AI Video Editors Reviews: What Actually Works in 2026

AI Video Editors Reviews: What Actually Works in 2026

Curious about the best AI video editor? An AI video editor is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI video editor slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

AI Overviews

AI Overviews is an artificial intelligence (AI) feature integrated into Google Search that produces AI-generated summaries of search results. The feature has been criticized for its inaccuracy and for reducing website traffic. == History and development == AI Overviews were first introduced as part of Google's Search Generative Experience (SGE), which was unveiled at the Google I/O conference in May 2023. In May 2024 at Google I/O 2024, the feature was rebranded as AI Overviews and launched in the United States. The introduction of AI Overviews was seen as a strategic move to compete with other generative AI advancements, including OpenAI's ChatGPT. By August 2024, AI Overviews was rolled out to several other countries, including the United Kingdom, India, Japan, Brazil, Mexico, and Indonesia, with support for multiple languages. In October 2024, Google expanded the feature globally, making it available in over 100 countries. In December 2024, Botify x Demandsphere released findings stating that when AI Overviews and featured snippets appear together on the search engine results page, they take up approximately 67.1% of the screen on desktop and 75.7% on mobile. Even if content is ranking in the #1 position, it may not be visible to consumers if other visual elements on the results page are more prominent. In March 2025, Google started testing an "AI Mode", where the search results page is AI-generated. The company was also considering adding advertisements to the AI Mode, as they already exist in AI Overviews. As of May 2025, AI Overviews are available in over 200 countries and territories and in more than 40 languages. As of March 2026, Google AI Overviews appear on more than 48% of total Google Search queries, compared to just 6.49% in the previous year (58% year-over-year growth). == Functionality == The AI Overviews feature uses large language models to generate summaries from web content. The overviews are designed to be concise, providing a snapshot of relevant information about the queried topic. Google allows users to adjust the language complexity in summaries, offering both simplified and detailed options. The overviews also include links to sources. According to a June 2025 study by Semrush, the most cited source is Quora, followed by Reddit. == Reception == The feature has faced criticism for inaccuracies, including instances where erroneous or nonsensical content was generated. Depending on what is searched for, the overview may also consist of hallucinated content, such as when searching for idioms that do not exist. In May 2024, Google temporarily restricted the AI tool after it provided suggestions that were seen as nonsensical and harmful, such as telling users to eat rocks or apply glue on pizza. Concerns were also raised by content publishers, who feared a decline in web traffic as users relied on the summaries instead of visiting source websites. A Google patent from 2026 raised the concern of webmasters that Google could entirely replace the landing page of websites by an AI optimized copy of the website in its results. There is also apprehension about the ethical implications of AI-driven content aggregation, including its impact on intellectual property rights and the visibility of smaller content providers. The European Commission announced in December 2025 that they were investigating whether AI Overviews breached European competition law. In response, Google has stated its commitment to improve content validation and refine the algorithms used to filter unreliable information. Google implemented measures to prioritize link placement within AI Overviews, aiming to balance user convenience with the needs of content creators. In January 2026, Google restricted AI Overviews on certain health-related searches following an investigation by The Guardian. == Lawsuits == On February 24, 2025, Chegg sued Alphabet over the AI Overviews feature, claiming that it was leading to students preferring "low-quality, unverified AI summaries", thus violating antitrust law. Chegg also said it was considering either a sale or a take-private transaction. In September 2025, Penske Media Corporation, the publisher of Rolling Stone and The Hollywood Reporter, sued Google, claiming that AI Overviews illegally regurgitate content from their websites and drive off potential site visitors by always appearing on top of the search results while leaving little incentive to see the linked sources. The company stated that "the future of digital media and [...] its integrity [...] is threatened by Google's current actions", alleging that 20% of searches that link to Penske-owned websites show AI Overviews and that the figure is expected to rise. Google spokesperson José Castañeda called the claims "meritless" and stated that "AI Overviews send traffic to a greater diversity of sites." In 2026, Canadian musician Ashley MacIsaac filed a lawsuit against Google claiming that the AI Overview feature had wrongly stated that MacIsaac had been convicted of numerous criminal offences and was on the sex offender registry. He claims this incorrect information led to the cancellation of a December 2025 gig organized by the Sipekne'katik First Nation.

Polyworld

Polyworld is a cross-platform (Linux, Mac OS X) program written by Larry Yaeger to evolve Artificial Intelligence through natural selection and evolutionary algorithms. It uses the Qt graphics toolkit and OpenGL to display a graphical environment in which a population of trapezoid agents search for food, mate, have offspring, and prey on each other. The population is typically only in the hundreds, as each individual is rather complex and the environment consumes considerable computer resources. The graphical environment is necessary since the individuals actually move around the 2-D plane and must be able to "see." Since some basic abilities, like eating carcasses or randomly generated food, seeing other individuals, mating or fighting with them, etc., are possible, a number of interesting behaviours have been observed to spontaneously arise after prolonged evolution, such as cannibalism, predators and prey, and mimicry. Each individual makes decisions based on a neural net using Hebbian learning; the neural net is derived from each individual's genome. The genome does not merely specify the wiring of the neural nets, but also determines their size, speed, color, mutation rate and a number of other factors. The genome is randomly mutated at a set probability, which are also changed in descendant organisms.

Possibility theory

Possibility theory is a mathematical theory for dealing with certain types of uncertainty and is an alternative to probability theory. It uses measures of possibility and necessity between 0 and 1, ranging from impossible to possible and unnecessary to necessary, respectively. Professor Lotfi Zadeh first introduced possibility theory in 1978 as an extension of his theory of fuzzy sets and fuzzy logic. Didier Dubois and Henri Prade further contributed to its development. Earlier, in the 1950s, economist G. L. S. Shackle proposed the min/max algebra to describe degrees of potential surprise. == Formalization of possibility == For simplicity, assume that the universe of discourse Ω is a finite set. A possibility measure is a function Π {\displaystyle \Pi } from 2 Ω {\displaystyle 2^{\Omega }} to [0, 1] such that: Axiom 1: Π ( ∅ ) = 0 {\displaystyle \Pi (\varnothing )=0} Axiom 2: Π ( Ω ) = 1 {\displaystyle \Pi (\Omega )=1} Axiom 3: Π ( U ∪ V ) = max ( Π ( U ) , Π ( V ) ) {\displaystyle \Pi (U\cup V)=\max \left(\Pi (U),\Pi (V)\right)} for any disjoint subsets U {\displaystyle U} and V {\displaystyle V} . It follows that, like probability on finite probability spaces, the possibility measure is determined by its behavior on singletons: Π ( U ) = max ω ∈ U Π ( { ω } ) . {\displaystyle \Pi (U)=\max _{\omega \in U}\Pi (\{\omega \}).} Axiom 1 can be interpreted as the assumption that Ω is an exhaustive description of future states of the world, because it means that no belief weight is given to elements outside Ω. Axiom 2 could be interpreted as the assumption that the evidence from which Π {\displaystyle \Pi } was constructed is free of any contradiction. Technically, it implies that there is at least one element in Ω with possibility 1. Axiom 3 corresponds to the additivity axiom in probabilities. However, there is an important practical difference. Possibility theory is computationally more convenient because Axioms 1–3 imply that: Π ( U ∪ V ) = max ( Π ( U ) , Π ( V ) ) {\displaystyle \Pi (U\cup V)=\max \left(\Pi (U),\Pi (V)\right)} for any subsets U {\displaystyle U} and V {\displaystyle V} . Because one can know the possibility of the union from the possibility of each component, it can be said that possibility is compositional with respect to the union operator. Note however that it is not compositional with respect to the intersection operator. Generally: Π ( U ∩ V ) ≤ min ( Π ( U ) , Π ( V ) ) ≤ max ( Π ( U ) , Π ( V ) ) . {\displaystyle \Pi (U\cap V)\leq \min \left(\Pi (U),\Pi (V)\right)\leq \max \left(\Pi (U),\Pi (V)\right).} When Ω is not finite, Axiom 3 can be replaced by: For all index sets I {\displaystyle I} , if the subsets U i , i ∈ I {\displaystyle U_{i,\,i\in I}} are pairwise disjoint, Π ( ⋃ i ∈ I U i ) = sup i ∈ I Π ( U i ) . {\displaystyle \Pi \left(\bigcup _{i\in I}U_{i}\right)=\sup _{i\in I}\Pi (U_{i}).} == Necessity == Whereas probability theory uses a single number, the probability, to describe how likely an event is to occur, possibility theory uses two concepts, the possibility and the necessity of the event. For any set U {\displaystyle U} , the necessity measure is defined by N ( U ) = 1 − Π ( U ¯ ) {\displaystyle N(U)=1-\Pi ({\overline {U}})} . In the above formula, U ¯ {\displaystyle {\overline {U}}} denotes the complement of U {\displaystyle U} , that is the elements of Ω {\displaystyle \Omega } that do not belong to U {\displaystyle U} . It is straightforward to show that: N ( U ) ≤ Π ( U ) {\displaystyle N(U)\leq \Pi (U)} for any U {\displaystyle U} and that: N ( U ∩ V ) = min ( N ( U ) , N ( V ) ) {\displaystyle N(U\cap V)=\min(N(U),N(V))} . Note that contrary to probability theory, possibility is not self-dual. That is, for any event U {\displaystyle U} , we only have the inequality: Π ( U ) + Π ( U ¯ ) ≥ 1 {\displaystyle \Pi (U)+\Pi ({\overline {U}})\geq 1} However, the following duality rule holds: For any event U {\displaystyle U} , either Π ( U ) = 1 {\displaystyle \Pi (U)=1} , or N ( U ) = 0 {\displaystyle N(U)=0} Accordingly, beliefs about an event can be represented by a number and a bit. == Interpretation == There are four cases that can be interpreted as follows: N ( U ) = 1 {\displaystyle N(U)=1} means that U {\displaystyle U} is necessary. U {\displaystyle U} is certainly true. It implies that Π ( U ) = 1 {\displaystyle \Pi (U)=1} . Π ( U ) = 0 {\displaystyle \Pi (U)=0} means that U {\displaystyle U} is impossible. U {\displaystyle U} is certainly false. It implies that N ( U ) = 0 {\displaystyle N(U)=0} . Π ( U ) = 1 {\displaystyle \Pi (U)=1} means that U {\displaystyle U} is possible. I would not be surprised at all if U {\displaystyle U} occurs. It leaves N ( U ) {\displaystyle N(U)} unconstrained. N ( U ) = 0 {\displaystyle N(U)=0} means that U {\displaystyle U} is unnecessary. I would not be surprised at all if U {\displaystyle U} does not occur. It leaves Π ( U ) {\displaystyle \Pi (U)} unconstrained. The intersection of the last two cases is N ( U ) = 0 {\displaystyle N(U)=0} and Π ( U ) = 1 {\displaystyle \Pi (U)=1} meaning that I believe nothing at all about U {\displaystyle U} . Because it allows for indeterminacy like this, possibility theory relates to the graduation of a many-valued logic, such as intuitionistic logic, rather than the classical two-valued logic. Note that unlike possibility, fuzzy logic is compositional with respect to both the union and the intersection operator. The relationship with fuzzy theory can be explained with the following classic example. Fuzzy logic: When a bottle is half full, it can be said that the level of truth of the proposition "The bottle is full" is 0.5. The word "full" is seen as a fuzzy predicate describing the amount of liquid in the bottle. Possibility theory: There is one bottle, either completely full or totally empty. The proposition "the possibility level that the bottle is full is 0.5" describes a degree of belief. One way to interpret 0.5 in that proposition is to define its meaning as: I am ready to bet that it's empty as long as the odds are even (1:1) or better, and I would not bet at any rate that it's full. == Possibility theory as an imprecise probability theory == There is an extensive formal correspondence between probability and possibility theories, where the addition operator corresponds to the maximum operator. A possibility measure can be seen as a consonant plausibility measure in the Dempster–Shafer theory of evidence. The operators of possibility theory can be seen as a hyper-cautious version of the operators of the transferable belief model, a modern development of the theory of evidence. Possibility can be seen as an upper probability: any possibility distribution defines a unique credal set of admissible probability distributions by K = { P ∣ ∀ S P ( S ) ≤ Π ( S ) } . {\displaystyle K=\{\,P\mid \forall S\ P(S)\leq \Pi (S)\,\}.} This allows one to study possibility theory using the tools of imprecise probabilities. == Necessity logic == We call generalized possibility every function satisfying Axiom 1 and Axiom 3. We call generalized necessity the dual of a generalized possibility. The generalized necessities are related to a very simple and interesting fuzzy logic called necessity logic. In the deduction apparatus of necessity logic the logical axioms are the usual classical tautologies. Also, there is only a fuzzy inference rule extending the usual modus ponens. Such a rule says that if α and α → β are proved at degree λ and μ, respectively, then we can assert β at degree min{λ,μ}. It is easy to see that the theories of such a logic are the generalized necessities and that the completely consistent theories coincide with the necessities (see for example Gerla 2001).

Fuzzy differential equation

Fuzzy differential equation are general concept of ordinary differential equation in mathematics defined as differential inclusion for non-uniform upper hemicontinuity convex set with compactness in fuzzy set. d x ( t ) / d t = F ( t , x ( t ) , α ) , {\displaystyle dx(t)/dt=F(t,x(t),\alpha ),} for all α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} . == First order fuzzy differential equation == A first order fuzzy differential equation with real constant or variable coefficients x ′ ( t ) + p ( t ) x ( t ) = f ( t ) {\displaystyle x'(t)+p(t)x(t)=f(t)} where p ( t ) {\displaystyle p(t)} is a real continuous function and f ( t ) : [ t 0 , ∞ ) → R F {\displaystyle f(t)\colon [t_{0},\infty )\rightarrow R_{F}} is a fuzzy continuous function y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} such that y 0 ∈ R F {\displaystyle y_{0}\in R_{F}} . == Linear systems of fuzzy differential equations == A system of equations of the form x ( t ) n ′ = a n 1 ( t ) x 1 ( t ) + . . . . . . + a n n ( t ) x n ( t ) + f n ( t ) {\displaystyle x(t)'_{n}=a_{n}1(t)x_{1}(t)+......+a_{n}n(t)x_{n}(t)+f_{n}(t)} where a i j {\displaystyle a_{i}j} are real functions and f i {\displaystyle f_{i}} are fuzzy functions x n ′ ( t ) = ∑ i = 0 1 a i j x i . {\displaystyle x'_{n}(t)=\sum _{i=0}^{1}a_{ij}x_{i}.} == Fuzzy partial differential equations == A fuzzy differential equation with partial differential operator is ∇ x ( t ) = F ( t , x ( t ) , α ) , {\displaystyle \nabla x(t)=F(t,x(t),\alpha ),} for all α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} . == Fuzzy fractional differential equation == A fuzzy differential equation with fractional differential operator is d n x ( t ) d t n = F ( t , x ( t ) , α ) , {\displaystyle {\frac {d^{n}x(t)}{dt^{n}}}=F(t,x(t),\alpha ),} for all α ∈ [ 0 , 1 ] {\displaystyle \alpha \in [0,1]} where n {\displaystyle n} is a rational number.

Generative design

Generative design is an iterative design process that uses software to generate outputs that fulfill a set of constraints iteratively adjusted by a designer. Whether a human, test program, or artificial intelligence, the designer algorithmically or manually refines the feasible region of the program's inputs and outputs with each iteration to fulfill evolving design requirements. By employing computing power to evaluate more design permutations than a human alone is capable of, the process is capable of producing an optimal design that mimics nature's evolutionary approach to design through genetic variation and selection. The output can be images, sounds, architectural models, animation, and much more. It is, therefore, a fast method of exploring design possibilities that is used in various design fields such as art, architecture, communication design, and product design. Generative design has become more important, largely due to new programming environments or scripting capabilities that have made it relatively easy, even for designers with little programming experience, to implement their ideas. Additionally, this process can create solutions to substantially complex problems that would otherwise be resource-exhaustive with an alternative approach, making it a more attractive option for problems with a large or unknown solution set. It is also facilitated with tools in commercially available CAD packages. Not only are implementation tools more accessible, but also tools leveraging generative design as a foundation. Recent advancements have led to the development of Deep Generative Design, a framework that integrates topology optimization with deep learning models, such as Generative Adversarial Networks (GANs). Unlike traditional evolutionary methods that primarily focus on engineering performance, this approach uses deep generative models to enhance aesthetic diversity and novelty while simultaneously satisfying engineering constraints. For instance, research by Oh et al. (2019) proposed a framework using Boundary Equilibrium GANs (BEGAN) to generate diverse design options which are then refined through density-based topology optimization, allowing for the exploration of complex design spaces that balance structural integrity with visual variation. In practice, generative design does not solely aim to produce a single optimal solution, but involves iteratively refining the design problem by modifying parameters, constraints, and evaluation criteria within a computational model, resulting in multiple design alternatives from which the designer selects. == Use in architecture == Generative design in architecture is an iterative design process that enables architects to explore a wider solution space with more possibility and creativity. Architectural design has long been regarded as a wicked problem. Compared with traditional top-down design approach, generative design can address design problems efficiently, by using a bottom-up paradigm that uses parametric-defined rules to generate complex solutions. The solution itself then evolves to a good, if not optimal, solution. The advantage of using generative design as a design tool is that it does not construct fixed geometries, but take a set of design rules that can generate an infinite set of possible design solutions. The generated design solutions can be more sensitive, responsive, and adaptive to the problem. Generative design involves rule definition and result analysis that are integrated with the design process. By defining parameters and rules, the generative approach is able to provide optimized solution for both structural stability and aesthetics. Possible design algorithms include cellular automata, shape grammar, genetic algorithm, space syntax, and most recently, artificial neural network. Due to the high complexity of the solution generated, rule-based computational tools, such as finite element method and topology optimisation, are preferred to evaluate and optimise the generated solution. The iterative process provided by computer software enables the trial-and-error approach in design, and involves architects interfering with the optimisation process. Historically precedent work includes Antoni Gaudí's Sagrada Família, which used rule based geometrical forms for structures, and Buckminster Fuller's Montreal Biosphere where the rules were designed to generate individual components, rather than the final product. More recent generative-design cases include Foster and Partners' Queen Elizabeth II Great Court, where the tessellated glass roof was designed using a geometric schema to define hierarchical relationships, and then the generated solution was optimized based on geometrical and structural requirements. == Use in sustainable design == Generative design in sustainable design is an effective approach addressing energy efficiency and climate change at the early design stage, recognizing buildings contribute to approximately one-third of global greenhouse gas emissions and 30%-40% of total building energy use. It integrates environmental principles with algorithms, enabling exploration of countless design alternatives to enhance energy performance, reduce carbon footprints, and minimize waste. A key feature of generative design in sustainable design is its ability to incorporate Building Performance Simulations (BPS) into the design process. Simulation programs such as EnergyPlus, Ladybug Tools,, and so on, combined with generative algorithms, can optimize design solutions for cost-effective energy use and zero-carbon building designs. For example, the GENE_ARCH system used a Pareto algorithm with building energy simulation for the whole building design optimization. Generative design has improved sustainable facade design, as illustrated by the algorithm of cellular automata and daylight simulations in adaptive facade design. In addition, genetic algorithms were used with radiation simulations for energy-efficient photo-voltaic (PV) modules on high-rise building facades. Generative design is also applied to life cycle analysis (LCA), as demonstrated by a framework using grid search algorithms to optimize exterior wall design for minimum environmental impact. Multi-objective optimization embraces multiple diverse sustainability goals, such as interactive kinetic louvers using biomimicry and daylight simulations to enhance daylight, visual comfort, and energy efficiency. The study of PV and shading systems can maximize on-site electricity, improve visual quality, and daylight performance. Artificial intelligence (AI) and machine learning (ML) further improve computation efficiency in complex climate-responsive sustainable design. One study employed reinforcement learning to identify the relationship between design parameters and energy use for a sustainable campus, while other studies tried hybrid algorithms, such as using the genetic algorithm and GANs to balance daylight illumination and thermal comfort under different roof conditions. Other popular AI tools were also integrated, including deep reinforcement learning (DRL) and computer vision (CV), to generate an urban block according to direct sunlight hours and solar heat gains. These AI-driven generative design methods enable faster simulations and design decision making, resulting in designs that are environmentally responsible. == Use in additive manufacturing == Additive manufacturing (AM) is a process that creates physical models directly from three-dimensional (3D) data by joining materials layer by layer. It is used in industries to produce a variety of end-use parts, which are final components designed for direct application in products or systems. AM provides design flexibility and enables material reduction in lightweight applications, such as aerospace, automotive, medical, and portable electronic devices, where minimizing weight is critical for performance. Generative design, one of the four key methods for lightweight design in AM, is commonly applied to optimize structures for specific performance requirements. Generative design can help create optimized solutions that balance multiple objectives, such as enhancing performance while minimizing cost. In design for additive manufacturing (DfAM), multi-objective topology optimization is used to generate a set of candidate solutions. Designers then assess these options using their expertise and key performance indicators (KPIs) to select the best option for implementation. However, integrating AM constraints (e.g., speed of build, materials, build envelope, and accuracy) into generative design remains challenging, as ensuring all solutions are valid is complex. Balancing multiple design objectives while limiting computational costs adds further challenges for designers. To overcome these difficulties, researchers proposed a generative design method with manufacturing validation to improve decision-making efficiency. This method starts with a cons

AI takeover

An AI takeover is a theorized future event, often depicted in fiction, in which autonomous artificial intelligence systems acquire the capability to supersede human decisions. This could occur through economic manipulation, infrastructure control, or direct intervention, leading to de facto governance. Scenarios range from gradual economic dominance, as automation supplants the human workforce, up to a sudden or aggressive global takeover by a robot uprising or other forms of rogue AI. Stories of AI takeovers have been popular throughout science fiction. Commentators argue that recent advancements in the field have heightened concern about such scenarios. In public debate, prominent figures such as Stephen Hawking have advocated research into precautionary measures to ensure future superintelligent machines remain under human control. == Types == === Automation of the economy === The traditional consensus among economists has been that technological progress does not cause long-term unemployment. However, recent innovation in the fields of robotics and artificial intelligence has raised worries that human labor will become obsolete, leaving workers in some sectors without employment. Many small and medium-sized firms may also be forced to close if they cannot afford or license the latest robotic and AI technology, and may need to focus on areas or services that cannot easily be replaced for continued viability in the face of such technology. ==== Technologies that may displace workers ==== While these technologies have replaced some traditional workers, they also create new opportunities. Industries that are most susceptible to AI-driven automation include transportation, retail, and the military. AI military technologies, for example, can reduce risk by enabling remote operation. A study in 2024 highlights AI's ability to perform routine and repetitive tasks poses significant risks of job displacement, especially in sectors like manufacturing and administrative support. Author Dave Bond argues that as AI technologies continue to develop and expand, the relationship between humans and robots will change; they will become closely integrated in several aspects of life. AI will likely displace some workers while creating opportunities for new jobs in other sectors, especially in fields where tasks are repeatable. Researchers from Stanford's Digital Economy Lab reported in 2025 that since the widespread adoption of generative AI in late 2022, early-career workers (ages 22–25) in the most AI-exposed occupations have experienced a 13 percent relative decline in employment—even after controlling for firm-level shocks—while overall employment has continued to grow robustly. The study further finds that job losses are concentrated in roles where AI automates routine tasks, whereas occupations that leverage AI to augment human work have seen stable or increasing employment. ==== Computer-integrated manufacturing ==== Computer-integrated manufacturing uses computers to control the production process. This allows individual processes to exchange information with each other and initiate actions. Although manufacturing can be faster and less error-prone through the integration of computers, the main advantage is the ability to create automated manufacturing processes. Computer-integrated manufacturing is used in automotive, aviation, space, and shipbuilding industries. ==== White-collar machines ==== The 21st century has seen a variety of skilled tasks partially taken over by machines, including translation, legal research, and journalism. Care work, entertainment, and other tasks requiring empathy, previously thought safe from automation, are increasingly performed by robots and AI systems. ==== Autonomous cars ==== An autonomous car is a vehicle that is capable of sensing its environment and navigating without human input. Many such vehicles are operational and others are being developed, with legislation rapidly expanding to allow their use. Obstacles to widespread adoption of autonomous vehicles have included concerns about the resulting loss of driving-related jobs in the road transport industry, and safety concerns. On March 18, 2018, a pedestrian was struck and killed in Tempe, Arizona by an Uber self-driving car. ==== AI-generated content ==== In the 2020s, automated content became more relevant due to technological advancements in AI models, such as ChatGPT, DALL-E, and Stable Diffusion. In most cases, AI-generated content such as imagery, literature, and music are produced through text prompts. These AI models are sometimes integrated into creative programs. AI-generated art may sample and conglomerate existing creative works, producing results that appear similar to human-made content. Low-quality AI-generated visual artwork can be informally referred to as AI slop. Some artists use a tool called Nightshade that alters images to make them detrimental to the training of text-to-image models if scraped without permission, while still looking normal to humans. AI-generated images are a potential tool for scammers and those looking to gain followers on social media, either to impersonate a famous individual or group or to monetize their audience. The New York Times has sued OpenAI, alleging copyright infringement related to the training and outputs of its AI models. === Eradication === Scientists such as Stephen Hawking are confident that superhuman artificial intelligence is physically possible, stating "there is no physical law precluding particles from being organised in ways that perform even more advanced computations than the arrangements of particles in human brains". According to Nick Bostrom, a superintelligent machine would not necessarily be motivated by the same emotional desire to collect power that often drives human beings but might rather treat power as a means toward attaining its ultimate goals; taking over the world would both increase its access to resources and help to prevent other agents from stopping the machine's plans. As a simplified example, a paperclip maximizer designed solely to create as many paperclips as possible would want to take over the world so that it can use all of the world's resources to create as many paperclips as possible, and, additionally, prevent humans from shutting it down or using those resources on things other than paperclips. There are debates on how realistic AI takeover scenarios are. According to a 2026 research paper, many of the arguments about existential risks are based on speculative assumptions about how intelligent AI systems could become, how they would behave and what goals they might develop over time. A 2023 Reuters/Ipsos survey showed that 61% of American adults feared AI could pose a threat to civilization. Philosopher Niels Wilde refutes the common thread that artificial intelligence inherently presents a looming threat to humanity, stating that these fears stem from perceived intelligence and lack of transparency in AI systems that more closely reflects the human aspects of it rather than those of a machine. AI alignment research studies how to design AI systems so that they follow intended objectives. == Debate == Physicist Stephen Hawking, Microsoft founder Bill Gates, and SpaceX founder Elon Musk have expressed concerns about the possibility that AI could develop to the point that humans could not control it, with Hawking theorizing that this could "spell the end of the human race". Stephen Hawking said in 2014 that "Success in creating AI would be the biggest event in human history. Unfortunately, it might also be the last, unless we learn how to avoid the risks." Hawking believed that in the coming decades, AI could offer "incalculable benefits and risks" such as "technology outsmarting financial markets, out-inventing human researchers, out-manipulating human leaders, and developing weapons we cannot even understand." In January 2015, Nick Bostrom joined Stephen Hawking, Max Tegmark, Elon Musk, Lord Martin Rees, Jaan Tallinn, and numerous AI researchers in signing the Future of Life Institute's open letter speaking to the potential risks and benefits associated with artificial intelligence. The signatories "believe that research on how to make AI systems robust and beneficial is both important and timely, and that there are concrete research directions that can be pursued today." Some focus has been placed on the development of trustworthy AI. Three statements have been posed as to why AI is not inherently trustworthy: 1. An entity X is trustworthy only if X has the right motivations, goodwill and/or adheres to moral obligations towards the trustor; 2. AI systems lack motivations, goodwill, and moral obligations; 3. Therefore, AI systems cannot be trustworthy. There are additional considerations within this framework of trustworthy AI that go further into the fields of explainable artificial intelligence and respect for human privacy. Zanotti and colleagues