AI Generator With Image

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

  • Azure Data Lake

    Azure Data Lake

    Azure Data Lake is a scalable data storage and analytics service. The service is hosted in Azure, Microsoft's public cloud. == History == Azure Data Lake service was released on November 16, 2016. It is based on COSMOS, which is used to store and process data for applications such as Azure, AdCenter, Bing, MSN, Skype and Windows Live. COSMOS features a SQL-like query engine called SCOPE upon which U-SQL was built. == Storage == Data Lake Storage is a cloud service to store structured, semi-structured or unstructured data produced from applications including social networks, relational data, sensors, videos, web apps, mobile or desktop devices. A single account can store trillions of files where a single file can be greater than a petabyte in size. == Analytics == Data Lake Analytics is a parallel on-demand job service. The parallel processing system is based on Microsoft Dryad. Dryad can represent arbitrary Directed Acyclic Graphs (DAGs) of computation. Data Lake Analytics provides a distributed infrastructure that can dynamically allocate resources so that customers pay for only the services they use. The system uses Apache YARN, the part of Apache Hadoop which governs resource management across clusters. Data Lake Store supports any application that uses the Hadoop Distributed File System (HDFS) interface. == U-SQL == U-SQL is a query language for Data Lake Analytics parallel data transformation and processing programs. It combines SQL and C#: it is and an evolution of the declarative SQL language with native extensibility through user code written in C#. U-SQL uses C# data types and the C# expression language. == Retirement == In 2021, Microsoft announced the 2024 retirement of the original Azure Data Lake Storage, now called "Gen1". The related Azure Data Lake Analytics / U-SQL technologies are also being retired. Azure Data Lake Storage Gen2, an extension of Azure Storage, will continue. The suggested replacement technologies are Azure Synapse Analytics and Apache Spark.

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  • Neuromorphic computing

    Neuromorphic computing

    Neuromorphic computing is a computing approach inspired by the human brain's structure and function. It uses artificial neurons to perform computations, mimicking neural systems for tasks such as perception, motor control, and multisensory integration. These systems, implemented in analog, digital, or mixed-mode VLSI, prioritize robustness, adaptability, and learning by emulating the brain’s distributed processing across small computing elements. This interdisciplinary field integrates biology, physics, mathematics, computer science, and electronic engineering to develop systems that emulate the brain’s morphology and computational strategies. Neuromorphic systems aim to enhance energy efficiency and computational power for applications including artificial intelligence, pattern recognition, and sensory processing. == History == Carver Mead proposed one of the first applications for neuromorphic engineering in the late 1980s. In 2006, researchers at Georgia Tech developed a field programmable neural array, a silicon-based chip modeling neuron channel-ion characteristics. In 2011, MIT researchers created a chip mimicking synaptic communication using 400 transistors and standard CMOS techniques. In 2012 HP Labs researchers reported that Mott memristors exhibit volatile behavior at low temperatures, enabling the creation of neuristors that mimic neuron behavior and support Turing machine components. Also in 2012, Purdue University researchers presented a neuromorphic chip design using lateral spin valves and memristors, noted for energy efficiency. The 2013 Blue Brain Project creates detailed digital models of rodent brains. Neurogrid, developed by Brains in Silicon at Stanford University, used 16 NeuroCore chips to emulate 65,536 neurons with high energy efficiency in 2014. The 2014 BRAIN Initiative and IBM’s TrueNorth chip contributed to neuromorphic advancements. The 2016 BrainScaleS project, a hybrid neuromorphic supercomputer at University of Heidelberg, operated 864 times faster than biological neurons. In 2017, Intel unveiled its Loihi chip, using an asynchronous artificial neural network for efficient learning and inference. Also in 2017 IMEC’s self-learning chip, based on OxRAM, demonstrated music composition by learning from minuets. In 2022, MIT researchers developed artificial synapses using protons for analog deep learning. In 2019, the European Union funded neuromorphic quantum computing to explore quantum operations using neuromorphic systems. Also in 2022, researchers at the Max Planck Institute for Polymer Research developed an organic artificial spiking neuron for in-situ neuromorphic sensing and biointerfacing. Researchers reported in 2024 that chemical systems in liquid solutions can detect sound at various wavelengths, offering potential for neuromorphic applications. == Neurological inspiration == Neuromorphic engineering emulates the brain’s structure and operations, focusing on the analog nature of biological computation and the role of neurons in cognition. The brain processes information via neurons using chemical signals, abstracted into mathematical functions. Neuromorphic systems distribute computation across small elements, similar to neurons, using methods guided by anatomical and functional neural maps from electron microscopy and neural connection studies. == Implementation == Neuromorphic systems employ hardware such as oxide-based memristors, spintronic memories, threshold switches, and transistors. Software implementations train spiking neural networks using error backpropagation. === Neuromemristive systems === Neuromemristive systems use memristors to implement neuroplasticity, focusing on abstract neural network models rather than detailed biological mimicry. These systems enable applications in speech recognition, face recognition, and object recognition, and can replace conventional digital logic gates. The Caravelli-Traversa-Di Ventra equation describes memristive memory evolution, revealing tunneling phenomena and Lyapunov functions. === Neuromorphic sensors === Neuromorphic principles extend to sensors, such as the retinomorphic sensor or event camera, which mimic human vision by registering brightness changes individually, optimizing power consumption. An example of this applied to detecting light is the retinomorphic sensor or, when employed in an array, an event camera. == Ethical considerations == Neuromorphic systems raise the same ethical questions as those for other approaches to artificial intelligence. Daniel Lim argued that advanced neuromorphic systems could lead to machine consciousness, raising concerns about whether civil rights and other protocols should be extended to them. Legal debates, such as in Acohs Pty Ltd v. Ucorp Pty Ltd, question ownership of work produced by neuromorphic systems, as non-human-generated outputs may not be copyrightable.

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  • General Data Protection Regulation

    General Data Protection Regulation

    The General Data Protection Regulation (Regulation (EU) 2016/679), abbreviated GDPR, is a European Union regulation on information privacy in the European Union (EU) and the European Economic Area (EEA). The GDPR is an important component of EU privacy law and human rights law, in particular Article 8(1) of the Charter of Fundamental Rights of the European Union. It also governs the transfer of personal data outside the EU and EEA. The GDPR's goals are to enhance individuals' control and rights over their personal information and to simplify the regulations for international business. It supersedes the Data Protection Directive 95/46/EC and, among other things, simplifies the terminology. The European Parliament and Council of the European Union adopted the GDPR on 14 April 2016, to become effective on 25 May 2018. As an EU regulation (instead of a directive), the GDPR has direct legal effect and does not require transposition into national law. However, it also provides flexibility for individual member states to modify (derogate from) some of its provisions. As an example of the Brussels effect, the regulation became a model for many other laws around the world, including in Brazil, Japan, Singapore, South Africa, South Korea, Sri Lanka, and Thailand. After leaving the European Union, the United Kingdom enacted its "UK GDPR", identical to the GDPR. The California Consumer Privacy Act (CCPA), adopted on 28 June 2018, has many similarities with the GDPR. == Contents == The GDPR 2016 has eleven chapters, concerning general provisions, principles, rights of the data subject, duties of data controllers or processors, transfers of personal data to third-party countries, supervisory authorities, cooperation among member states, remedies, liability or penalties for breach of rights, provisions related to specific processing situations, and miscellaneous final provisions. The GDPR also contains 173 recitals purposed to clarify scope and rationale for the regulatory provisions, as well as its legislative intents – Recital 4, for instance, begins by saying that the processing of personal data should be "designed to serve mankind". === General provisions === The regulation applies if the data controller, or processor, or the data subject (person) is based in the EU. The regulation also applies to organisations based outside the EU if they collect or process personal data of individuals located inside the EU. The regulation does not apply to the processing of data by private persons provided that the purpose has no connection to a professional or commercial activity." (Recital 18). According to the European Commission, "Personal data is information that relates to an identified or identifiable individual. If you cannot directly identify an individual from that information, then you need to consider whether the individual is still identifiable. You should take into account the information you are processing together with all the means reasonably likely to be used by either you or any other person to identify that individual." The precise definitions of terms such as "personal data", "processing", "data subject", "controller", and "processor" are stated in Article 4. The regulation does not purport to apply to the processing of personal data for national security activities or law enforcement of the EU; however, industry groups concerned about facing a potential conflict of laws have questioned whether Article 48 could be invoked to seek to prevent a data controller subject to a third country's laws from complying with a legal order from that country's law enforcement, judicial, or national security authorities to disclose to such authorities the personal data of an EU person, regardless of whether the data resides in or out of the EU. Article 48 states that any judgement of a court or tribunal and any decision of an administrative authority of a third country requiring a controller or processor to transfer or disclose personal data may not be recognised or enforceable in any manner unless based on an international agreement, like a mutual legal assistance treaty in force between the requesting third (non-EU) country and the EU or a member state. The data protection reform package also includes a separate Data Protection Directive for the police and criminal justice sector that provides rules on personal data exchanges at State level, Union level, and international levels. A single set of rules applies to all EU member states. Each member state establishes an independent supervisory authority (SA) to hear and investigate complaints, sanction administrative offences, etc. SAs in each member state co-operate with other SAs, providing mutual assistance and organising joint operations. If a business has multiple establishments in the EU, it must have a single SA as its "lead authority", based on the location of its "main establishment" where the main processing activities take place. The lead authority thus acts as a "one-stop shop" to supervise all the processing activities of that business throughout the EU. A European Data Protection Board (EDPB) co-ordinates the SAs. EDPB thus replaces the Article 29 Data Protection Working Party. There are exceptions for data processed in an employment context or in national security that still might be subject to individual country regulations. === Principles and lawful purposes === Article 5 sets out six principles relating to the lawfulness of processing personal data. The first of these specifies that data must be processed lawfully, fairly and in a transparent manner. Article 6 develops this principle by specifying that personal data may not be processed unless there is at least one legal basis for doing so. The other principles refer to "purpose limitation", "data minimisation", "accuracy", "storage limitation", and "integrity and confidentiality". Article 6 states that the lawful purposes are: (a) If the data subject has given consent to the processing of his or her personal data; (b) To fulfill contractual obligations with a data subject, or for tasks at the request of a data subject who is in the process of entering into a contract; (c) To comply with a data controller's legal obligations; (d) To protect the vital interests of a data subject or another individual; (e) To perform a task in the public interest or in official authority; (f) For the legitimate interests of a data controller or a third party, unless these interests are overridden by interests of the data subject or her or his rights according to the Charter of Fundamental Rights (especially in the case of children). If informed consent is used as the lawful basis for processing, consent must have been explicit for data collected and each purpose data is used for. Consent must be a specific, freely given, plainly worded, and unambiguous affirmation given by the data subject; an online form which has consent options structured as an opt-out selected by default is a violation of the GDPR, as the consent is not unambiguously affirmed by the user. In addition, multiple types of processing may not be "bundled" together into a single affirmation prompt, as this is not specific to each use of data, and the individual permissions are not freely given. (Recital 32). Data subjects must be allowed to withdraw this consent at any time, and the process of doing so must not be harder than it was to opt in. A data controller may not refuse service to users who decline consent to processing that is not strictly necessary in order to use the service. Consent for children, defined in the regulation as being less than 16 years old (although with the option for member states to individually make it as low as 13 years old), must be given by the child's parent or custodian, and verifiable. If consent to processing was already provided under the Data Protection Directive, a data controller does not have to re-obtain consent if the processing is documented and obtained in compliance with the GDPR's requirements (Recital 171). === Rights of the data subject === ==== Transparency and modalities ==== Article 12 requires the data controller to provide information to the "data subject in a concise, transparent, intelligible and easily accessible form, using clear and plain language, in particular for any information addressed specifically to a child." ==== Information and access ==== The right of access (Article 15) is a data subject right. It gives people the right to access their personal data and information about how this personal data is being processed. A data controller must provide, upon request, an overview of the categories of data that are being processed as well as a copy of the actual data; furthermore, the data controller has to inform the data subject on details about the processing, such as the purposes of the processing, with whom the data is shared, and how it acquired the data. A data subject must be able to transfer personal data from one electro

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  • Jailbreak (computer science)

    Jailbreak (computer science)

    In computer security, jailbreaking is defined as the act of removing limitations that a vendor attempted to hard-code or hard-wire into its hardware and/or software. It is a form of privilege escalation. The term may have originated with the use of toolsets to break out of a chroot or jail in UNIX-like operating systems. This allowed the user to see files outside of the file system that the administrator intended to make available to the application or user in question. The term was first used in its modern meaning in the iPhone/iOS jailbreaking community and has also been used as a term for PlayStation Portable hacking; these devices have repeatedly been subject to jailbreaks, allowing the execution of arbitrary code, and sometimes have had those jailbreaks disabled by vendor updates, especially in the case of iOS devices. == iOS jailbreaking == iOS systems including the iPhone, iPad, and iPod Touch have been subject to iOS jailbreaking efforts since they were released, and continuing with each firmware update. iOS jailbreaking tools have included the option to install package frontends such as Cydia and Installer.app, third-party alternatives to the App Store, as a way to find and install system tweaks and binaries. To prevent iOS jailbreaking, Apple has made the device boot ROM execute checks for SHSH blobs in order to disallow uploads of custom kernels and prevent software downgrades to earlier, jailbreakable firmware. In an "untethered" jailbreak, the iBoot environment is changed to execute a boot ROM exploit and allow submission of a patched low level bootloader or hack the kernel to submit the jailbroken kernel after the SHSH check. == Other phones == A similar method of jailbreaking exists for S60 Platform smartphones, where utilities such as HelloOX allow the execution of unsigned code and full access to system files. or edited firmware (similar to the M33 hacked firmware used for the PlayStation Portable) to circumvent restrictions on unsigned code. Nokia has since issued updates to curb unauthorized jailbreaking, in a manner similar to Apple. Rooting is the equivalent concept for Android phones and other devices. == Console jailbreaking == In the case of gaming consoles, jailbreaking is often used to execute homebrew games. In 2011, Sony, with assistance from law firm Kilpatrick Stockton, sued 21-year-old George Hotz and associates of the group fail0verflow for jailbreaking the PlayStation 3 (see Sony Computer Entertainment America v. George Hotz and PlayStation Jailbreak). == AI jailbreaks == Jailbreaking can also occur in systems and software that use generative artificial intelligence models, such as ChatGPT. In jailbreaking attacks on artificial intelligence systems, users are able to manipulate the system to behave differently than it was intended, making it possible to reveal information about how the model was instructed by the vendor (the "system prompt") or to induce it to respond in an anomalous or harmful way. These attacks typically simply require prompting the AIs with specific phrasal templates - no software is typically required, although software could theoretically be used to "industrialise" such exploits, and some research has been done in this direction. In 2024, a consortium of AI firms founded HackAPrompt.com, a competition to encourage users to find new and effective AI jailbreaking techniques. These and other findings from "ethical hackers" have been used by AI model providers to try to improve AI safety.

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  • Graph cut optimization

    Graph cut optimization

    Graph cut optimization is a combinatorial optimization method applicable to a family of functions of discrete variables, named after the concept of cut in the theory of flow networks. Thanks to the max-flow min-cut theorem, determining the minimum cut over a graph representing a flow network is equivalent to computing the maximum flow over the network. Given a pseudo-Boolean function f {\displaystyle f} , if it is possible to construct a flow network with positive weights such that each cut C {\displaystyle C} of the network can be mapped to an assignment of variables x {\displaystyle \mathbf {x} } to f {\displaystyle f} (and vice versa), and the cost of C {\displaystyle C} equals f ( x ) {\displaystyle f(\mathbf {x} )} (up to an additive constant) then it is possible to find the global optimum of f {\displaystyle f} in polynomial time by computing a minimum cut of the graph. The mapping between cuts and variable assignments is done by representing each variable with one node in the graph and, given a cut, each variable will have a value of 0 if the corresponding node belongs to the component connected to the source, or 1 if it belong to the component connected to the sink. Not all pseudo-Boolean functions can be represented by a flow network, and in the general case the global optimization problem is NP-hard. There exist sufficient conditions to characterise families of functions that can be optimised through graph cuts, such as submodular quadratic functions. Graph cut optimization can be extended to functions of discrete variables with a finite number of values, that can be approached with iterative algorithms with strong optimality properties, computing one graph cut at each iteration. Graph cut optimization is an important tool for inference over graphical models such as Markov random fields or conditional random fields, and it has applications in computer vision problems such as image segmentation, denoising, registration and stereo matching. == Representability == A pseudo-Boolean function f : { 0 , 1 } n → R {\displaystyle f:\{0,1\}^{n}\to \mathbb {R} } is said to be representable if there exists a graph G = ( V , E ) {\displaystyle G=(V,E)} with non-negative weights and with source and sink nodes s {\displaystyle s} and t {\displaystyle t} respectively, and there exists a set of nodes V 0 = { v 1 , … , v n } ⊂ V − { s , t } {\displaystyle V_{0}=\{v_{1},\dots ,v_{n}\}\subset V-\{s,t\}} such that, for each tuple of values ( x 1 , … , x n ) ∈ { 0 , 1 } n {\displaystyle (x_{1},\dots ,x_{n})\in \{0,1\}^{n}} assigned to the variables, f ( x 1 , … , x n ) {\displaystyle f(x_{1},\dots ,x_{n})} equals (up to a constant) the value of the flow determined by a minimum cut C = ( S , T ) {\displaystyle C=(S,T)} of the graph G {\displaystyle G} such that v i ∈ S {\displaystyle v_{i}\in S} if x i = 0 {\displaystyle x_{i}=0} and v i ∈ T {\displaystyle v_{i}\in T} if x i = 1 {\displaystyle x_{i}=1} . It is possible to classify pseudo-Boolean functions according to their order, determined by the maximum number of variables contributing to each single term. All first order functions, where each term depends upon at most one variable, are always representable. Quadratic functions f ( x ) = w 0 + ∑ i w i ( x i ) + ∑ i < j w i j ( x i , x j ) . {\displaystyle f(\mathbf {x} )=w_{0}+\sum _{i}w_{i}(x_{i})+\sum _{i 0 {\displaystyle p>0} then w i j k ( x i , x j , x k ) = w i j k ( 0 , 0 , 0 ) + p 1 ( x i − 1 ) + p 2 ( x j − 1 ) + p 3 ( x k − 1 ) + p 23 ( x j − 1 ) x k + p 31 x i ( x k − 1 ) + p 12 ( x i − 1 ) x j − p x i x j x k {\displaystyle w_{ijk}(x_{i},x_{j},x_{k})=w_{ijk}(0,0,0)+p_{1}(x_{i}-1)+p_{2}(x_{j}-1)+p_{3}(x_{k}-1)+p_{23}(x_{j}-1)x_{k}+p_{31}x_{i}(x_{k}-1)+p_{12}(x_{i}-1)x_{j}-px_{i}x_{j}x_{k}} with p 1 = w i j k ( 1 , 0 , 1 ) − w i j k ( 0 , 0 , 1 ) p 2 = w i j k ( 1 , 1 , 0 ) − w i j k ( 1 , 0 , 1 ) p 3 = w i j k ( 0 , 1 , 1 ) − w i j k ( 0 , 1 , 0 ) p 23 = w i j k ( 0 , 0 , 1 ) + w i j k ( 0 , 1 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 0 , 1 , 1 ) p 31 = w i j k ( 0 , 0 , 1 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 0 , 1 ) p 12 = w i j k ( 0 , 1 , 0 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 1 , 0 ) . {\displaystyle {\begin{aligned}p_{1}&=w_{ijk}(1,0,1)-w_{ijk}(0,0,1)\\p_{2}&=w_{ijk}(1,1,0)-w_{ijk}(1,0,1)\\p_{3}&=w_{ijk}(0,1,1)-w_{ijk}(0,1,0)\\p_{23}&=w_{ijk}(0,0,1)+w_{ijk}(0,1,0)-w_{ijk}(0,0,0)-w_{ijk}(0,1,1)\\p_{31}&=w_{ijk}(0,0,1)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,0,1)\\p_{12}&=w_{ijk}(0,1,0)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,1

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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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  • Freddy II

    Freddy II

    Freddy (1969–1971) and Freddy II (1973–1976) were experimental robots built in the Department of Machine Intelligence and Perception (later Department of Artificial Intelligence, now part of the School of Informatics at the University of Edinburgh). == Technology == Technical innovations involving Freddy were at the forefront of the 70s robotics field. Freddy was one of the earliest robots to integrate vision, manipulation and intelligent systems as well as having versatility in the system and ease in retraining and reprogramming for new tasks. The idea of moving the table instead of the arm simplified the construction. Freddy also used a method of recognising the parts visually by using graph matching on the detected features. The system used an innovative collection of high level procedures for programming the arm movements which could be reused for each new task. == Lighthill controversy == In the mid 1970s there was controversy about the utility of pursuing a general purpose robotics programme in both the USA and the UK. A BBC TV programme in 1973, referred to as the "Lighthill Debate", pitched James Lighthill, who had written a critical report for the science and engineering research funding agencies in the UK, against Donald Michie from the University of Edinburgh and John McCarthy from Stanford University. The Edinburgh Freddy II and Stanford/SRI Shakey robots were used to illustrate the state-of-the-art at the time in intelligent robotics systems. == Freddy I and II == Freddy Mark I (1969–1971) was an experimental prototype, with 3 degrees-of-freedom created by a rotating platform driven by a pair of independent wheels. The other main components were a video camera and bump sensors connected to a computer. The computer moved the platform so that the camera could see and then recognise the objects. Freddy II (1973–1976) was a 5 degrees of freedom manipulator with a large vertical 'hand' that could move up and down, rotate about the vertical axis and rotate objects held in its gripper around one horizontal axis. Two remaining translational degrees of freedom were generated by a work surface that moved beneath the gripper. The gripper was a two finger pinch gripper. A video camera was added as well as later a light stripe generator. The Freddy and Freddy II projects were initiated and overseen by Donald Michie. The mechanical hardware and analogue electronics were designed and built by Stephen Salter (who also pioneered renewable energy from waves (see Salter's Duck)), and the digital electronics and computer interfacing were designed by Harry Barrow and Gregan Crawford. The software was developed by a team led by Rod Burstall, Robin Popplestone and Harry Barrow which used the POP-2 programming language, one of the world's first functional programming languages. The computing hardware was an Elliot 4130 computer with 384KB (128K 24-bit words) RAM and a hard disk linked to a small Honeywell H316 computer with 16KB of RAM which directly performed sensing and control. Freddy was a versatile system which could be trained and reprogrammed to perform a new task in a day or two. The tasks included putting rings on pegs and assembling simple model toys consisting of wooden blocks of different shapes, a boat with a mast and a car with axles and wheels. Information about part locations was obtained using the video camera, and then matched to previously stored models of the parts. It was soon realised in the Freddy project that the 'move here, do this, move there' style of robot behavior programming (actuator or joint level programming) is tedious and also did not allow for the robot to cope with variations in part position, part shape and sensor noise. Consequently, the RAPT robot programming language was developed by Pat Ambler and Robin Popplestone, in which robot behavior was specified at the object level. This meant that robot goals were specified in terms of desired position relationships between the robot, objects and the scene, leaving the details of how to achieve the goals to the underlying software system. Although developed in the 1970s RAPT is still considerably more advanced than most commercial robot programming languages. The team of people who contributed to the project were leaders in the field at the time and included Pat Ambler, Harry Barrow, Ilona Bellos, Chris Brown, Rod Burstall, Gregan Crawford, Jim Howe, Donald Michie, Robin Popplestone, Stephen Salter, Austin Tate and Ken Turner. Also of interest in the project was the use of a structured-light 3D scanner to obtain the 3D shape and position of the parts being manipulated. The Freddy II robot is currently on display at the Royal Museum in Edinburgh, Scotland, with a segment of the assembly video shown in a continuous loop.

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  • Imageability

    Imageability

    Imageability is a measure of how easily a physical object, word or environment will evoke a clear mental image in the mind of any person observing it. It is used in architecture and city planning, in psycholinguistics, and in automated computer vision research. In automated image recognition, training models to connect images with concepts that have low imageability can lead to biased and harmful results. == History and components == Kevin A. Lynch first introduced the term, "imageability" in his 1960 book, The Image of the City. In the book, Lynch argues cities contain a key set of physical elements that people use to understand the environment, orient themselves inside of it, and assign it meaning. Lynch argues the five key elements that impact the imageability of a city are Paths, Edges, Districts, Nodes, and Landmarks. Paths: channels in which people travel. Examples: streets, sidewalks, trails, canals, railroads. Edges: objects that form boundaries around space. Examples: walls, buildings, shoreline, curbstone, streets, and overpasses. Districts: medium to large areas people can enter into and out of that have a common set of identifiable characteristics. Nodes: large areas people can enter, that serve as the foci of the city, neighborhood, district, etc. Landmarks: memorable points of reference people cannot enter into. Examples: signs, mountains and public art. In 1914, half a century before The Image of the City was published, Paul Stern discussed a concept similar to imageability in the context of art. Stern, in Susan Langer's Reflections on Art, names the attribute that describes how vividly and intensely an artistic object could be experienced apparency. == In computer vision == Automated image recognition was developed by using machine learning to find patterns in large, annotated datasets of photographs, like ImageNet. Images in ImageNet are labelled using concepts in WordNet. Concepts that are easily expressed verbally, like "early", are seen as less "imageable" than nouns referring to physical objects like "leaf". Training AI models to associate concepts with low imageability with specific images can lead to problematic bias in image recognition algorithms. This has particularly been critiqued as it relates to the "person" category of WordNet and therefore also ImageNet. Trevor Pagan and Kate Crawford demonstrated in their essay "Excavating AI" and their art project ImageNet Roulette how this leads to photos of ordinary people being labelled by AI systems as "terrorists" or "sex offenders". Images in datasets are often labelled as having a certain level of imageability. As described by Kaiyu Yang, Fei-Fei Li and co-authors, this is often done following criteria from Allan Paivio and collaborators' 1968 psycholinguistic study of nouns. Yang el.al. write that dataset annotators tasked with labelling imageability "see a list of words and rate each word on a 1-7 scale from 'low imagery' to 'high imagery'. To avoid biased or harmful image recognition and image generation, Yang et.al. recommend not training vision recognition models on concepts with low imageability, especially when the concepts are offensive (such as sexual or racial slurs) or sensitive (their examples for this category include "orphan", "separatist", "Anglo-Saxon" and "crossover voter"). Even "safe" concepts with low imageability, like "great-niece" or "vegetarian" can lead to misleading results and should be avoided.

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  • Concurrent MetateM

    Concurrent MetateM

    Concurrent MetateM is a multi-agent language in which each agent is programmed using a set of (augmented) temporal logic specifications of the behaviour it should exhibit. These specifications are executed directly to generate the behaviour of the agent. As a result, there is no risk of invalidating the logic as with systems where logical specification must first be translated to a lower-level implementation. The root of the MetateM concept is Gabbay's separation theorem; any arbitrary temporal logic formula can be rewritten in a logically equivalent past → future form. Execution proceeds by a process of continually matching rules against a history, and firing those rules when antecedents are satisfied. Any instantiated future-time consequents become commitments which must subsequently be satisfied, iteratively generating a model for the formula made up of the program rules. == Temporal Connectives == The Temporal Connectives of Concurrent MetateM can divided into two categories, as follows: Strict past time connectives: '●' (weak last), '◎' (strong last), '◆' (was), '■' (heretofore), 'S' (since), and 'Z' (zince, or weak since). Present and future time connectives: '◯' (next), '◇' (sometime), '□' (always), 'U' (until), and 'W' (unless). The connectives {◎,●,◆,■,◯,◇,□} are unary; the remainder are binary. === Strict past time connectives === ==== Weak last ==== ●ρ is satisfied now if ρ was true in the previous time. If ●ρ is interpreted at the beginning of time, it is satisfied despite there being no actual previous time. Hence "weak" last. ==== Strong last ==== ◎ρ is satisfied now if ρ was true in the previous time. If ◎ρ is interpreted at the beginning of time, it is not satisfied because there is no actual previous time. Hence "strong" last. ==== Was ==== ◆ρ is satisfied now if ρ was true in any previous moment in time. ==== Heretofore ==== ■ρ is satisfied now if ρ was true in every previous moment in time. ==== Since ==== ρSψ is satisfied now if ψ is true at any previous moment and ρ is true at every moment after that moment. ==== Zince, or weak since ==== ρZψ is satisfied now if (ψ is true at any previous moment and ρ is true at every moment after that moment) OR ψ has not happened in the past. === Present and future time connectives === ==== Next ==== ◯ρ is satisfied now if ρ is true in the next moment in time. ==== Sometime ==== ◇ρ is satisfied now if ρ is true now or in any future moment in time. ==== Always ==== □ρ is satisfied now if ρ is true now and in every future moment in time. ==== Until ==== ρUψ is satisfied now if ψ is true at any future moment and ρ is true at every moment prior. ==== Unless ==== ρWψ is satisfied now if (ψ is true at any future moment and ρ is true at every moment prior) OR ψ does not happen in the future.

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  • Civitai

    Civitai

    Civitai is an online platform and marketplace for generative artificial intelligence (Gen AI) content, primarily focused on AI-generated images and models, and AI-generated videos. == History == Civitai was founded in 2022 by Justin Maier. By January 2023, the site reached 100,000 registered users and 3 million by November. In November 2023, Civitai secured funding from venture capital firm Andreessen Horowitz. By April 2024, Civitai had 23.2 million monthly accesses. The company is headquartered in Boise, Idaho. == Platform == Civitai allows users to share and download AI models, particularly those used for image generation. The platform supports various AI models, including Stable Diffusion and Flux, and provides a space for users to showcase and monetize their AI-generated content. Users have profile pages and can comment on other users' models and images. The website also features a virtual currency called Buzz that can be used to generate images on Civitai's servers. Buzz can be bought or earned by engaging with the site. The platform is open source. == Controversies == In 2023, 404 Media reported that Civitai began a "Bounties" marketplace where users could commission deepfakes, of real or fake people. Users are rewarded with Buzz for completing Bounties. In December 2023, AI provider OctoML announced it had ended its business relationship with Civitai after concerns were raised users were generating images that “could be categorized as child pornography.”

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  • Demis Hassabis

    Demis Hassabis

    Sir Demis Hassabis (/ˈdɛ.mɪs/ DE-mis /hɑːˈsɑː.bis/ hah-SAH-bees; born Dimitrios Hassapis, Greek: Δημήτριος Χασάπης, 27 July 1976) is a British artificial intelligence (AI) researcher and entrepreneur. He is the chief executive officer and co-founder of Google DeepMind and Isomorphic Labs, and a UK Government AI Adviser. In 2024, Hassabis and John M. Jumper were jointly awarded the Nobel Prize in Chemistry for their AI research contributions to protein structure prediction. Hassabis is a Fellow of the Royal Society and has won awards for his research efforts, including the Breakthrough Prize, the Canada Gairdner International Award and the Lasker Award. He was appointed a CBE in 2017, and knighted in 2024 for his work on AI. He was also listed among the Time 100 most influential people in the world in 2017 and 2025, and was one of the "Architects of AI" collectively chosen as Time's 2025 Person of the Year. == Early life and education == Hassabis was born to Costas and Angela Hassapis. His father is a Greek Cypriot and his mother is a Chinese Singaporean. Demis grew up in North London. His original surname was "Hassapis" (Greek: Χασάπης), meaning "butcher" in Greek, but he later, according to Ingo Althöfer, "executed a point mutation by changing ‘p’ to ‘b’". One of his younger brothers still carries the original surname. In his early career, he was a video game AI programmer and designer, and an expert board games player. A child prodigy in chess from the age of four, when he first learnt chess by watching his father playing against his uncle, Hassabis reached master standard at the age of 13 with an Elo rating of 2300 and captained many of the England junior chess teams. He represented the University of Cambridge in the Oxford–Cambridge varsity chess matches of 1995, 1996 and 1997, winning a half blue. He first got interested in technology after buying his first computer in 1984, a ZX Spectrum 48K, funded from chess winnings. He taught himself how to program from books. He subsequently wrote his first AI program on a Commodore Amiga to play the reversi board game. Between 1988 and 1990, Hassabis was educated at Queen Elizabeth's School, Barnet, a boys' grammar school in North London. He was subsequently home-schooled by his parents for a year, before studying at the comprehensive school of Christ's College in East Finchley. He completed his A-level exams two years early at 16. === Bullfrog Productions === Asked by Cambridge University to take a gap year owing to his young age, Hassabis began his computer games career at Bullfrog Productions after entering an Amiga Power "Win-a-job-at-Bullfrog" competition. He began by playtesting on Syndicate and then at 17 co-designing and lead-programming on the 1994 game Theme Park, with the game's designer Peter Molyneux. Theme Park, a simulation video game, sold several million copies and inspired a whole genre of simulation sandbox games. Despite being offered a seven-figure sum to remain in the games industry, he turned it down. He earned enough from his gap year to pay his own way through university. === University of Cambridge === Hassabis left Bullfrog to study at Queens' College of the University of Cambridge, where he completed the Computer Science Tripos and graduated in 1997 with a double first. == Career and research == === Lionhead === After graduating from Cambridge, Hassabis worked at Lionhead Studios. Games designer Peter Molyneux, with whom Hassabis had worked at Bullfrog Productions, had recently founded the company. At Lionhead, Hassabis worked as lead AI programmer on the 2001 god game Black & White. === Elixir Studios === Hassabis left Lionhead in 1998 to found Elixir Studios, a London-based independent games developer, signing publishing deals with Eidos Interactive, Vivendi Universal and Microsoft. In addition to managing the company, Hassabis served as executive designer of the games Republic: The Revolution and Evil Genius. Each received BAFTA nominations for their interactive music scores, created by James Hannigan. The release of Elixir's first game, Republic: The Revolution, a highly ambitious and unusual political simulation game, was delayed due to its huge scope, which involved an AI simulation of the workings of an entire fictional country. The final game was reduced from its original vision and greeted with lukewarm reviews, receiving a Metacritic score of 62/100. Evil Genius, a tongue-in-cheek Austin Powers parody, fared much better with a score of 75/100. In April 2005 the intellectual property and technology rights were sold to various publishers and the studio was closed. === Neuroscience research === Following Elixir Studios, Hassabis returned to academia to obtain his PhD in cognitive neuroscience from UCL Queen Square Institute of Neurology in 2009 supervised by Eleanor Maguire. He sought to find inspiration in the human brain for new AI algorithms. He continued his neuroscience and artificial intelligence research as a visiting scientist jointly at Massachusetts Institute of Technology (MIT), in the lab of Tomaso Poggio, and Harvard University, before earning a Henry Wellcome postdoctoral research fellowship to the Gatsby Computational Neuroscience Unit at UCL in 2009 working with Peter Dayan. Working in the field of imagination, memory, and amnesia, he co-authored several influential papers published in Nature, Science, Neuron, and PNAS. His very first academic work, published in PNAS, was a landmark paper that showed systematically for the first time that patients with damage to their hippocampus, known to cause amnesia, were also unable to imagine themselves in new experiences. The finding established a link between the constructive process of imagination and the reconstructive process of episodic memory recall. Based on this work and a follow-up functional magnetic resonance imaging (fMRI) study, Hassabis developed a new theoretical account of the episodic memory system identifying scene construction, the generation and online maintenance of a complex and coherent scene, as a key process underlying both memory recall and imagination. This work received widespread coverage in the mainstream media and was listed in the top 10 scientific breakthroughs of the year by the journal Science. He later generalised these ideas to advance the notion of a 'simulation engine of the mind' whose role it was to imagine events and scenarios to aid with better planning. === DeepMind === Hassabis is the CEO and co-founder of DeepMind, a machine learning AI startup, founded in London in 2010 with Shane Legg and Mustafa Suleyman. Hassabis met Legg when both were postdocs at the Gatsby Computational Neuroscience Unit, and he and Suleyman had been friends through family. Hassabis also recruited his university friend and Elixir partner David Silver. DeepMind's mission is to "solve intelligence" and then use intelligence "to solve everything else". More concretely, DeepMind aims to combine insights from systems neuroscience with new developments in machine learning and computing hardware to unlock increasingly powerful general-purpose learning algorithms that will work towards the creation of an artificial general intelligence (AGI). The company has focused on training learning algorithms to master games, and in December 2013 it announced that it had made a pioneering breakthrough by training an algorithm called a Deep Q-Network (DQN) to play Atari games at a superhuman level by using only the raw pixels on the screen as inputs. DeepMind's early investors included several high-profile tech entrepreneurs. In 2014, Google purchased DeepMind for £400 million. Although most of the company has remained an independent entity based in London, DeepMind Health has since been directly incorporated into Google Health. Since the Google acquisition, the company has notched up a number of significant achievements, perhaps the most notable being the creation of AlphaGo, a program that defeated world champion Lee Sedol at the complex game of Go. Go had been considered a holy grail of AI, for its high number of possible board positions and resistance to existing programming techniques. However, AlphaGo beat European champion Fan Hui 5–0 in October 2015 before winning 4–1 against former world champion Lee Sedol in March 2016 and winning 3–0 against the world's top-ranked player Ke Jie in 2017. Additional DeepMind accomplishments include creating a neural Turing machine, reducing the energy used by the cooling systems in Google's data centres by 40%, and advancing research on AI safety. DeepMind has also been responsible for technical advances in machine learning, having produced a number of award-winning papers. In particular, the company has made significant advances in deep learning and reinforcement learning, and pioneered the field of deep reinforcement learning which combines these two methods. Hassabis has predicted that artificial intelligence will be "one of the most beneficial techn

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  • Daisy Intelligence

    Daisy Intelligence

    Daisy Intelligence is a Canadian artificial intelligence (AI) company that provides data analysis services to help retailers, mainly grocers and supermarkets, to determine optimal pricing and promotional mix. The company also helps insurance companies detect fraudulent claims. The company uses a subset of AI known as reinforcement learning. In October 2019, the company moved from the suburban Vaughan, Ontario, to downtown Toronto, joining other AI and technology startups concentrated in the King Street East area. In 2019, the company was ranked No. 39 on The Globe and Mail's annual list of Canada's "top growing companies by three-year revenue growth."

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  • Information retrieval

    Information retrieval

    Information retrieval (IR) in computing and information science is the task of identifying and retrieving information system resources that are relevant to an information need. The information need can be specified in the form of a search query. In the case of document retrieval, queries can be based on full-text or other content-based indexing. Information retrieval is the science of searching for information in a document, searching for documents themselves, and also searching for the metadata that describes data, and for databases of texts, images, or sounds. Cross-modal retrieval implies retrieval across modalities. Automated information retrieval systems are used to reduce what has been called information overload. An IR system is a software system that provides access to books, journals, and other documents, as well as storing and managing those documents. Web search engines are the most visible IR applications. == Overview == An information retrieval process begins when a user enters a query into the system. Queries are formal statements of information needs, for example search strings in web search engines. In information retrieval, a query does not uniquely identify a single object in the collection. Instead, several objects may match the query, perhaps with different degrees of relevance. An object is an entity that is represented by information in a content collection or database. User queries are matched against the database information. However, as opposed to classical SQL queries of a database, in information retrieval the results returned may or may not match the query, so results are typically ranked. This ranking of results is a key difference of information retrieval searching compared to database searching. Depending on the application the data objects may be, for example, text documents, images, audio, mind maps or videos. Often the documents themselves are not kept or stored directly in the IR system, but are instead represented in the system by document surrogates or metadata. Most IR systems compute a numeric score on how well each object in the database matches the query, and rank the objects according to this value. The top ranking objects are then shown to the user. The process may then be iterated if the user wishes to refine the query. == History == there is ... a machine called the Univac ... whereby letters and figures are coded as a pattern of magnetic spots on a long steel tape. By this means the text of a document, preceded by its subject code symbol, can be recorded ... the machine ... automatically selects and types out those references which have been coded in any desired way at a rate of 120 words a minute The idea of using computers to search for relevant pieces of information was popularized in the article As We May Think by Vannevar Bush in 1945. It would appear that Bush was inspired by patents for a 'statistical machine' – filed by Emanuel Goldberg in the 1920s and 1930s – that searched for documents stored on film. The first description of a computer searching for information was described by Holmstrom in 1948, detailing an early mention of the Univac computer. Automated information retrieval systems were introduced in the 1950s: one even featured in the 1957 romantic comedy Desk Set. In the 1960s, the first large information retrieval research group was formed by Gerard Salton at Cornell. By the 1970s several different retrieval techniques had been shown to perform well on small text corpora such as the Cranfield collection (several thousand documents). Large-scale retrieval systems, such as the Lockheed Dialog system, came into use early in the 1970s. In 1992, the US Department of Defense along with the National Institute of Standards and Technology (NIST), cosponsored the Text Retrieval Conference (TREC) as part of the TIPSTER text program. The aim of this was to look into the information retrieval community by supplying the infrastructure that was needed for evaluation of text retrieval methodologies on a very large text collection. This catalyzed research on methods that scale to huge corpora. The introduction of web search engines has boosted the need for very large scale retrieval systems even further. By the late 1990s, the rise of the World Wide Web fundamentally transformed information retrieval. While early search engines such as AltaVista (1995) and Yahoo! (1994) offered keyword-based retrieval, they were limited in scale and ranking refinement. The breakthrough came in 1998 with the founding of Google, which introduced the PageRank algorithm, using the web's hyperlink structure to assess page importance and improve relevance ranking. During the 2000s, web search systems evolved rapidly with the integration of machine learning techniques. These systems began to incorporate user behavior data (e.g., click-through logs), query reformulation, and content-based signals to improve search accuracy and personalization. In 2009, Microsoft launched Bing, introducing features that would later incorporate semantic web technologies through the development of its Satori knowledge base. Academic analysis have highlighted Bing's semantic capabilities, including structured data use and entity recognition, as part of a broader industry shift toward improving search relevance and understanding user intent through natural language processing. A major leap occurred in 2018, when Google deployed BERT (Bidirectional Encoder Representations from Transformers) to better understand the contextual meaning of queries and documents. This marked one of the first times deep neural language models were used at scale in real-world retrieval systems. BERT's bidirectional training enabled a more refined comprehension of word relationships in context, improving the handling of natural language queries. Because of its success, transformer-based models gained traction in academic research and commercial search applications. Simultaneously, the research community began exploring neural ranking models that outperformed traditional lexical-based methods. Long-standing benchmarks such as the Text REtrieval Conference (TREC), initiated in 1992, and more recent evaluation frameworks Microsoft MARCO(MAchine Reading COmprehension) (2019) became central to training and evaluating retrieval systems across multiple tasks and domains. MS MARCO has also been adopted in the TREC Deep Learning Tracks, where it serves as a core dataset for evaluating advances in neural ranking models within a standardized benchmarking environment. As deep learning became integral to information retrieval systems, researchers began to categorize neural approaches into three broad classes: sparse, dense, and hybrid models. Sparse models, including traditional term-based methods and learned variants like SPLADE, rely on interpretable representations and inverted indexes to enable efficient exact term matching with added semantic signals. Dense models, such as dual-encoder architectures like ColBERT, use continuous vector embeddings to support semantic similarity beyond keyword overlap. Hybrid models aim to combine the advantages of both, balancing the lexical (token) precision of sparse methods with the semantic depth of dense models. This way of categorizing models balances scalability, relevance, and efficiency in retrieval systems. As IR systems increasingly rely on deep learning, concerns around bias, fairness, and explainability have also come to the picture. Research is now focused not just on relevance and efficiency, but on transparency, accountability, and user trust in retrieval algorithms. == Applications == Areas where information retrieval techniques are employed include (the entries are in alphabetical order within each category): === General applications === Digital libraries Information filtering Recommender systems Media search Blog search Image retrieval 3D retrieval Music retrieval News search Speech retrieval Video retrieval Search engines Site search Desktop search Enterprise search Federated search Mobile search Social search Web search === Domain-specific applications === Expert search finding Genomic information retrieval Geographic information retrieval Information retrieval for chemical structures Information retrieval in software engineering Legal information retrieval Vertical search === Other retrieval methods === Methods/Techniques in which information retrieval techniques are employed include: Cross-modal retrieval Adversarial information retrieval Automatic summarization Multi-document summarization Compound term processing Cross-lingual retrieval Document classification Spam filtering Question answering == Model types == In order to effectively retrieve relevant documents by IR strategies, the documents are typically transformed into a suitable representation. Each retrieval strategy incorporates a specific model for its document representation purposes. The picture on the right illustrates the relationship of som

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  • Lernmatrix

    Lernmatrix

    Lernmatrix (German for "learning matrix") is a special type of artificial neural network (ANN) architecture, similar to associative memory, invented around 1960 by Karl Steinbuch, a pioneer in computer science and ANNs. This model for learning systems could establish complex associations between certain sets of characteristics (e.g., letters of an alphabet) and their meanings. == Function == The Lernmatrix generally consists of n "characteristic lines" and m "meaning lines," where each characteristic line is connected to each meaning line, similar to how neurons in the brain are connected by synapses. (This can be realized in various ways – according to Steinbuch, this could be done by hardware or software). To train a Lernmatrix, values are specified on the corresponding characteristic and meaning lines (binary or real); then the connections between all pairs of characteristic and meaning lines are strengthened by the Hebb rule. A trained Lernmatrix, when given a specific input on the characteristic lines, activates the corresponding meaning lines. In modern language, it is a linear projection module. By appropriately interconnecting several Lernmatrices, a switching system can be built that, after completing certain training phases, is ultimately able to automatically determine the most probable associated meaning for an input sequence of features.

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  • Google Brain

    Google Brain

    Google Brain was a deep learning artificial intelligence research team that served as the sole AI branch of Google before being incorporated under the newer umbrella of Google AI, a research division at Google dedicated to artificial intelligence. Formed in 2011, it combined open-ended machine learning research with information systems and large-scale computing resources. It created tools such as TensorFlow, which allow neural networks to be used by the public, and multiple internal AI research projects, and aimed to create research opportunities in machine learning and natural language processing. It was merged into former Google sister company DeepMind to form Google DeepMind in April 2023. == History == The Google Brain project began in 2011 as a part-time research collaboration between Google fellow Jeff Dean and Google Researcher Greg Corrado. Google Brain started as a Google X project and became so successful that it was graduated back to Google: Astro Teller has said that Google Brain paid for the entire cost of Google X. In June 2012, The New York Times reported that a cluster of 16,000 processors in 1,000 computers dedicated to mimicking some aspects of human brain activity had successfully trained itself to recognize a cat based on 10 million digital images taken from YouTube videos. The story was also covered by National Public Radio (NPR). In March 2013, Google hired Geoffrey Hinton, a leading researcher in the deep learning field, and acquired the company DNNResearch Inc. headed by Hinton. Hinton said that he would be dividing his future time between his university research and his work at Google. In April 2023, Google Brain merged with Google sister company DeepMind to form Google DeepMind, as part of the company's continued efforts to accelerate work on AI. == Team and location == Google Brain was initially established by Google Fellow Jeff Dean and visiting Stanford professor Andrew Ng. In 2014, the team included Jeff Dean, Quoc V. Le, Ilya Sutskever, Alex Krizhevsky, Samy Bengio, and Vincent Vanhoucke. In 2017, team members included Anelia Angelova, Samy Bengio, Greg Corrado, George Dahl, Michael Isard, Anjuli Kannan, Hugo Larochelle, Chris Olah, Benoit Steiner, Vincent Vanhoucke, Vijay Vasudevan, and Fernanda Viegas. Chris Lattner, who created Apple's programming language Swift and then ran Tesla's autonomy team for six months, joined Google Brain's team in August 2017. Lattner left the team in January 2020 and joined SiFive. As of 2021, Google Brain was led by Jeff Dean, Geoffrey Hinton, and Zoubin Ghahramani. Other members include Katherine Heller, Pi-Chuan Chang, Ian Simon, Jean-Philippe Vert, Nevena Lazic, Anelia Angelova, Lukasz Kaiser, Carrie Jun Cai, Eric Breck, Ruoming Pang, Carlos Riquelme, Hugo Larochelle, and David Ha. Samy Bengio left the team in April 2021, and Zoubin Ghahramani took on his responsibilities. Google Research includes Google Brain and is based in Mountain View. It also has satellite groups in Accra, Amsterdam, Atlanta, Beijing, Berlin, Cambridge, Israel, Los Angeles, London, Montreal, Munich, New York City, Paris, Pittsburgh, Princeton, San Francisco, Seattle, Tokyo, Toronto, and Zurich. == Projects == === Artificial-intelligence-devised encryption system === In October 2016, Google Brain designed an experiment to determine that neural networks are capable of learning secure symmetric encryption. In this experiment, three neural networks were created: Alice, Bob and Eve. Adhering to the idea of a generative adversarial network (GAN), the goal of the experiment was for Alice to send an encrypted message to Bob that Bob could decrypt, but the adversary, Eve, could not. Alice and Bob maintained an advantage over Eve, in that they shared a key used for encryption and decryption. In doing so, Google Brain demonstrated the capability of neural networks to learn secure encryption. === Image enhancement === In February 2017, Google Brain determined a probabilistic method for converting pictures with 8x8 resolution to a resolution of 32x32. The method built upon an already existing probabilistic model called pixelCNN to generate pixel translations. The proposed software utilizes two neural networks to make approximations for the pixel makeup of translated images. The first network, known as the "conditioning network," downsizes high-resolution images to 8x8 and attempts to create mappings from the original 8x8 image to these higher-resolution ones. The other network, known as the "prior network," uses the mappings from the previous network to add more detail to the original image. The resulting translated image is not the same image in higher resolution, but rather a 32x32 resolution estimation based on other existing high-resolution images. Google Brain's results indicate the possibility for neural networks to enhance images. === Google Translate === The Google Brain contributed to the Google Translate project by employing a new deep learning system that combines artificial neural networks with vast databases of multilingual texts. In September 2016, Google Neural Machine Translation (GNMT) was launched, an end-to-end learning framework, able to learn from a large number of examples. Previously, Google Translate's Phrase-Based Machine Translation (PBMT) approach would statistically analyze word by word and try to match corresponding words in other languages without considering the surrounding phrases in the sentence. But rather than choosing a replacement for each individual word in the desired language, GNMT evaluates word segments in the context of the rest of the sentence to choose more accurate replacements. Compared to older PBMT models, the GNMT model scored a 24% improvement in similarity to human translation, with a 60% reduction in errors. The GNMT has also shown significant improvement for notoriously difficult translations, like Chinese to English. While the introduction of the GNMT has increased the quality of Google Translate's translations for the pilot languages, it was very difficult to create such improvements for all of its 103 languages. Addressing this problem, the Google Brain Team was able to develop a Multilingual GNMT system, which extended the previous one by enabling translations between multiple languages. Furthermore, it allows for Zero-Shot Translations, which are translations between two languages that the system has never explicitly seen before. Google announced that Google Translate can now also translate without transcribing, using neural networks. This means that it is possible to translate speech in one language directly into text in another language, without first transcribing it to text. According to the Researchers at Google Brain, this intermediate step can be avoided using neural networks. In order for the system to learn this, they exposed it to many hours of Spanish audio together with the corresponding English text. The different layers of neural networks, replicating the human brain, were able to link the corresponding parts and subsequently manipulate the audio waveform until it was transformed to English text. Another drawback of the GNMT model is that it causes the time of translation to increase exponentially with the number of words in the sentence. This caused the Google Brain Team to add 2000 more processors to ensure the new translation process would still be fast and reliable. === Robotics === Aiming to improve traditional robotics control algorithms where new skills of a robot need to be hand-programmed, robotics researchers at Google Brain are developing machine learning techniques to allow robots to learn new skills on their own. They also attempt to develop ways for information sharing between robots so that robots can learn from each other during their learning process, also known as cloud robotics. As a result, Google has launched the Google Cloud Robotics Platform for developers in 2019, an effort to combine robotics, AI, and the cloud to enable efficient robotic automation through cloud-connected collaborative robots. Robotics research at Google Brain has focused mostly on improving and applying deep learning algorithms to enable robots to complete tasks by learning from experience, simulation, human demonstrations, and/or visual representations. For example, Google Brain researchers showed that robots can learn to pick and throw rigid objects into selected boxes by experimenting in an environment without being pre-programmed to do so. In another research, researchers trained robots to learn behaviors such as pouring liquid from a cup; robots learned from videos of human demonstrations recorded from multiple viewpoints. Google Brain researchers have collaborated with other companies and academic institutions on robotics research. In 2016, the Google Brain Team collaborated with researchers at X in a research on learning hand-eye coordination for robotic grasping. Their method allowed real-time robot control for grasping novel objec

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