Vismon was the Bell Labs system which displayed authors' faces on one of their internal e-mail systems. The name was a pun on the sysmon program used at Bell to show the load on computer systems. It can also be interpreted as "visual monitor". The system inspired Rich Burridge to develop the similar but more widespread faces system, which spread with Unix distributions in the 1980s. This in turn inspired Steve Kinzler to develop the Picons, or personal icons, which have the goal of offering symbols and other images, as well as faces, to represent individuals and institutions in email messages. Other systems such as the faces available on the LAN email functions of the NeXTSTEP platform also seem to have been influenced by the original Vismon capabilities. The faces program in Plan 9 is the direct descendant of this system. Vismon was the work of Rob Pike and Dave Presotto. It was based on some early experiments by Luca Cardelli. Many other scientists and engineers of the Computing Science Research Center of the Murray Hill facility were also involved. All had been spurred by the introduction in 1983 of the new Blit graphics terminal developed by Pike and Bart Locanthi and marketed by Teletype Corporation of Skokie, Illinois as the DMD 5620. Pike was eager, along with his colleagues, to exploit the new graphic capabilities. Pike and company went around their Center, convincing everybody, from directors and administrative assistants to engineers and scientists, to pose as they got out a 4×5 view camera with a Polaroid back and took black-and-white photos (Polaroid type 52) of their faces. Their efforts yielded nearly 100 faces, which they digitised with a scanner from graphics colleagues. They wrote several programs to transform the faces, store them and serve them on several machines at the lab. As time went by, they added faces from outside their Center and outside Bell Labs. This database also led to the pico image editor (originally named zunk) which was used for image transformations, many of them with colleagues as the preferred target. The first programs built around vismon were used to announce incoming mail in a dedicated window, using the 48 by 48 pixel faces. Later on the faces were also used to decorate line printer banners.
Probiv
Probiv (Russian: пробив, literally "to pierce" or "to punch through") is an illicit data market operating primarily in Russia, where personal information from restricted government and corporate databases is bought and sold through networks of corrupt officials and insiders. The probiv market operates as a parallel information economy built on corrupt officials from various sectors including traffic police, banks, telecommunications companies, and security services who sell access to restricted databases. For fees ranging from as little as $10 to several hundred dollars, buyers can obtain passport numbers, addresses, travel histories, vehicle registrations, and telecommunications records. The market operates through various channels, including specialized Telegram bots and darknet forums. == Notable uses == Probiv services have been utilized by diverse actors for various purposes. Investigative journalists have used the market to conduct high-profile investigations, including tracing the FSB unit allegedly behind the poisoning of Alexei Navalny. Russian police and security services themselves have routinely used the black market to track activists and opposition figures. Since Russia's invasion of Ukraine, Ukrainian intelligence services have exploited the market to identify Russian military officials. == Government response == In late 2024, Russian authorities introduced legislation imposing penalties of up to ten years in prison for accessing or distributing leaked data. Several operators of probiv services, including the teams behind Usersbox and Solaris, have been arrested. However, the crackdown appears to have had unintended consequences. Many operators have relocated their businesses abroad, where they operate with fewer constraints. Some services that previously cooperated with Russian authorities have severed those ties and moved staff out of the country.
Cognitive computing
Cognitive computing refers to technology platforms that, broadly speaking, are based on the scientific disciplines of artificial intelligence and signal processing. These platforms encompass machine learning, reasoning, natural language processing, speech recognition and vision (object recognition), human–computer interaction, dialog and narrative generation, among other technologies. == Definition == At present, there is no widely agreed upon definition for cognitive computing in either academia or industry. In general, the term cognitive computing has been used to refer to new hardware and/or software that mimics the functioning of the human brain (2004). In this sense, cognitive computing is a new type of computing with the goal of more accurate models of how the human brain/mind senses, reasons, and responds to stimulus. Cognitive computing applications link data analysis and adaptive page displays (AUI) to adjust content for a particular type of audience. As such, cognitive computing hardware and applications strive to be more affective and more influential by design. The term "cognitive system" also applies to any artificial construct able to perform a cognitive process where a cognitive process is the transformation of data, information, knowledge, or wisdom to a new level in the DIKW Pyramid. While many cognitive systems employ techniques having their origination in artificial intelligence research, cognitive systems, themselves, may not be artificially intelligent. For example, a neural network trained to recognize cancer on an MRI scan may achieve a higher success rate than a human doctor. This system is certainly a cognitive system but is not artificially intelligent. Cognitive systems may be engineered to feed on dynamic data in real-time, or near real-time, and may draw on multiple sources of information, including both structured and unstructured digital information, as well as sensory inputs (visual, gestural, auditory, or sensor-provided). == Cognitive analytics == Cognitive computing-branded technology platforms typically specialize in the processing and analysis of large, unstructured datasets. == Applications == Education Even if cognitive computing can not take the place of teachers, it can still be a heavy driving force in the education of students. Cognitive computing being used in the classroom is applied by essentially having an assistant that is personalized for each individual student. This cognitive assistant can relieve the stress that teachers face while teaching students, while also enhancing the student's learning experience over all. Teachers may not be able to pay each and every student individual attention, this being the place that cognitive computers fill the gap. Some students may need a little more help with a particular subject. For many students, Human interaction between student and teacher can cause anxiety and can be uncomfortable. With the help of Cognitive Computer tutors, students will not have to face their uneasiness and can gain the confidence to learn and do well in the classroom. While a student is in class with their personalized assistant, this assistant can develop various techniques, like creating lesson plans, to tailor and aid the student and their needs. Healthcare Numerous tech companies are in the process of developing technology that involves cognitive computing that can be used in the medical field. The ability to classify and identify is one of the main goals of these cognitive devices. This trait can be very helpful in the study of identifying carcinogens. This cognitive system that can detect would be able to assist the examiner in interpreting countless numbers of documents in a lesser amount of time than if they did not use Cognitive Computer technology. This technology can also evaluate information about the patient, looking through every medical record in depth, searching for indications that can be the source of their problems. Commerce Together with Artificial Intelligence, it has been used in warehouse management systems to collect, store, organize and analyze all related supplier data. All these aims at improving efficiency, enabling faster decision-making, monitoring inventory and fraud detection Human Cognitive Augmentation In situations where humans are using or working collaboratively with cognitive systems, called a human/cog ensemble, results achieved by the ensemble are superior to results obtainable by the human working alone. Therefore, the human is cognitively augmented. In cases where the human/cog ensemble achieves results at, or superior to, the level of a human expert then the ensemble has achieved synthetic expertise. In a human/cog ensemble, the "cog" is a cognitive system employing virtually any kind of cognitive computing technology. Other use cases Speech recognition Sentiment analysis Face detection Risk assessment Fraud detection Behavioral recommendations == Industry work == Cognitive computing in conjunction with big data and algorithms that comprehend customer needs, can be a major advantage in economic decision making. The powers of cognitive computing and artificial intelligence hold the potential to affect almost every task that humans are capable of performing. This can negatively affect employment for humans, as there would be no such need for human labor anymore. It would also increase the inequality of wealth; the people at the head of the cognitive computing industry would grow significantly richer, while workers without ongoing, reliable employment would become less well off. The more industries start to use cognitive computing, the more difficult it will be for humans to compete. Increased use of the technology will also increase the amount of work that AI-driven robots and machines can perform. The influence of competitive individuals in conjunction with artificial intelligence/cognitive computing has the potential to change the course of humankind.
Environmental impact of AI
The environmental impact of the design, training, deployment and use of artificial intelligence includes the greenhouse gas emissions from generating electricity for data centres and computing hardware, operational and upstream water use, and material impacts from hardware manufacturing, mining and electronic waste. Estimating AI's environmental effects can be difficult because results depend on how impacts are measured, including whether accounting includes only model computation or also data-centre overhead, idle capacity, hardware manufacture, and local electricity supply. As these issues have received greater attention, governments and regulators have increasingly considered data-centre reporting requirements, energy-efficiency standards, and broader transparency measures for AI-related resource use. == Carbon footprint and energy use == AI-related energy use arises at multiple stages, including model training, fine-tuning, inference, storage, networking, and supporting infrastructure such as cooling and power conversion. === Individual level === Published estimates of energy use per AI request vary widely across models, tasks and measurement methods. A benchmark study presented at the 2024 ACM Conference on Fairness, Accountability, and Transparency found substantial differences between task types, with lower energy use for some text tasks and much higher energy use for image generation in the study's test conditions. In that benchmark, simple classification tasks consumed about 0.002–0.007 Wh per prompt on average (about 9% of a smartphone charge for 1,000 prompts), while text generation and text summarisation each used about 0.05 Wh per prompt; image generation averaged 2.91 Wh per prompt, and the least efficient image model in the study used 11.49 Wh per image (roughly equivalent to half a smartphone charge). First-party measurements in production environments have also been published. A 2025 Google study on Gemini assistant serving reported median per-prompt energy, emissions, and water-use estimates under the authors' accounting framework, while noting that different system boundaries can produce substantially different results. The study reported a median text-prompt estimate of about 0.24 Wh, which is roughly as much energy as watching nine seconds of television. The study also stated that software and infrastructure improvements reduced energy use by a factor of 33 and carbon emissions by a factor of 44 for a typical prompt over one year within the authors' framework. Researchers at the University of Michigan measured the energy consumption of various Meta Llama 3.1 models released in 2024 and found that smaller language models (8 billion parameters) use about 114 joules (0.03167 Wh) per response, while larger models (405 billion parameters) require up to 6,700 joules (1.861 Wh) per response. This corresponds to the energy needed to run a microwave oven for roughly one-tenth of a second and eight seconds, respectively. Comparisons between AI systems and human labour for specific tasks have produced mixed results and remain sensitive to assumptions about output quality, workload and system boundaries. A 2024 study in Scientific Reports reported 130 to 2900 times lower estimated carbon emissions for selected AI systems than for human writers and illustrators under its assumptions. A later Scientific Reports paper reported a counterexample for programming tasks under its assumptions, finding 5 to 19 times higher estimated emissions for the evaluated AI system than for human programmers on the benchmark used in that study. === System level === ==== Energy use and efficiency ==== AI electricity intensity depends not only on model architecture but also on hardware and facility efficiency. Data-centre operators commonly report Power usage effectiveness (PUE), which measures the ratio of total facility energy to IT equipment energy; a lower PUE indicates less overhead energy for cooling and other supporting infrastructure. Operators may also publish metrics and case studies on hardware efficiency, cooling systems and power sourcing. In its 2024 environmental report, Google stated that its 2023 total greenhouse gas emissions increased 13% year over year, primarily because of increased data-centre energy consumption and supply-chain emissions, while also reporting lower PUE than industry averages for its own facilities. The International Energy Agency has also reported that data centres remain a relatively small share of global electricity use overall, but that their local effects can be much more pronounced because demand is geographically concentrated. ==== Carbon footprint ==== At system level, AI contributes to rising electricity demand in data centres and related infrastructure. The International Energy Agency estimated that data centres used about 415 TWh of electricity in 2024, or around 1.5% of global electricity consumption, and projected that data-centre electricity use could rise to about 945 TWh by 2030, with AI identified as the main driver of that growth alongside other digital services. The carbon footprint of AI systems depends strongly on electricity sources, hardware efficiency, utilisation rates, and what stages are included in the accounting. Training large models can require substantial electricity, while total lifecycle impacts also depend on deployment scale and the amount of inference performed after training. Early analyses of frontier-model development reported rapid historical growth in training compute for selected systems, although later trends have depended on changes in model design, hardware and efficiency gains. Accounting methods that include upstream or embodied impacts, such as hardware manufacture and facilities construction, can materially affect estimates of AI-related emissions. === Decisions and strategies by individual companies === Large technology companies have reported that the expansion of AI and cloud infrastructure affects their sustainability targets, electricity demand, and resource use. Google, for example, attributed part of its emissions growth in 2023 to increased data-centre energy consumption and supply-chain emissions in its 2024 environmental report. Cloud and AI companies have also announced measures intended to reduce environmental impacts, including investment in more efficient hardware, low-carbon electricity procurement, alternative cooling systems, and water stewardship programmes. The extent, comparability, and third-party verification of such disclosures vary between firms and jurisdictions. == Water usage == Data centres can use water directly for cooling and indirectly through the water used in electricity generation, depending on the local energy mix. Public reporting on data-centre water use has often been inconsistent, making comparisons between operators and regions difficult. To standardise operational reporting, The Green Grid proposed the metric water usage effectiveness (WUE), defined as annual site water use divided by IT equipment energy use. WUE does not by itself measure local water stress, source sustainability, or all upstream water impacts. Studies of AI water use also distinguish between water withdrawal and water consumption. Research on AI-specific water use has argued that the water footprint of AI systems can be difficult to observe and may vary substantially by location, cooling design, and electricity source. A 2025 Communications of the ACM article summarised methods for estimating AI water footprints and emphasised the distinction between water withdrawal and water consumption. Li and colleagues estimated that global AI water withdrawal could reach 4.2–6.6 billion cubic metres in 2027 under the scenarios examined in their article. Using GPT-3, released by OpenAI in 2020, as an example, they estimated that training the model in Microsoft's U.S. data centres could consume about 700,000 litres of onsite water and about 5.4 million litres in total when offsite electricity-related water use was included; they also estimated that 10–50 medium-length GPT-3 responses could consume about 500 mL of water, depending on when and where the model was deployed. Published prompt-level estimates have also varied by system and accounting framework: the 2025 Google study on Gemini assistant serving reported a median text-prompt estimate of about 0.26 mL under its framework. Location can materially affect the significance of data-centre water use. Research on U.S. data centres found that one-fifth of servers' direct water footprint came from moderately to highly water-stressed watersheds, while nearly half of servers were fully or partially powered by plants located in water-stressed regions. A 2025 Reuters report, citing data from Verisk Maplecroft and NatureFinance, said that an average mid-sized data centre uses about 1.4 million litres of water per day for cooling and that Phoenix would experience a 32% increase in annual water stress if currently pl
Semantic folding
Semantic folding theory describes a procedure for encoding the semantics of natural language text in a semantically grounded binary representation. This approach provides a framework for modelling how language data is processed by the neocortex. == Theory == Semantic folding theory draws inspiration from Douglas R. Hofstadter's Analogy as the Core of Cognition which suggests that the brain makes sense of the world by identifying and applying analogies. The theory hypothesises that semantic data must therefore be introduced to the neocortex in such a form as to allow the application of a similarity measure and offers, as a solution, the sparse binary vector employing a two-dimensional topographic semantic space as a distributional reference frame. The theory builds on the computational theory of the human cortex known as hierarchical temporal memory (HTM), and positions itself as a complementary theory for the representation of language semantics. A particular strength claimed by this approach is that the resulting binary representation enables complex semantic operations to be performed simply and efficiently at the most basic computational level. == Two-dimensional semantic space == Analogous to the structure of the neocortex, Semantic Folding theory posits the implementation of a semantic space as a two-dimensional grid. This grid is populated by context-vectors in such a way as to place similar context-vectors closer to each other, for instance, by using competitive learning principles. This vector space model is presented in the theory as an equivalence to the well known word space model described in the information retrieval literature. Given a semantic space (implemented as described above) a word-vector can be obtained for any given word Y by employing the following algorithm: For each position X in the semantic map (where X represents cartesian coordinates) if the word Y is contained in the context-vector at position X then add 1 to the corresponding position in the word-vector for Y else add 0 to the corresponding position in the word-vector for Y The result of this process will be a word-vector containing all the contexts in which the word Y appears and will therefore be representative of the semantics of that word in the semantic space. It can be seen that the resulting word-vector is also in a sparse distributed representation (SDR) format [Schütze, 1993] & [Sahlgreen, 2006]. Some properties of word-SDRs that are of particular interest with respect to computational semantics are: high noise resistance: As a result of similar contexts being placed closer together in the underlying map, word-SDRs are highly tolerant of false or shifted "bits". boolean logic: It is possible to manipulate word-SDRs in a meaningful way using boolean (OR, AND, exclusive-OR) and/or arithmetical (SUBtract) functions . sub-sampling: Word-SDRs can be sub-sampled to a high degree without any appreciable loss of semantic information. topological two-dimensional representation: The SDR representation maintains the topological distribution of the underlying map therefore words with similar meanings will have similar word-vectors. This suggests that a variety of measures can be applied to the calculation of semantic similarity, from a simple overlap of vector elements, to a range of distance measures such as: Euclidean distance, Hamming distance, Jaccard distance, cosine similarity, Levenshtein distance, Sørensen-Dice index, etc. == Semantic spaces == Semantic spaces in the natural language domain aim to create representations of natural language that are capable of capturing meaning. The original motivation for semantic spaces stems from two core challenges of natural language: Vocabulary mismatch (the fact that the same meaning can be expressed in many ways) and ambiguity of natural language (the fact that the same term can have several meanings). The application of semantic spaces in natural language processing (NLP) aims at overcoming limitations of rule-based or model-based approaches operating on the keyword level. The main drawback with these approaches is their brittleness, and the large manual effort required to create either rule-based NLP systems or training corpora for model learning. Rule-based and machine learning-based models are fixed on the keyword level and break down if the vocabulary differs from that defined in the rules or from the training material used for the statistical models. Research in semantic spaces dates back more than 20 years. In 1996, two papers were published that raised a lot of attention around the general idea of creating semantic spaces: latent semantic analysis from Microsoft and Hyperspace Analogue to Language from the University of California. However, their adoption was limited by the large computational effort required to construct and use those semantic spaces. A breakthrough with regard to the accuracy of modelling associative relations between words (e.g. "spider-web", "lighter-cigarette", as opposed to synonymous relations such as "whale-dolphin", "astronaut-driver") was achieved by explicit semantic analysis (ESA) in 2007. ESA was a novel (non-machine learning) based approach that represented words in the form of vectors with 100,000 dimensions (where each dimension represents an Article in Wikipedia). However practical applications of the approach are limited due to the large number of required dimensions in the vectors. More recently, advances in neural networking techniques in combination with other new approaches (tensors) led to a host of new recent developments: Word2vec from Google and GloVe from Stanford University. Semantic folding represents a novel, biologically inspired approach to semantic spaces where each word is represented as a sparse binary vector with 16,000 dimensions (a semantic fingerprint) in a 2D semantic map (the semantic universe). Sparse binary representation are advantageous in terms of computational efficiency, and allow for the storage of very large numbers of possible patterns. == Visualization == The topological distribution over a two-dimensional grid (outlined above) lends itself to a bitmap type visualization of the semantics of any word or text, where each active semantic feature can be displayed as e.g. a pixel. As can be seen in the images shown here, this representation allows for a direct visual comparison of the semantics of two (or more) linguistic items. Image 1 clearly demonstrates that the two disparate terms "dog" and "car" have, as expected, very obviously different semantics. Image 2 shows that only one of the meaning contexts of "jaguar", that of "Jaguar" the car, overlaps with the meaning of Porsche (indicating partial similarity). Other meaning contexts of "jaguar" e.g. "jaguar" the animal clearly have different non-overlapping contexts. The visualization of semantic similarity using Semantic Folding bears a strong resemblance to the fMRI images produced in a research study conducted by A.G. Huth et al., where it is claimed that words are grouped in the brain by meaning. voxels, little volume segments of the brain, were found to follow a pattern were semantic information is represented along the boundary of the visual cortex with visual and linguistic categories represented on posterior and anterior side respectively.
World Database of Happiness
The World Database of Happiness is a web-based archive of research findings on subjective appreciation of life, based in the Erasmus Happiness Economics Research Organization of the Erasmus University Rotterdam in The Netherlands. The database contains both an overview of scientific publications on happiness and a digest of research findings. Happiness is defined as the degree to which an individual judges the quality of his or her life as a whole favorably. Two 'components' of happiness are distinguished: hedonic level of affect (the degree to which pleasant affect dominates) and contentment (perceived realization of wants). == Aims == The World Database of Happiness is a tool to quickly acquire an overview on the ever-growing stream of research findings on happiness Medio 2023 the database covered some 16,000 scientific publications on happiness, from which were extracted 23,000 distributional findings (on how happy people are) and another 24,000 correlational findings (on factors associated with more and less happiness). The first findings date from 1915. == Technique == The World Database of Happiness is a ‘findings archive’, which consists of electronic ‘finding pages’ on which separate research results are described in a standard format and terminology. These finding pages can be selected on various characteristics, such as population studies, the measure of happiness used and observed co-variates. All finding-pages have a specific internet address to which links can be made in scientific review papers or policy recommendations. This allows a concise presentation of many findings in a table, while providing readers with access to detail. == Scientific use == The Database has been cited in 254 scientific papers, for example to access under what conditions economic growth enhances average happiness or to show that rising mean happiness at first raises happiness inequality, but further rise will diminish these differences, or that healthy eating is associated with more happiness, even after controlling for the effect on health Another finding is that relative simple happiness training techniques raise happiness by some 5% == Popular use == The World Database of Happiness is often used by popular media to make lists of the happiest countries around the globe. An example is the Happy Planet Index, which aims to chart sustainable happiness all over the world by combining data on longevity, happiness and the size of the ecological footprint of citizens. == Strengths and weaknesses == The database has a clear conceptual focus, it includes only research findings on subjective enjoyment of one's life as a whole. Thereby it evades the Babel that has haunted the study of happiness for ages. The other side of that coin is that much interesting research is left out. The findings are reported with technical details about measurement and statistical analysis. This detail is welcomed by scholars, but makes the information difficult to digest for lay-persons. Still another limitation is that the determinants of happiness appear to vary considerably across persons and situations, which make it hard to draw general conclusions about the causes of happiness. What is clear is that poor health, separation, unemployment and lack of social contact are all strongly negatively associated with happiness. Another problem for the World database of happiness is that the studies on happiness increase with such a high rate that it gets increasingly difficult to offer a complete overview of all research findings. A further concern is that the Database of Happiness is exclusively focused on hedonic happiness (feeling good) and not on mature happiness that might exist in the face of suffering
Artificial general intelligence
Artificial general intelligence (AGI) is a hypothetical type of artificial intelligence that matches or surpasses human capabilities across virtually all cognitive tasks. Beyond AGI, artificial superintelligence (ASI) would outperform the best human abilities across every domain by a wide margin. Unlike artificial narrow intelligence (ANI), whose competence is confined to well‑defined tasks, an AGI system can generalise knowledge, transfer skills between domains, and solve novel problems without task‑specific reprogramming. Creating AGI is a stated goal of technology companies such as OpenAI, Google, xAI, and Meta. A 2020 survey identified 72 active AGI research and development projects across 37 countries. AGI is a common topic in science fiction and futures studies. Contention exists over whether AGI represents an existential risk. Some AI experts and industry figures have stated that mitigating the risk of human extinction posed by AGI should be a global priority. Others find the development of AGI to be in too remote a stage to present such a risk. == Terminology == AGI is also known as strong AI, full AI, human-level AI, human-level intelligent AI, or general intelligent action. The term "artificial general intelligence" was used in 1997 by Mark Gubrud in a discussion of the implications of fully automated military production and operations. A mathematical formalism of AGI named AIXI was proposed in 2000 by Marcus Hutter, who defines intelligence as "an agent’s ability to achieve goals or succeed in a wide range of environments". This type of AGI has also been called "universal artificial intelligence". The term AGI was re-introduced and popularized by Shane Legg and Ben Goertzel around 2002. Some academic sources reserve the term "strong AI" for computer programs that will experience sentience or consciousness. In contrast, weak AI (or narrow AI) can solve a specific problem but lacks general cognitive abilities. Some academic sources use "weak AI" to refer more broadly to any programs that neither experience consciousness nor have a mind in the same sense as humans. Related concepts include artificial superintelligence and transformative AI. An artificial superintelligence (ASI) is a hypothetical type of AGI that is much more generally intelligent than humans, while the notion of transformative AI relates to AI having a large impact on society, for example, similar to the agricultural or industrial revolution. A framework for classifying AGI was proposed in 2023 by Google DeepMind researchers. They define five performance levels of AGI: emerging, competent, expert, virtuoso, and superhuman. For example, a competent AGI is defined as an AI that outperforms 50% of skilled adults in a wide range of non-physical tasks, and a superhuman AGI (i.e., an artificial superintelligence) is similarly defined but with a threshold of 100%. They consider large language models like ChatGPT or LLaMA 2 to be instances of emerging AGI (comparable to unskilled humans). Regarding the autonomy of AGI and associated risks, they define five levels: tool (fully in human control), consultant, collaborator, expert, and agent (fully autonomous). == Characteristics == There is no single agreed-upon definition of intelligence as applied to computers. Computer scientist John McCarthy wrote in 2007: "We cannot yet characterize in general what kinds of computational procedures we want to call intelligent." === Intelligence traits === Researchers generally hold that a system is required to do all of the following to be regarded as an AGI: reason, use strategy, solve puzzles, and make judgments under uncertainty, represent knowledge, including common sense knowledge, plan, learn, communicate in natural language, if necessary, integrate these skills in completion of any given goal. Many interdisciplinary approaches (e.g. cognitive science, computational intelligence, and decision making) consider additional traits such as imagination (the ability to form novel mental images and concepts) and autonomy. Computer-based systems exhibiting these capabilities are now widespread, with modern large language models demonstrating computational creativity, automated reasoning, and decision support simultaneously across domains. === Physical traits === Other capabilities are considered desirable in intelligent systems, as they may affect intelligence or aid in its expression. These include: the ability to sense (e.g. see, hear, etc.), and the ability to act (e.g. move and manipulate objects, change location to explore, etc.) This includes the ability to detect and respond to hazard. === Tests for human-level AGI === Several tests meant to confirm human-level AGI have been considered. ==== Turing test ==== The Turing test was proposed by Alan Turing in his 1950 paper "Computing Machinery and Intelligence". This test involves a human judge engaging in natural language conversations with both a human and a machine designed to generate human-like responses. The machine passes the test if it can convince the judge that it is human a significant fraction of the time. Turing proposed this as a practical measure of machine intelligence, focusing on the ability to produce human-like responses rather than on the internal workings of the machine. The idea of the test is that the machine has to try and pretend to be a man, by answering questions put to it, and it will only pass if the pretence is reasonably convincing. A considerable portion of a jury, who should not be experts about machines, must be taken in by the pretence. In 2014, a chatbot named Eugene Goostman, designed to imitate a 13-year-old Ukrainian boy, reportedly passed a Turing Test event by convincing 33% of judges that it was human. However, this claim was met with significant skepticism from the AI research community, who questioned the test's implementation and its relevance to AGI. A 2025 pre‑registered, three‑party Turing‑test study by Cameron R. Jones and Benjamin K. Bergen showed that GPT-4.5 was judged to be the human in 73% of five‑minute text conversations—surpassing the 67% humanness rate of real confederates and meeting the researchers' criterion for having passed the test. ==== Ikea test ==== The "Ikea test", also known as the Flat Pack Furniture Test, involves an AI controlling a robot which attempts to assemble an Ikea flat-pack furniture product after having been shown the parts and instructions. As early as 2013, MIT's IkeaBot demonstrated fully autonomous multi-robot assembly of an IKEA Lack table in ten minutes, with no human intervention and no pre-programmed assembly instructions. The robots inferred the assembly sequence from the geometry of the parts alone. ==== Coffee test ==== Steve Wozniak proposed a test where a machine is required to enter an average American home and figure out how to make coffee. It must find the coffee machine, find the coffee, add water, find a mug, and brew the coffee by pushing the proper buttons. This test has been substantially approached across multiple systems. In January 2024, Figure AI's Figure 01 humanoid learned to operate a Keurig coffee machine autonomously after watching video demonstrations, using end-to-end neural networks to translate visual input into motor actions. In 2025, researchers at the University of Edinburgh published the ELLMER framework in Nature Machine Intelligence, demonstrating a robotic arm that interprets verbal instructions, analyses its surroundings, and autonomously makes coffee in dynamic kitchen environments — adapting to unforeseen obstacles in real time rather than following pre-programmed sequences. ==== Suleyman's test ==== Mustafa Suleyman's test proposes giving an AI model US$100,000 and asking it to obtain US$1 million. ==== Use of video-games ==== Adams, et al. propose that the ability to learn and succeed in a wide range of video games can be used to test AI intelligence. This range would include games unknown to the AGI developers before the test is administered. === AI-complete problems === A problem is informally called "AI-complete" or "AI-hard" if it is believed that AGI would be needed to solve it, because the solution is beyond the capabilities of a purpose-specific algorithm. == History == === Classical AI === Modern AI research began in the mid-1950s. The first generation of AI researchers were convinced that artificial general intelligence was possible and that it would exist in just a few decades. AI pioneer Herbert A. Simon wrote in 1965: "machines will be capable, within twenty years, of doing any work a man can do". Their predictions were the inspiration for Stanley Kubrick and Arthur C. Clarke's fictional character HAL 9000, who embodied what AI researchers believed they could create by the year 2001. AI pioneer Marvin Minsky was a consultant on the project of making HAL 9000 as realistic as possible according to the consensus predictions of the time. He said in 1967, "Within a generation... the problem of