violations to reinforcing social biases of race, gender, sexuality, and ethnicity. The study of algorithmic bias is most concerned with algorithms that reflect "systematic and unfair" discrimination. This bias has only recently been addressed in legal frameworks, such as the European Union's General Data Protection Regulation (enforced in 2018) and the Artificial Intelligence Act (proposed in 2021 and adopted in 2024). As algorithms expand their ability to organize society, politics, institutions, and behavior, sociologists have become concerned with the ways in which unanticipated output and manipulation of data can impact the physical world. Because algorithms are often considered to be neutral and unbiased, they can inaccurately project greater authority than human expertise (in part due to the psychological phenomenon of automation bias), and in some cases, reliance on algorithms can displace human responsibility for their outcomes, without last mile thinking. Bias can enter into algorithmic systems as a result of pre-existing cultural, social, or institutional expectations; by how features and labels are chosen; because of technical limitations of their design; or by being used in unanticipated contexts or by audiences who are not considered in the software's initial design. Algorithmic bias has been cited in cases ranging from election outcomes to the spread of online hate speech. It has also arisen in criminal justice, healthcare, and hiring, compounding existing racial, socioeconomic, and gender biases. The relative inability of facial recognition technology to accurately identify darker-skinned faces has been linked to multiple wrongful arrests of black men, an issue stemming from imbalanced datasets. Problems in understanding, researching, and discovering algorithmic bias persist due to the proprietary nature of algorithms, which are typically treated as trade secrets. Even when full transparency is provided, the complexity of certain algorithms poses a barrier to understanding their functioning. Furthermore, algorithms may change, or respond to input or output in ways that cannot be anticipated or easily reproduced for analysis. In many cases, even within a single website or application, there is no single "algorithm" to examine, but a network of many interrelated programs and data inputs, even between users of the same service. A 2021 survey identified multiple forms of algorithmic bias, including historical, representation, and measurement biases, each of which can contribute to unfair outcomes. == Definitions == Algorithms are difficult to define, but may be generally understood as lists of instructions that determine how programs read, collect, process, and analyze data to generate a usable output. For a rigorous technical introduction, see Algorithms. Advances in computer hardware and software have led to an increased capability to process, store and transmit data. This has in turn made the design and adoption of technologies such as machine learning and artificial intelligence technically and commercially feasible. By analyzing and processing data, algorithms are the backbone of search engines, social media websites, recommendation engines, online retail, online advertising, and more. Contemporary social scientists are concerned with algorithmic processes embedded into hardware and software applications because of their political and social impact, and question the underlying assumptions of an algorithm's neutrality. The term algorithmic bias describes systematic and repeatable errors that create unfair outcomes, such as privileging one arbitrary group of users over others. For example, a credit score algorithm may deny a loan without being unfair, if it is consistently weighing relevant financial criteria. If the algorithm recommends loans to one group of users, but denies loans to another set of nearly identical users based on unrelated criteria, and if this behavior can be repeated across multiple occurrences, an algorithm can be described as biased. This bias may be intentional or unintentional (for example, it can come from biased data obtained from a worker that previously did the job the algorithm is going to do from now on). == Methods == Bias can be introduced to an algorithm in several ways. During the assemblage of a dataset, data may be collected, digitized, adapted, and entered into a database according to human-designed cataloging criteria. Next, programmers assign priorities, or hierarchies, for how a program assesses and sorts that data. This requires human decisions about how data is categorized, and which data is included or discarded. Some algorithms collect their own data based on human-selected criteria, which can also reflect the bias of human designers. Other algorithms may reinforce stereotypes and preferences as they process and display "relevant" data for human users, for example, by selecting information based on previous choices of a similar user or group of users. Beyond assembling and processing data, bias can emerge as a result of design. For example, algorithms that determine the allocation of resources or scrutiny (such as determining school placements) may inadvertently discriminate against a category when determining risk based on similar users (as in credit scores). Meanwhile, recommendation engines that work by associating users with similar users, or that make use of inferred marketing traits, might rely on inaccurate associations that reflect broad ethnic, gender, socio-economic, or racial stereotypes. Another example comes from determining criteria for what is included and excluded from results. These criteria could present unanticipated outcomes for search results, such as with flight-recommendation software that omits flights that do not follow the sponsoring airline's flight paths. Algorithms may also display an uncertainty bias, offering more confident assessments when larger data sets are available. This can skew algorithmic processes toward results that more closely correspond with larger samples, which may disregard data from underrepresented populations. == History == === Early critiques === The earliest computer programs were designed to mimic human reasoning and deductions, and were deemed to be functioning when they successfully and consistently reproduced that human logic. In his 1976 book Computer Power and Human Reason, artificial intelligence pioneer Joseph Weizenbaum suggested that bias could arise both from the data used in a program, but also from the way a program is coded. Weizenbaum wrote that programs are a sequence of rules created by humans for a computer to follow. By following those rules consistently, such programs "embody law", that is, enforce a specific way to solve problems. The rules a computer follows are based on the assumptions of a computer programmer for how these problems might be solved. That means the code could incorporate the programmer's imagination of how the world works, including their biases and expectations. While a computer program can incorporate bias in this way, Weizenbaum also noted that any data fed to a machine additionally reflects "human decision making processes" as data is being selected. Finally, he noted that machines might also transfer good information with unintended consequences if users are unclear about how to interpret the results. Weizenbaum warned against trusting decisions made by computer programs that a user doesn't understand, comparing such faith to a tourist who can find his way to a hotel room exclusively by turning left or right on a coin toss. Crucially, the tourist has no basis of understanding how or why he arrived at his destination, and a successful arrival does not mean the process is accurate or reliable. An early example of algorithmic bias resulted in as many as 60 women and ethnic minorities denied entry to St. George's Hospital Medical School per year from 1982 to 1986, based on implementation of a new computer-guidance assessment system that denied entry to women and men with "foreign-sounding names" based on historical trends in admissions. While many schools at the time employed similar biases in their selection process, St. George was most notable for automating said bias through the use of an algorithm, thus gaining the attention of people on a much

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  • SHRDLU

    SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. == Functionality == SHRDLU is primarily a language parser that allows user interaction using English terms. The user instructs SHRDLU to move various objects around in the "blocks world" containing various basic objects such as blocks, cones and balls. SHRDLU combined four simple ideas to make the simulation of "understanding" more convincing. One was that SHRDLU's world is so simple that the entire set of objects and locations could be described by including as few as 50 words: nouns like "block" and "cone", verbs like "place on" and "move to", and adjectives like "big" and "blue". The possible combinations of these basic language building blocks are quite simple. SHRDLU also includes a basic memory to supply context. One could ask SHRDLU to "put the green cone on the red block" and then "take the cone off"; "the cone" would be taken to mean the green cone one had just talked about. SHRDLU can search back further through the interactions to find the proper context in most cases when additional adjectives were supplied. One could also ask questions about the history; for instance, one could ask "did you pick up anything before the cone?" A side effect of this memory, and the original rules SHRDLU was supplied with, is that the program can answer questions about what was possible in the world and what was not. For instance, SHRDLU can deduce that blocks could be stacked by looking for examples, but also realize that triangles could not be stacked, after having tried it. The "world" contains basic physics to make blocks fall over, independent of the language parser. Finally, SHRDLU can also remember names given to objects, or arrangements of them. For instance one could say "a steeple is a small triangle on top of a tall rectangle"; SHRDLU can then answer questions about steeples in the blocks world, and build new ones. This is an example of a SHRDLU session: Person: Pick up a big red block. Computer: OK. Person: Grasp the pyramid. Computer: I DON'T UNDERSTAND WHICH PYRAMID YOU MEAN. Person (changing their mind): Find a block which is taller than the one you are holding and put it into the box. Computer: BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING. Computer: OK. Person: What does the box contain? Computer: THE BLUE PYRAMID AND THE BLUE BLOCK. Person: What is the pyramid supported by? Computer: THE BOX. Person: How many blocks are not in the box? Computer: FOUR OF THEM. Person: Is at least one of them narrower than the one which i told you to pick up? Computer: YES, THE RED CUBE. Person: Is it supported? Computer: YES, BY THE TABLE. Person: Can the table pick up blocks? Computer: NO. Person: Can a pyramid be supported by a block? Computer: YES. Person: Can a pyramid support a pyramid? Computer: I DON'T KNOW. Person: Stack up two pyramids. Computer: I CAN'T. Person: Will you please stack up both of the red blocks and either a green cube or a pyramid? Computer: OK. Person: Which cube is sitting on the table? Computer: THE LARGE GREEN ONE WHICH SUPPORTS THE RED PYRAMID. Person: Is there a large block behind a pyramid? Computer: YES, THREE OF THEM: A LARGE RED ONE, A LARGE GREEN CUBE, AND THE BLUE ONE. Person: Put a small one onto the green cube which supports a pyramid. Computer: OK. Person: Put the littlest pyramid on top of it. Computer: OK. Person: Does the shortest thing the tallest pyramid's support supports support anything green? Computer: YES, THE GREEN PYRAMID. Person: What color is it? Computer: BY "IT", I ASSUME YOU MEAN THE SHORTEST THING THE TALLEST PYRAMID'S SUPPORT SUPPORTS. Computer: RED Person: How many things are on top of green cubes? Computer: I'M NOT SURE WHAT YOU MEAN BY "ON TOP OF" IN THE PHRASE "ON TOP OF GREEN CUBES" . DO YOU MEAN: 1 - DIRECTLY ON THE SURFACE 2 - ANWHERE ON TOP OF ? Person: 2 Computer: THREE OF THEM. Person: Had you touched any pyramid before you put the green one on the little cube? Computer: YES, THE GREEN ONE. Person: When did you pick it up? Computer: WHILE I WAS STACKING UP THE RED CUBE, A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why? Computer: TO GET RID OF IT. Person: Why did you do that? Computer: TO CLEAN OFF THE RED CUBE. Person: Why did you clear off that cube? Computer: TO PUT IT ON A LARGE GREEN CUBE. Person: Why did you do that? Computer: TO STACK UP THE RED CUBE , A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why did you do that? Computer: BECAUSE YOU ASKED ME TO. Person: How did you do it? Computer: BY PUTTING A LARGE RED BLOCK ON THE TABLE ; THEN LETTING GO OF IT ; THEN PUTTING A LARGE GREEN CUBE ON IT ; THEN LETTING GO OF THAT CUBE ; THEN PUTTING THE RED CUBE ON THAT CUBE; THEN LETTING GO OF THAT CUBE. Person: How many objects did you touch while you were doing it? Computer: FOUR OF THEM. Person: What did the red cube support before you started to clean it off? Computer: THE GREEN PYRAMID. Person: There were five blocks to the left of the box then. Computer: NO, ONLY FOUR OF THEM: THE RED CUBE, TWO LARGE GREEN CUBES AND A LARGE RED BLOCK. Person: Put the blue pyramid on the block in the box. Computer: OK. Person: Is there anything which is bigger than every pyramid but is not as wide as the thing that supports it? Computer: YES, THE BLUE BLOCK. Person: Does a steeple Computer (interrupting): SORRY, I DON'T KNOW THE WORD "STEEPLE". Person: A "steeple" is a stack which contains two green cubes and a pyramid. Computer: I UNDERSTAND. Person: Are there any steeples now? Computer: NO. Person: Build one. Computer: OK. Person: Call the biggest block "superblock". Computer: OK. Person: Have you picked superblock up since we began? Computer: YES. Person: Why did you drop it? Computer: BY "IT", I ASSUME YOU MEAN THE SUPERBLOCK. I CAN'T EXPLAIN A NON-EXISTENT EVENT. Person: Is there anything to the right of the red pyramid? Computer: YES, FOUR THINGS: THE BOX, THE RED CUBE, THE BLUE PYRAMID AND THE BLOCK NAMED SUPERBLOCK Person: Thank you. Computer: YOU'RE WELCOME! == Consequences == SHRDLU was considered a tremendously successful demonstration of artificial intelligence (AI). This led other AI researchers to excessive optimism which was soon lost when later systems attempted to deal with situations with a more realistic level of ambiguity and complexity. Subsequent efforts of the SHRDLU type, such as Cyc, have tended to focus on providing the program with considerably more information from which it can draw conclusions. In a 1991 interview, Winograd said about SHRDLU: [...] the famous dialogue with SHRDLU where you could pick up a block, and so on, I very carefully worked through, line by line. If you sat down in front of it, and asked it a question that wasn't in the dialogue, there was some probability it would answer it. I mean, if it was reasonably close to one of the questions that was there in form and in content, it would probably get it. But there was no attempt to get it to the point where you could actually hand it to somebody and they could use it to move blocks around. And there was no pressure for that whatsoever. Pressure was for something you could demo. Take a recent example, Negroponte's Media Lab, where instead of "perish or publish" it's "demo or die." I think that's a problem. I think AI suffered from that a lot, because it led to "Potemkin villages", things which - for the things they actually did in the demo looked good, but when you looked behind that there wasn't enough structure to make it really work more generally. Though not intentionally developed as such, SHRDLU is considered the first known formal example of interactive fiction, as the user interacts with simple commands to move objects around a virtual environment, though lacking the distinct story-telling normally present in the interactive fiction genre. The 1976-1977 game Colossal Cave Adventure is broadly considered to be the first true work of interactive fiction.

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  • OntoUML

    OntoUML

    OntoUML is a language for ontology-driven conceptual modeling. OntoUML is built as a UML extension based on the Unified Foundational Ontology. The foundations of UFO and OntoUML can be traced back to Giancarlo Guizzardi's Ph.D. thesis "Ontological foundations for structural conceptual models". In his work, he proposed a novel foundational ontology for conceptual modeling (UFO) and employed it to evaluate and re-design a fragment of the UML 2.0 metamodel for the purposes of conceptual modeling and domain ontology engineering. == Supporting tools == In 2006, Guizzardi co-founded the Ontology & Conceptual Modeling Research Group (NEMO) located at the Federal University of Espírito Santo (UFES) in Vitória city, state of Espírito Santo, Brazil. Since then, NEMO has been responsible for most of the developments in OntoUML. Several papers about ontologies and OntoUML have been authored by members of the NEMO group.

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  • Darkforest

    Darkforest

    Darkforest is a computer go program developed by Meta Platforms, based on deep learning techniques using a convolutional neural network. Its updated version Darkfores2 combines the techniques of its predecessor with Monte Carlo tree search. The MCTS effectively takes tree search methods commonly seen in computer chess programs and randomizes them. With the update, the system is known as Darkfmcts3. Darkforest is of similar strength to programs like CrazyStone and Zen. It has been tested against a professional human player at the 2016 UEC cup. Google's AlphaGo program won against a professional player in October 2015 using a similar combination of techniques. Darkforest is named after Liu Cixin's science fiction novel The Dark Forest. == Background == Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on cutting-edge hardware, and Go's evaluation function could change drastically with one stone change. However, by using a Deep Convolutional Neural Network designed for long-term predictions, Darkforest has been able to substantially improve the win rate for bots over more traditional Monte Carlo Tree Search based approaches. === Matches === Against human players, Darkfores2 achieves a stable 3d ranking on KGS Go Server, which roughly corresponds to an advanced amateur human player. However, after adding Monte Carlo Tree Search to Darkfores2 to create a much stronger player named darkfmcts3, it can achieve a 5d ranking on the KGS Go Server. ==== Against other AI ==== darkfmcts3 is on par with state-of-the-art Go AIs such as Zen, DolBaram and Crazy Stone, but lags behind AlphaGo. It won 3rd place in January 2016 KGS Bot Tournament against other Go AIs. === News coverage === After Google's AlphaGo won against Fan Hui in 2015, Facebook made its AI's hardware designs public, alongside releasing the code behind DarkForest as open-source, in addition to heavy recruiting to strengthen its team of AI engineers. == Style of play == Darkforest uses a neural network to sort through the 10100 board positions, and find the most powerful next move. However, neural networks alone cannot match the level of good amateur players or the best search-based Go engines, and so Darkfores2 combines the neural network approach with a search-based machine. A database of 250,000 real Go games were used in the development of Darkforest, with 220,000 used as a training set and the rest used to test the neural network's ability to predict the next moves played in the real games. This allows Darkforest to accurately evaluate the global state of the board, but local tactics were still poor. Search-based engines have poor global evaluation, but are good at local tactics. Combining these two approaches is difficult because search-based engines work much faster than neural networks, a problem which was solved in Darkfores2 by running the processes in parallel with frequent communication between the two. === Conventional strategies === Go is generally played by analyzing the position of the stones on the board. Various advanced players have described it as playing in some part subconsciously. Unlike chess and checkers, where AI players can simply look further forward at moves than human players, but with each round of Go having on average 250 possible moves, that approach is ineffective. Instead, neural networks copy human play by training the AI systems on images of successful moves, the AI can effectively learn how to interpret how the board looks, as many grandmasters do. In November 2015, Facebook demonstrated the combination of MCTS with neural networks, which played with a style that "felt human". === Flaws === It has been noted that Darkforest still has flaws in its playstyle. The bot sometimes plays tenuki ("move elsewhere") pointlessly when local powerful moves are required. When the bot is losing, it shows the typical behavior of MCTS, it plays bad moves and loses more. The Facebook AI team has acknowledged these as areas of future improvement. == Program architecture == The family of Darkforest computer go programs is based on convolution neural networks. The most recent advances in Darkfmcts3 combined convolutional neural networks with more traditional Monte Carlo tree search. Darkfmcts3 is the most advanced version of Darkforest, which combines Facebook's most advanced convolutional neural network architecture from Darkfores2 with a Monte Carlo tree search. Darkfmcts3 relies on a convolution neural networks that predicts the next k moves based on the current state of play. It treats the board as a 19x19 image with multiple channels. Each channel represents a different aspect of board information based upon the specific style of play. For standard and extended play, there are 21 and 25 different channels, respectively. In standard play, each players liberties are represented as six binary channels or planes. The respective plane is true if the player one, two, or three or more liberties available. Ko (i.e. illegal moves) is represented as one binary plane. Stone placement for each opponent and empty board positions are represented as three binary planes, and the duration since a stone has been placed is represented as real numbers on two planes, one for each player. Lastly, the opponents rank is represented by nine binary planes, where if all are true, the player is a 9d level, if 8 are true, an 8d level, and so forth. Extended play additionally considers the border (binary plane that is true at the border), position mask (represented as distance from the board center, i.e. x ( − 0.5 ∗ d i s t a n c e 2 ) {\displaystyle x^{(-0.5distance^{2})}} , where x {\displaystyle x} is a real number at a position), and each player's territory (binary, based on which player a location is closer to). Darkfmct3 uses a 12-layer full convolutional network with a width of 384 nodes without weight sharing or pooling. Each convolutional layer is followed by a rectified linear unit, a popular activation function for deep neural networks. A key innovation of Darkfmct3 compared to previous approaches is that it uses only one softmax function to predict the next move, which enables the approach to reduce the overall number of parameters. Darkfmct3 was trained against 300 random selected games from an empirical dataset representing different game stages. The learning rate was determined by vanilla stochastic gradient descent. Darkfmct3 synchronously couples a convolutional neural network with a Monte Carlo tree search. Since the convolutional neural network is computationally taxing, the Monte Carlo tree search focuses computation on the more likely game play trajectories. By running the neural network synchronously with the Monte Carlo tree search, it is possible to guarantee that each node is expanded by the moves predicted by the neural network. == Comparison with other systems == Darkfores2 beats Darkforest, its neural network-only predecessor, around 90% of the time, and Pachi, one of the best search-based engines, around 95% of the time. On the Kyu rating system, Darkforest holds a 1-2d level. Darkfores2 achieves a stable 3d level on KGS Go Server as a ranked bot. With the added Monte Carlo tree search, Darkfmcts3 with 5,000 rollouts beats Pachi with 10k rollouts in all 250 games; with 75k rollouts it achieves a stable 5d level in KGS server, on par with state-of-the-art Go AIs (e.g., Zen, DolBaram, CrazyStone); with 110k rollouts, it won the 3rd place in January KGS Go Tournament.

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  • Universal IR Evaluation

    Universal IR Evaluation

    In computer science, Universal IR Evaluation (information retrieval evaluation) aims to develop measures of database retrieval performance that shall be comparable across all information retrieval tasks. == Measures of "relevance" == IR (information retrieval) evaluation begins whenever a user submits a query (search term) to a database. If the user is able to determine the relevance of each document in the database (relevant or not relevant), then for each query, the complete set of documents is naturally divided into four distinct (mutually exclusive) subsets: relevant documents that are retrieved, not relevant documents that are retrieved, relevant documents that are not retrieved, and not relevant documents that are not retrieved. These four subsets (of documents) are denoted by the letters a, b, c, d respectively and are called Swets variables, named after their inventor. In addition to the Swets definitions, four relevance metrics have also been defined: Recall refers to the fraction of relevant documents that are retrieved (a/(a+b)), and Precision refers to the fraction of retrieved documents that are relevant (a/(a+c)). These are the most commonly used and well-known relevance metrics found in the IR evaluation literature. Two less commonly used metrics include the Fallout, i.e., the fraction of not relevant documents that are retrieved (b/(b+d)), and the Miss, which refers to the fraction of relevant documents that are not retrieved (c/(c+d)) during any given search. == Universal IR evaluation techniques == Universal IR evaluation addresses the mathematical possibilities and relationships among the four relevance metrics Precision, Recall, Fallout and Miss, denoted by P, R, F and M, respectively. One aspect of the problem involves finding a mathematical derivation of a complete set of universal IR evaluation points. The complete set of 16 points, each one a quadruple of the form (P, R, F, M), describes all the possible universal IR outcomes. For example, many of us have had the experience of querying a database and not retrieving any documents at all. In this case, the Precision would take on the undetermined form 0/0, the Recall and Fallout would both be zero, and the Miss would be any value greater than zero and less than one (assuming a mix of relevant and not relevant documents were in the database, none of which were retrieved). This universal IR evaluation point would thus be denoted by (0/0, 0, 0, M), which represents only one of the 16 possible universal IR outcomes. The mathematics of universal IR evaluation is a fairly new subject since the relevance metrics P, R, F, M were not analyzed collectively until recently (within the past decade). A lot of the theoretical groundwork has already been formulated, but new insights in this area await discovery.

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  • Linear belief function

    Linear belief function

    Linear belief functions are an extension of the Dempster–Shafer theory of belief functions to the case when variables of interest are continuous. Examples of such variables include financial asset prices, portfolio performance, and other antecedent and consequent variables. The theory was originally proposed by Arthur P. Dempster in the context of Kalman Filters and later was elaborated, refined, and applied to knowledge representation in artificial intelligence and decision making in finance and accounting by Liping Liu. == Concept == A linear belief function intends to represent our belief regarding the location of the true value as follows: We are certain that the truth is on a so-called certainty hyperplane but we do not know its exact location; along some dimensions of the certainty hyperplane, we believe the true value could be anywhere from –∞ to +∞ and the probability of being at a particular location is described by a normal distribution; along other dimensions, our knowledge is vacuous, i.e., the true value is somewhere from –∞ to +∞ but the associated probability is unknown. A belief function in general is defined by a mass function over a class of focal elements, which may have nonempty intersections. A linear belief function is a special type of belief function in the sense that its focal elements are exclusive, parallel sub-hyperplanes over the certainty hyperplane and its mass function is a normal distribution across the sub-hyperplanes. Based on the above geometrical description, Shafer and Liu propose two mathematical representations of a LBF: a wide-sense inner product and a linear functional in the variable space, and as their duals over a hyperplane in the sample space. Monney proposes still another structure called Gaussian hints. Although these representations are mathematically neat, they tend to be unsuitable for knowledge representation in expert systems. == Knowledge representation == A linear belief function can represent both logical and probabilistic knowledge for three types of variables: deterministic such as an observable or controllable, random whose distribution is normal, and vacuous on which no knowledge bears. Logical knowledge is represented by linear equations, or geometrically, a certainty hyperplane. Probabilistic knowledge is represented by a normal distribution across all parallel focal elements. In general, assume X is a vector of multiple normal variables with mean μ and covariance Σ. Then, the multivariate normal distribution can be equivalently represented as a moment matrix: M ( X ) = ( μ Σ ) . {\displaystyle M(X)=\left({\begin{array}{{20}c}\mu \\\Sigma \end{array}}\right).} If the distribution is non-degenerate, i.e., Σ has a full rank and its inverse exists, the moment matrix can be fully swept: M ( X → ) = ( μ Σ − 1 − Σ − 1 ) {\displaystyle M({\vec {X}})=\left({\begin{array}{{20}c}\mu \Sigma ^{-1}\\-\Sigma ^{-1}\end{array}}\right)} Except for normalization constant, the above equation completely determines the normal density function for X. Therefore, M ( X → ) {\displaystyle M({\vec {X}})} represents the probability distribution of X in the potential form. These two simple matrices allow us to represent three special cases of linear belief functions. First, for an ordinary normal probability distribution M(X) represents it. Second, suppose one makes a direct observation on X and obtains a value μ. In this case, since there is no uncertainty, both variance and covariance vanish, i.e., Σ = 0. Thus, a direct observation can be represented as: M ( X ) = ( μ 0 ) {\displaystyle M(X)=\left({\begin{array}{{20}c}\mu \\0\end{array}}\right)} Third, suppose one is completely ignorant about X. This is a very thorny case in Bayesian statistics since the density function does not exist. By using the fully swept moment matrix, we represent the vacuous linear belief functions as a zero matrix in the swept form follows: M ( X → ) = [ 0 0 ] {\displaystyle M({\vec {X}})=\left[{\begin{array}{{20}c}0\\0\end{array}}\right]} One way to understand the representation is to imagine complete ignorance as the limiting case when the variance of X approaches to ∞, where one can show that Σ−1 = 0 and hence M ( X → ) {\displaystyle M({\vec {X}})} vanishes. However, the above equation is not the same as an improper prior or normal distribution with infinite variance. In fact, it does not correspond to any unique probability distribution. For this reason, a better way is to understand the vacuous linear belief functions as the neutral element for combination (see later). To represent the remaining three special cases, we need the concept of partial sweeping. Unlike a full sweeping, a partial sweeping is a transformation on a subset of variables. Suppose X and Y are two vectors of normal variables with the joint moment matrix: M ( X , Y ) = [ μ 1 Σ 11 Σ 21 μ 2 Σ 12 Σ 22 ] {\displaystyle M(X,Y)=\left[{\begin{array}{{20}c}{\begin{array}{{20}c}\mu _{1}\\\Sigma _{11}\\\Sigma _{21}\end{array}}&{\begin{array}{{20}c}\mu _{2}\\\Sigma _{12}\\\Sigma _{22}\end{array}}\end{array}}\right]} Then M(X, Y) may be partially swept. For example, we can define the partial sweeping on X as follows: M ( X → , Y ) = [ μ 1 ( Σ 11 ) − 1 − ( Σ 11 ) − 1 Σ 21 ( Σ 11 ) − 1 μ 2 − μ 1 ( Σ 11 ) − 1 Σ 12 ( Σ 11 ) − 1 Σ 12 Σ 22 − Σ 21 ( Σ 11 ) − 1 Σ 12 ] {\displaystyle M({\vec {X}},Y)=\left[{\begin{array}{{20}c}{\begin{array}{{20}c}\mu _{1}(\Sigma _{11})^{-1}\\-(\Sigma _{11})^{-1}\\\Sigma _{21}(\Sigma _{11})^{-1}\end{array}}&{\begin{array}{{20}c}\mu _{2}-\mu _{1}(\Sigma _{11})^{-1}\Sigma _{12}\\(\Sigma _{11})^{-1}\Sigma _{12}\\\Sigma _{22}-\Sigma _{21}(\Sigma _{11})^{-1}\Sigma _{12}\end{array}}\end{array}}\right]} If X is one-dimensional, a partial sweeping replaces the variance of X by its negative inverse and multiplies the inverse with other elements. If X is multidimensional, the operation involves the inverse of the covariance matrix of X and other multiplications. A swept matrix obtained from a partial sweeping on a subset of variables can be equivalently obtained by a sequence of partial sweepings on each individual variable in the subset and the order of the sequence does not matter. Similarly, a fully swept matrix is the result of partial sweepings on all variables. We can make two observations. First, after the partial sweeping on X, the mean vector and covariance matrix of X are respectively μ 1 ( Σ 11 ) − 1 {\displaystyle \mu _{1}(\Sigma _{11})^{-1}} and − ( Σ 11 ) − 1 {\displaystyle -(\Sigma _{11})^{-1}} , which are the same as that of a full sweeping of the marginal moment matrix of X. Thus, the elements corresponding to X in the above partial sweeping equation represent the marginal distribution of X in potential form. Second, according to statistics, μ 2 − μ 1 ( Σ 11 ) − 1 Σ 12 {\displaystyle \mu _{2}-\mu _{1}(\Sigma _{11})^{-1}\Sigma _{12}} is the conditional mean of Y given X = 0; Σ 22 − Σ 21 ( Σ 11 ) − 1 Σ 12 {\displaystyle \Sigma _{22}-\Sigma _{21}(\Sigma _{11})^{-1}\Sigma _{12}} is the conditional covariance matrix of Y given X = 0; and ( Σ 11 ) − 1 Σ 12 {\displaystyle (\Sigma _{11})^{-1}\Sigma _{12}} is the slope of the regression model of Y on X. Therefore, the elements corresponding to Y indices and the intersection of X and Y in M ( X → , Y ) {\displaystyle M({\vec {X}},Y)} represents the conditional distribution of Y given X = 0. These semantics render the partial sweeping operation a useful method for manipulating multivariate normal distributions. They also form the basis of the moment matrix representations for the three remaining important cases of linear belief functions, including proper belief functions, linear equations, and linear regression models. === Proper linear belief functions === For variables X and Y, assume there exists a piece of evidence justifying a normal distribution for variables Y while bearing no opinions for variables X. Also, assume that X and Y are not perfectly linearly related, i.e., their correlation is less than 1. This case involves a mix of an ordinary normal distribution for Y and a vacuous belief function for X. Thus, we represent it using a partially swept matrix as follows: M ( X → , Y ) = [ 0 0 0 μ 2 0 Σ 22 ] {\displaystyle M({\vec {X}},Y)=\left[{\begin{array}{{20}c}{\begin{array}{{20}c}0\\0\\0\end{array}}&{\begin{array}{{20}c}\mu _{2}\\0\\\Sigma _{22}\\\end{array}}\end{array}}\right]} This is how we could understand the representation. Since we are ignorant on X, we use its swept form and set μ 1 ( Σ 11 ) − 1 = 0 {\displaystyle \mu _{1}(\Sigma _{11})^{-1}=0} and − ( Σ 11 ) − 1 = 0 {\displaystyle -(\Sigma _{11})^{-1}=0} . Since the correlation between X and Y is less than 1, the regression coefficient of X on Y approaches to 0 when the variance of X approaches to ∞. Therefore, ( Σ 11 ) − 1 Σ 12 = 0 {\displaystyle (\Sigma _{11})^{-1}\Sigma _{12}=0} . Similarly, one can prove that μ 1 ( Σ 11 ) − 1 Σ 12 = 0 {\displaystyle \mu _{1}(\Sigma _{11})^{-1}\Sigma _{12}=0} and Σ 21 ( Σ 11 ) −

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  • Knowledge processing for robots

    Knowledge processing for robots

    KnowRob (Knowledge processing for robots) is a system which combines knowledge representation and reasoning methods to acquire and ground knowledge. This system is the backbone of openEASE. both under developing at the Institute for Artificial Intelligence at the University of Bremen, Germany. == The framework == KnowRob can serve as a common sense framework for the integration of knowledge. This knowledge can be static encyclopedic knowledge, common sense knowledge, task descriptions, environment models, object information, observed actions, etc., which can come from different sources, like manually axiomatized, derived from observations, or imported from the web. KnowRob has been used by different research groups, as the Rice University using the ontological knowledge base in a robotic platform. As well by the Eindhoven University of Technology research group competing in the RoboCup league, in the "at Home" category, with the RoboEarth project. As well, KnowRob is mentioned in the work of some research groups from the Lucian Blaga University of Sibiu, Middle East Technical University in their combination of different knowledge bases, Keio University as related work because of the ontology service, University of Texas at Austin as related work as well because of the relation with the work presented, Hanyang University as related work as an OWL based knowledge processing framework. == Representations == To represent the knowledge, KnowRob uses the OWL ontology language and an extended first-order logic knowledge representation with computable predicates. To give the order of subactions, KnowRob includes a pair-wise ordering constrain, which gives a partial ordering. KnowRob adopts the closed-world assumption Prolog, and an open-world assumption by the use of computables. To include reasoning rules into Prolog, KnowRob uses an inference procedure beyond the capabilities of OWL to extract information about tasks executions. In its second version, KnowRob provides a logic interface to the hybrid reasoning kernel as a logic based language. This language presents the hybrid reasoning kernel as if everything were entities retrievable by providing partial descriptions for them. This entities descriptions include objects, their parts, and articulation models, environments composed of objects, software components, actions, and events. === Episodic memories === Episodic memory is related to the experience information, which is organized temporally and spatially, alongside combined with context information. In KnowRob, an episodic memory is understood as a recording that the agent makes of the ongoing activity, which includes very detailed information about the actions, motions, their purposes, effects and the behavior they generate, it also includes the images captured during execution, etc. == Usage == The knowledge is computed by external methods using Prolog queries. In the second version of the KnowRob system, is included a better structure of the packages and documentations. Which includes some extensions from the previous version, as well as a logic based language. For example, a cup description from perception can be represented in this language as: entity(Cup,[an, object, [type, cup], [shape, cylinder], [color, orange]]) As well, a controller could represent the same object as: entity(Cup, [an, object, [type, cup], [proper_physical_parts, [an, object, [type, handle], [grasp−pose, G−pose]]]]) The interface language is comparable to other query languages for symbolic knowledge bases. KnowRob's query language integrates reasoning methods, such as the simulation-based reasoning. == Goals == The goal of the KnowRob framework is to make semantic knowledge available for service robots. It is able to answer queries about missing information in vague instructions for tasks. This is possible with the actions hierarchical representation and information about objects which can be included in certain action.

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  • Region connection calculus

    Region connection calculus

    The region connection calculus (RCC) is intended to serve for qualitative spatial representation and reasoning. RCC abstractly describes regions (in Euclidean space, or in a topological space) by their possible relations to each other. RCC8 consists of 8 basic relations that are possible between two regions: disconnected (DC) externally connected (EC) equal (EQ) partially overlapping (PO) tangential proper part (TPP) tangential proper part inverse (TPPi) non-tangential proper part (NTPP) non-tangential proper part inverse (NTPPi) From these basic relations, combinations can be built. For example, proper part (PP) is the union of TPP and NTPP. == Axioms == RCC is governed by two axioms. for any region x, x connects with itself for any region x, y, if x connects with y, y connects with x == Remark on the axioms == The two axioms describe two features of the connection relation, but not the characteristic feature of the connect relation. For example, we can say that an object is less than 10 meters away from itself and that if object A is less than 10 meters away from object B, object B will be less than 10 meters away from object A. So, the relation 'less-than-10-meters' also satisfies the above two axioms, but does not talk about the connection relation in the intended sense of RCC. == Composition table == The composition table of RCC8 are as follows: "" denotes the universal relation, no relation can be discarded. Usage example: if a TPP b and b EC c, (row 4, column 2) of the table says that a DC c or a EC c. == Examples == The RCC8 calculus is intended for reasoning about spatial configurations. Consider the following example: two houses are connected via a road. Each house is located on an own property. The first house possibly touches the boundary of the property; the second one surely does not. What can we infer about the relation of the second property to the road? The spatial configuration can be formalized in RCC8 as the following constraint network: house1 DC house2 house1 {TPP, NTPP} property1 house1 {DC, EC} property2 house1 EC road house2 { DC, EC } property1 house2 NTPP property2 house2 EC road property1 { DC, EC } property2 road { DC, EC, TPP, TPPi, PO, EQ, NTPP, NTPPi } property1 road { DC, EC, TPP, TPPi, PO, EQ, NTPP, NTPPi } property2 Using the RCC8 composition table and the path-consistency algorithm, we can refine the network in the following way: road { PO, EC } property1 road { PO, TPP } property2 That is, the road either overlaps (PO) property2, or is a tangential proper part of it. But, if the road is a tangential proper part of property2, then the road can only be externally connected (EC) to property1. That is, road PO property1 is not possible when road TPP property2. This fact is not obvious, but can be deduced once we examine the consistent "singleton-labelings" of the constraint network. The following paragraph briefly describes singleton-labelings. First, we note that the path-consistency algorithm will also reduce the possible properties between house2 and property1 from { DC, EC } to just DC. So, the path-consistency algorithm leaves multiple possible constraints on 5 of the edges in the constraint network. Since each of the multiple constraints involves 2 constraints, we can reduce the network to 32 (25) possible unique constraint networks, each containing only single labels on each edge ("singleton labelings"). However, of the 32 possible singleton labelings, only 9 are consistent. (See qualreas for details.) Only one of the consistent singleton labelings has the edge road TPP property2 and the same labeling includes road EC property1. Other versions of the region connection calculus include RCC5 (with only five basic relations - the distinction whether two regions touch each other are ignored) and RCC23 (which allows reasoning about convexity). == RCC8 use in GeoSPARQL == RCC8 has been partially implemented in GeoSPARQL as described below: == Implementations == GQR is a reasoner for RCC-5, RCC-8, and RCC-23 (as well as other calculi for spatial and temporal reasoning) qualreas is a Python framework for qualitative reasoning over networks of relation algebras, such as RCC-8, Allen's interval algebra and more.

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  • Tokken

    Tokken

    Tokken is a payment system and mobile app most known for being a legal and secure option for businesses transactions within the cannabis industry, because of its compliance with bank requirements. The startup company was created by Lamine Zarrad, a former regulator at the Office of the Comptroller of the Currency. == Operability == In order for a person to start using the app, they need to provide evidence, in the form of bioidentification data and mobile carrier records, that they can legally purchase weed. After they have been verified, customers can pay directly through the app at any dispensary that is using Tokken. Tokken turns credit card transactions into a digital token, which can be exchanged back for money that can later be deposited into a bank account. All transactions are logged publicly through a blockchain leger, making the process both anonymous and verified. === Banking services === Tokken has a "pay taxes" function which enables dispensaries to pay their taxes directly to the department.

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  • POSC Caesar

    POSC Caesar

    POSC Caesar Association (PCA) is an international, open and not-for-profit, member organization that promotes the development of open specifications to be used as standards for enabling the interoperability of data, software and related matters. PCA is the initiator of ISO 15926 "Integration of life-cycle data for process plants including oil and gas production facilities" and is committed to its maintenance and enhancement. Nils Sandsmark has been the General Manager of POSC Caesar Association since 1999 and Thore Langeland, Norwegian Oil Industry Association (Norwegian: Oljeindustriens Landsforening, OLF), is the chairman of the board. == History == === Caesar Offshore === The first predecessor of POSC Caesar Association, the Caesar Offshore program, started in 1993. The original focus was on standardizing technical data definitions for capital intensive projects at the handover from the EPC contractor to the owner/operators of onshore and offshore oil and gas production facilities. The program was sponsored by The Research Council of Norway, two EPC contractors (Aker Maritime and Kværner), three owners/operators (Norsk Hydro, Saga Petroleum and Statoil) and DNV as service provider and project owner. === POSC Caesar project === During the period 1994–96, Caesar Offshore Program was defined as a project of Petrotechnical Open Software Corporation (POSC) (now Energistics), and changed its name to the POSC Caesar Project. In 1995 the project was joined by BP, Brown and Root and Elf Aquitaine and in 1997 by Intergraph, IBM, Oracle, Lloyd's, Shell, ABB and UMOE Technologies. During that time, POSC Caesar also became a member of European Process Industries STEP Technical Liaison Executive (EPISTLE) where it collaborates with PISTEP (UK), and USPI-NL (The Netherlands) on the development of ISO 10303, also known as "Standard for the Exchange of Product model data (STEP)". === POSC Caesar Association === In 1997, POSC Caesar Association was founded as an independent, global, non-profit, member organization. POSC Caesar Association serves an international membership and collaborates with other international organizations. It has its main office in Norway. Albeit the name of POSC Caesar Association still hints to its past as a project within the Petrotechnical Open Software Corporation (POSC) (now Energistics), from 1997 onwards, the organization has been independent. Energistics and POSC Caesar Association do collaborate, and are formally member in each other's organization. == Membership == POSC Caesar Association has with its current 36 members from around the world and has established an international footprint (with a strong membership in Norway) that includes a variety of backgrounds, from academia and solution providers to engineering contractors and owners/operators. The members are (subdivided by organization type): Associations: Energistics (USA) and The Norwegian Oil Industry Association (OLF, Norway); Universities and Research Institutes: International Research Institute of Stavanger (IRIS, Norway), Norwegian University of Science and Technology (NTNU, Norway), Korea Advanced Institute of Science and Technology (KAIST, Korea), SINTEF (Norway), University of Bergen (Norway), University of Oslo (Norway), University of Stavanger (Norway), University of Tromsø (Norway) and Western Norway Research Institute (Norway); Oil and Gas Companies: BP (UK), Petronas (Malaysia) and Statoil (Norway); Engineering contractors and consultants: Akvaplan-niva (Norway), Aker Solutions (Norway), Asset Life Cycle Information Management (ALCIM, Malaysia), CAESAR systems (USA), Bechtel (USA), Det Norske Veritas (DNV, Norway), Information Logic (USA) and iXIT Engineering Technology (Germany), Phusion IM Ltd (UK); Solution providers: Aveva (UK), Bentley Systems (USA), Jotne EPM Technology (Norway), Epsis (Norway), Eurostep (Sweden), International Business Machines Corporation (IBM, USA), Siemens - Comos Industry Solutions (before Innotec) (Germany), Intergraph (USA), Invenia (Norway), Keel Solution (Denmark), Noumenon (UK), NRX (Canada), Octaga (Norway) and Tektonisk (Norway). In general, the organization holds three membership meetings a year; one in January / February in North-America (typically USA), one in April / May in Europe (typically Norway) and one in October in Asia (typically Malaysia). == Activities and services == === Initiator and custodian of ISO 15926 === In consultation with the other EPISTLE members and the International Organization for Standardization (ISO), it was decided in 2003 (some say already in 1997) that for modeling-technical reasons it was better to discontinue the development of ISO 10303 and to initiate the development of ISO 15926 "Integration of life-cycle data for process plants including oil and gas production facilities." Over the years, the scope of the standard has increased from the initial capital-intensive projects in the upstream oil and gas industry, to include also relevant terminology for downstream oil and gas industry applications and to deal with real-time data related to the actual oil and gas production. ISO 15926 has also over the years evolved from a dictionary (a list of terms with definitions), over a taxonomy (added hierarchy) to an ontology (a formal representation of a set of concepts within a domain and the relationships between those concepts). ISO 15926 is therefore sometimes nicknamed the "Oil and Gas Ontology", for some considered to be an essential prerequisite together with Semantic Web technologies to get to better interoperability, an optimal use of all available data across boundaries and an increase in efficiency. This is what some call the next generation of Integrated Operations. === Reference data services === Placeholders: Flow scheme of WIP - RDS - ISO and role of SIGs RDS Standards in database pilot (ISO) === Special interest groups === Placeholders: Overview of SIGs Drilling and Completion Reservoir and Production Operations and Maintenance == Projects == There are a number of projects (co-)organized by POSC Caesar Association working on the extension of the ISO 15926 standard in different application areas. === Capital intensive projects application domain === The following projects are running at the moment (August 2009): The ADI Project of FIATECH, to build the tools (which will then be made available in the public domain) The IDS Project of POSC Caesar Association, to define product models required for data sheets A joint collaboration project between FIATECH POSC Caesar Association is the ADI-IDS project is the ISO 15926 WIP === Upstream oil and gas industry application domain === The following projects are currently running (August 2009): The Integrated Operations in the High North (IOHN) project is working on extending ISO 15926 to handle real-time data transmission and (pre-)processing to enable the next generation of Integrated Operations. The Environment Web project to include environmental reporting terms and definitions as used in EPIM's EnvironmentWeb in ISO 15926. Finalised projects include: The Integrated Information Platform (IIP) project working on establishing a real-time information pipeline based on open standards. It worked among others on: Daily Drilling Report (DDR) to including all terms and definitions in ISO 15926. This standard became mandatory on February 1, 2008 for reporting on the Norwegian Continental Shelf by the Norwegian Petroleum Directorate (NPD) and Safety Authority Norway (PSA). NPD says that the quality of the reports has improved considerably since. Daily Production Report (DPR) to including all terms and definitions in ISO 15926. This standard was tested successfully on the Valhall (BP-operated) and Åsgard (StatoilHydro-operated) fields offshore Norway. The terminology and XML schemata developed have also been included in Energistics’ PRODML standard. == Conferences and events == === Semantic Days === === Sogndal academic network meeting === == Collaborations == POSC Caesar is collaborating with a number of standardization bodies, including: Mimosa: collaboration on open information standards for Operations and Maintenance mainly for the downstream oil and gas industry; FIATECH: collaboration on open information standards for life cycle data of capital projects; Energistics: collaboration on information standards for the upstream oil and gas industry, including WITSML and PRODML; OASIS: collaboration on e-business standards; ISO TC184/SC4: the host of the ISO 15926 standard.

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  • Fooocus

    Fooocus

    Fooocus is an open source generative artificial intelligence program that allows users to generate images from a text prompt. It uses Stable Diffusion XL as the base model for its image capabilities as well as a collection of default settings and prompts to make the image generation process more streamlined. == History == Fooocus was created by Lvmin Zhang, a doctoral student at Stanford University who previously studied at the Chinese University of Hong Kong and Soochow University. He is also the main author of ControlNet, which has been adopted by many other Stable Diffusion interfaces, such as AUTOMATIC1111 and ComfyUI. As of 9 July 2024, the project had 38.1k stars on GitHub. == Features == Fooocus' main feature is that it is easy to set up and does not require users to manually configure model parameters to achieve desirable results. According to the project, it uses GPT-2 to automatically add more detail to the user's prompts. It includes common extensions such LCM low-rank adaptation by default which allows for faster generation speed. Fooocus prefers a photographic style by default, with a list of predefined styles to choose from. While Fooocus aims to provide good results out of the box, it also includes an "advanced" tab that allows for user customization. The user interface is based on Gradio. It appears this project has not been updated in over 1 year. The latest git update for Fooocus was in Aug 12, 2024.

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  • ComfyUI

    ComfyUI

    ComfyUI is an open source, node-based program that allows users to generate images from a series of text prompts. It uses free diffusion models such as Stable Diffusion as the base model for its image capabilities combined with other tools such as ControlNet and LCM Low-rank adaptation with each tool being represented by a node in the program. == History == ComfyUI was released on GitHub in January 2023. According to comfyanonymous, the creator, a major goal of the project was to improve on existing software designs in terms of the user interface. The creator had been involved with Stability AI but by 3 June 2024 that involvement had ended and an organization called Comfy Org had been created along with the core developers. In July 2024, Nvidia announced support for ComfyUI within its RTX Remix modding software. In August 2024, support was added for the Flux diffusion model developed by Black Forest Labs, and Comfy Org joined the Open Model Initiative created by the Linux Foundation. As of Sept 2025, the project has 89.2k stars on GitHub. ComfyUI is one of the most popular user interfaces for Stable Diffusion, along with Automatic1111. == Features == ComfyUI's main feature is that it is node based. Each node has a function such as "load a model" or "write a prompt". The nodes are connected to form a control-flow graph called a workflow. When a prompt is queued, a highlighted frame appears around the currently executing node, starting from "load checkpoint" and ending with the final image and its save location. Workflows commonly consist of tens of nodes, forming a complex directed acyclic graph. Node types include loading a model, specifying prompts, samplers, schedulers, VAE decoders, face restoration and upscaling models, LoRAs, embeddings, and ControlNets. Several samplers are supported, such as Euler, Euler_a, dpmpp_2m_sde and dpmpp_3m_sde. Workflows can be saved to a file, allowing users to re-use node workflows and share them with other users. The file format for the workflows is in JSON and can be embedded in the generated images. Users have also created custom extensions to the base system which are exposed as new nodes, such as the extension for AnimateDiff, which aims to create videos. ComfyUI has been described as more complex compared to other diffusion UIs such as Automatic1111. A default node group is also included with the program. As of December 2024, 1,674 nodes were supported. ComfyUI Supports multiple text-to-image models including, Stable Diffusion, Flux and Tencent's Hunyuan-DiT, as well as custom models from Civitai like Pony. == LLMVision extension compromise == In June 2024, a hacker group called "Nullbulge" compromised an extension of ComfyUI to add malicious code to it. The compromised extension, called ComfyUI_LLMVISION, was used for integrating the interface with AI language models GPT-4 and Claude 3, and was hosted on GitHub. Nullbulge hosted a list of hundreds of ComfyUI users' login details across multiple services on its website, while users of the extension reported receiving numerous login notifications. vpnMentor conducted security research on the extension and claimed it could "steal crypto wallets, screenshot the user’s screen, expose device information and IP addresses, and steal files that contain certain keywords or extensions". Nullbulge's website claims they targeted users who committed "one of our sins", which included AI-art generation, art theft, promoting cryptocurrency, and any other kind of theft from artists such as from Patreon. They claimed that they were "a collective of individuals who believe in the importance of protecting artists' rights and ensuring fair compensation for their work" and that they believed that "AI-generated artwork is detrimental to the creative industry and should be discouraged".

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  • Hierarchical control system

    Hierarchical control system

    A hierarchical control system (HCS) is a form of control system in which a set of devices and governing software is arranged in a hierarchical tree. When the links in the tree are implemented by a computer network, then that hierarchical control system is also a form of networked control system. == Overview == A human-built system with complex behavior is often organized as a hierarchy. For example, a command hierarchy has among its notable features the organizational chart of superiors, subordinates, and lines of organizational communication. Hierarchical control systems are organized similarly to divide the decision making responsibility. Each element of the hierarchy is a linked node in the tree. Commands, tasks and goals to be achieved flow down the tree from superior nodes to subordinate nodes, whereas sensations and command results flow up the tree from subordinate to superior nodes. Nodes may also exchange messages with their siblings. The two distinguishing features of a hierarchical control system are related to its layers. Each higher layer of the tree operates with a longer interval of planning and execution time than its immediately lower layer. The lower layers have local tasks, goals, and sensations, and their activities are planned and coordinated by higher layers which do not generally override their decisions. The layers form a hybrid intelligent system in which the lowest, reactive layers are sub-symbolic. The higher layers, having relaxed time constraints, are capable of reasoning from an abstract world model and performing planning. A hierarchical task network is a good fit for planning in a hierarchical control system. Besides artificial systems, an animal's control systems are proposed to be organized as a hierarchy. In perceptual control theory, which postulates that an organism's behavior is a means of controlling its perceptions, the organism's control systems are suggested to be organized in a hierarchical pattern as their perceptions are constructed so. == Control system structure == The accompanying diagram is a general hierarchical model which shows functional manufacturing levels using computerised control of an industrial control system. Referring to the diagram; Level 0 contains the field devices such as flow and temperature sensors, and final control elements, such as control valves Level 1 contains the industrialised Input/Output (I/O) modules, and their associated distributed electronic processors. Level 2 contains the supervisory computers, which collate information from processor nodes on the system, and provide the operator control screens. Level 3 is the production control level, which does not directly control the process, but is concerned with monitoring production and monitoring targets Level 4 is the production scheduling level. == Applications == === Manufacturing, robotics and vehicles === Among the robotic paradigms is the hierarchical paradigm in which a robot operates in a top-down fashion, heavy on planning, especially motion planning. Computer-aided production engineering has been a research focus at NIST since the 1980s. Its Automated Manufacturing Research Facility was used to develop a five layer production control model. In the early 1990s DARPA sponsored research to develop distributed (i.e. networked) intelligent control systems for applications such as military command and control systems. NIST built on earlier research to develop its Real-Time Control System (RCS) and Real-time Control System Software which is a generic hierarchical control system that has been used to operate a manufacturing cell, a robot crane, and an automated vehicle. In November 2007, DARPA held the Urban Challenge. The winning entry, Tartan Racing employed a hierarchical control system, with layered mission planning, motion planning, behavior generation, perception, world modelling, and mechatronics. === Artificial intelligence === Subsumption architecture is a methodology for developing artificial intelligence that is heavily associated with behavior based robotics. This architecture is a way of decomposing complicated intelligent behavior into many "simple" behavior modules, which are in turn organized into layers. Each layer implements a particular goal of the software agent (i.e. system as a whole), and higher layers are increasingly more abstract. Each layer's goal subsumes that of the underlying layers, e.g. the decision to move forward by the eat-food layer takes into account the decision of the lowest obstacle-avoidance layer. Behavior need not be planned by a superior layer, rather behaviors may be triggered by sensory inputs and so are only active under circumstances where they might be appropriate. Reinforcement learning has been used to acquire behavior in a hierarchical control system in which each node can learn to improve its behavior with experience. James Albus, while at NIST, developed a theory for intelligent system design named the Reference Model Architecture (RMA), which is a hierarchical control system inspired by RCS. Albus defines each node to contain these components. Behavior generation is responsible for executing tasks received from the superior, parent node. It also plans for, and issues tasks to, the subordinate nodes. Sensory perception is responsible for receiving sensations from the subordinate nodes, then grouping, filtering, and otherwise processing them into higher level abstractions that update the local state and which form sensations that are sent to the superior node. Value judgment is responsible for evaluating the updated situation and evaluating alternative plans. World Model is the local state that provides a model for the controlled system, controlled process, or environment at the abstraction level of the subordinate nodes. At its lowest levels, the RMA can be implemented as a subsumption architecture, in which the world model is mapped directly to the controlled process or real world, avoiding the need for a mathematical abstraction, and in which time-constrained reactive planning can be implemented as a finite-state machine. Higher levels of the RMA however, may have sophisticated mathematical world models and behavior implemented by automated planning and scheduling. Planning is required when certain behaviors cannot be triggered by current sensations, but rather by predicted or anticipated sensations, especially those that come about as result of the node's actions.

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  • Interim Measures for the Management of Anthropomorphic AI Interactive Services

    Interim Measures for the Management of Anthropomorphic AI Interactive Services

    The Interim Measures for the Management of Anthropomorphic AI Interactive Services (Chinese: 人工智能拟人化互动服务管理暂行办法) is a document proposed by the Cyberspace Administration of China to regulate anthropomorphic artificial intelligence systems. The draft was released on December 27, 2026 for public comment period until January 25, 2026. The proposed document would prohibit AI companies and users of AI services from generating certain types of content deemed harmful to national interests or the social order, and impose various regulatory and safety requirements on providers of AI systems. The proposed regulation is motivated by concerns about the psychological and social effects of AI systems that are perceived as personalities by their users, including addiction, encouragement of self-harm, or generation of illegal content. == Description == === Scope === The regulation would apply to AI systems that are offered to the general public within China. They would not apply to company-internal or research use, or to products that are only available outside of China. For the purpose of the regulation, anthropomorphic Ai systems are defined as those that "simulate human personality traits, modes of thinking, and communication styles, and that engage in emotional interaction with humans through text, images, audio, video, or other means". === Requirements === The regulation would require AI providers to monitor users for signs of harmful use and to take various interventions when indications of harmful use are detected. It would also prohibit AI systems from certain types of behaviors and generation of certain types of content. In some circumstances where a user appears to be at risk of self harm, the system would be required to hand over control to a human operator who would manually intervene. The regulation would also require more rigorous practices for managing the provenance of training data used to develop these systems, and would require explicit opt-in consent from users before their interactions with an AI system were used as training data. Data used to train the regulated systems would be required to reflect core socialist values and traditional Chinese culture.

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  • Infomax

    Infomax

    Infomax', or the principle of maximum information preservation, is an optimization principle for artificial neural networks and other information processing systems. It prescribes that a function that maps a set of input values x {\displaystyle x} to a set of output values z ( x ) {\displaystyle z(x)} should be chosen or learned so as to maximize the average Shannon mutual information between x {\displaystyle x} and z ( x ) {\displaystyle z(x)} , subject to a set of specified constraints and/or noise processes. Infomax algorithms are learning algorithms that perform this optimization process. The principle was described by Linsker in 1988. The objective function is called the InfoMax objective. As the InfoMax objective is difficult to compute exactly, a related notion uses two models giving two outputs z 1 ( x ) , z 2 ( x ) {\displaystyle z_{1}(x),z_{2}(x)} , and maximizes the mutual information between these. This contrastive InfoMax objective is a lower bound to the InfoMax objective. Infomax, in its zero-noise limit, is related to the principle of redundancy reduction proposed for biological sensory processing by Horace Barlow in 1961, and applied quantitatively to retinal processing by Atick and Redlich. == Applications == (Becker and Hinton, 1992) showed that the contrastive InfoMax objective allows a neural network to learn to identify surfaces in random dot stereograms (in one dimension). One of the applications of infomax has been to an independent component analysis algorithm that finds independent signals by maximizing entropy. Infomax-based ICA was described by (Bell and Sejnowski, 1995), and (Nadal and Parga, 1995).

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