Kuki AI

Kuki AI

Kuki is an embodied AI bot designed for usage in the metaverse. Formerly known as Mitsuku, Kuki is a chatbot created from the Pandorabots framework. The bot has won the Loebner Prize 5 times. == Features == Kuki claims to be an 18-year-old female chatbot from the Metaverse, and the developers have stated she has been worked on since 2005. Early work by one of the company's co-founders inspired the Spike Jonze movie Her. As of 2015, she conversed, on average, in excess of a quarter of a million times daily, and it was estimated 5 million unique users had interacted with her between 2016 and 2020. == Virtual talent, model, and influencer == Kuki has appeared as a Virtual Model in Vogue Business and at Crypto Fashion Week where she modelled NFTs and spoke about the future of digital fashion. In 2021, Kuki modelled five digital looks from emerging Vogue Talents designers for Italian Vogue, that sold out as NFTs in under an hour. Kuki has also modeled for H&M on Instagram in a digital campaign that resulted in an "11x increase in ad recall" per a case study by Meta. == Awards == As of 2019, Kuki had been awarded the Loebner Prize five times, more than any other entrant. In 2020, Kuki competed against Facebook AI's Blenderbot in a 24/7 verbal sparring match called "Bot Battle", winning 79% of the audience vote.

Static program analysis

In computer science, static program analysis (also known as static analysis or static simulation) is the analysis of computer programs performed without executing them, in contrast with dynamic program analysis, which is performed on programs during their execution in the integrated environment. The term is usually applied to analysis performed by an automated tool, with human analysis typically being called "program understanding", program comprehension, or code review. In the last of these, software inspection and software walkthroughs are also used. In most cases the analysis is performed on some version of a program's source code, and, in other cases, on some form of its object code. Two leading approaches to resource certification have been Static Analysis (SA) and Implicit Computational Complexity (ICC). SA is algorithmic in nature: it focuses on a broad programming language of choice, and seeks to determine by syntactic means whether given programs in that language are feasible. In contrast, ICC attempts to create from the outset specialized programming languages or methods that delineate a complexity class. Thus, SA's focus is on compile time, making no demand on the programmer; whereas ICC is a language-design discipline." The discipline of static analysis should not be confused with linting, which is the process of checking for coding style mistakes. == Rationale == The sophistication of the analysis performed by tools varies from those that only consider the behaviour of individual statements and declarations, to those that include the complete source code of a program in their analysis. The uses of the information obtained from the analysis vary from highlighting possible coding errors (e.g., the lint tool) to formal methods that mathematically prove properties about a given program (e.g., its behaviour matches that of its specification). Software metrics and reverse engineering can be described as forms of static analysis. Deriving software metrics and static analysis are increasingly deployed together, especially in creation of embedded systems, by defining so-called software quality objectives. A growing commercial use of static analysis is in the verification of properties of software used in safety-critical computer systems and locating potentially vulnerable code. For example, the following industries have identified the use of static code analysis as a means of improving the quality of increasingly sophisticated and complex software: Medical software: The US Food and Drug Administration (FDA) has identified the use of static analysis for medical devices. Nuclear software: In the UK the Office for Nuclear Regulation (ONR) recommends the use of static analysis on reactor protection systems. Aviation software (in combination with dynamic analysis). Automotive & Machines (functional safety features form an integral part of each automotive product development phase, ISO 26262, section 8). A study in 2012 by VDC Research reported that 28.7% of the embedded software engineers surveyed use static analysis tools and 39.7% expect to use them within 2 years. A study from 2010 found that 60% of the interviewed developers in European research projects made at least use of their basic IDE built-in static analyzers. However, only about 10% employed an additional other (and perhaps more advanced) analysis tool. In the application security industry the name static application security testing (SAST) is also used. SAST is an important part of Security Development Lifecycles (SDLs) such as the SDL defined by Microsoft and a common practice in software companies. == Tool types == The OMG (Object Management Group) published a study regarding the types of software analysis required for software quality measurement and assessment. This document on "How to Deliver Resilient, Secure, Efficient, and Easily Changed IT Systems in Line with CISQ Recommendations" describes three levels of software analysis. Unit Level Analysis that takes place within a specific program or subroutine, without connecting to the context of that program. Technology Level Analysis that takes into account interactions between unit programs to get a more holistic and semantic view of the overall program in order to find issues and avoid obvious false positives. System Level Analysis that takes into account the interactions between unit programs, but without being limited to one specific technology or programming language. A further level of software analysis can be defined. Mission/Business Level Analysis that takes into account the business/mission layer terms, rules and processes that are implemented within the software system for its operation as part of enterprise or program/mission layer activities. These elements are implemented without being limited to one specific technology or programming language and in many cases are distributed across multiple languages, but are statically extracted and analyzed for system understanding for mission assurance. == Formal methods == Formal methods is the term applied to the analysis of software (and computer hardware) whose results are obtained purely through the use of rigorous mathematical methods. The mathematical techniques used include denotational semantics, axiomatic semantics, operational semantics, and abstract interpretation. By a straightforward reduction to the halting problem, it is possible to prove that (for any Turing complete language), finding all possible run-time errors in an arbitrary program (or more generally any kind of violation of a specification on the final result of a program) is undecidable: there is no mechanical method that can always answer truthfully whether an arbitrary program may or may not exhibit runtime errors. This result dates from the works of Church, Gödel and Turing in the 1930s (see: Halting problem and Rice's theorem). As with many undecidable questions, one can still attempt to give useful approximate solutions. Some of the implementation techniques of formal static analysis include: Abstract interpretation, to model the effect that every statement has on the state of an abstract machine (i.e., it 'executes' the software based on the mathematical properties of each statement and declaration). This abstract machine over-approximates the behaviours of the system: the abstract system is thus made simpler to analyze, at the expense of incompleteness (not every property true of the original system is true of the abstract system). If properly done, though, abstract interpretation is sound (every property true of the abstract system can be mapped to a true property of the original system). Data-flow analysis, a lattice-based technique for gathering information about the possible set of values; Hoare logic, a formal system with a set of logical rules for reasoning rigorously about the correctness of computer programs. There is tool support for some programming languages (e.g., the SPARK programming language (a subset of Ada) and the Java Modeling Language—JML—using ESC/Java and ESC/Java2, Frama-C WP (weakest precondition) plugin for the C language extended with ACSL (ANSI/ISO C Specification Language) ). Model checking, considers systems that have finite state or may be reduced to finite state by abstraction; Symbolic execution, as used to derive mathematical expressions representing the value of mutated variables at particular points in the code. Nullable reference analysis == Data-driven static analysis == Data-driven static analysis leverages extensive codebases to infer coding rules and improve the accuracy of the analysis. For instance, one can use all Java open-source packages available on GitHub to learn good analysis strategies. The rule inference can use machine learning techniques. It is also possible to learn from a large amount of past fixes and warnings. == Remediation == Static analyzers produce warnings. For certain types of warnings, it is possible to design and implement automated remediation techniques. For example, Logozzo and Ball have proposed automated remediations for C# cccheck.

Pinakes

The Pinakes (Ancient Greek: Πίνακες 'tables', plural of πίναξ pinax) is a lost bibliographic work composed by Callimachus (310/305–240 BCE) that is popularly considered to be the first library catalog in the West; its contents were based upon the holdings of the Library of Alexandria during Callimachus's tenure there during the third century BCE. == History == The Library of Alexandria had been founded by Ptolemy I Soter about 306 BCE. The first recorded librarian was Zenodotus of Ephesus. During Zenodotus' tenure, Callimachus, who was never the head librarian, compiled many catalogues/lists, each called Pinakes. His most famous one listed authors and their works; thus he became the first known bibliographer and the scholar who organized the library by authors and subjects about 245 BCE. His work was 120 volumes long. Apollonius of Rhodes was the successor to Zenodotus. Eratosthenes of Cyrene succeeded Apollonius in 235 BCE and compiled his tetagmenos epi teis megaleis bibliothekeis, the 'scheme of the great bookshelves'. In 195 BCE Aristophanes of Byzantium, Eratosthenes' successor, was the librarian and updated the Pinakes, although it is also possible that his work was not a supplement of Callimachus' Pinakes themselves, but an independent polemic against, or commentary upon, their contents. == Description == The collection at the Library of Alexandria contained nearly 500,000 papyrus scrolls, which were grouped together by subject matter and stored in bins. Each bin carried a label with painted tablets hung above the stored papyri. Pinakes was named after these tablets and are a set of index lists. The bins gave bibliographical information for every roll. A typical entry started with a title and also provided the author's name, birthplace, father's name, any teachers trained under, and educational background. It contained a brief biography of the author and a list of the author's publications. The entry had the first line of the work, a summary of its contents, the name of the author, and information about the origin of the roll, as well as any doubts about the genuineness of the ascription. Callimachus' system divided works into six genres of poetry and five sections of prose: rhetoric, law, epic, tragedy, comedy, lyric poetry, history, medicine, mathematics, natural science, and miscellanies. Each category was alphabetized by author. Callimachus composed two other works that were referred as pinakes and were probably somewhat similar in format to the Pinakes (of which they "may or may not be subsections"), but were concerned with individual topics. These are listed by the Suda as: A Chronological Pinax and Description of Didaskaloi from the Beginning and Pinax of the Vocabulary and Treatises of Democritus. == Later bibliographic pinakes == The term pinax was used for bibliographic catalogs beyond Callimachus. For example, Ptolemy-el-Garib's catalog of Aristotle's writings comes to us with the title Pinax (catalog) of Aristotle's writings. == Legacy == The Pinakes proved indispensable to librarians for centuries, and they became a model for organizing knowledge throughout the Mediterranean. Their later influence can be traced to medieval times, even to the Arabic counterpart of the tenth century: Ibn al-Nadim's Al-Fihrist ("Index"). Local variations for cataloging and library classification continued through the late 19th century, when Anthony Panizzi and Melvil Dewey paved the way for more shared and standardized approaches.

Computational creativity

Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). Is the application of computer systems to emulate human-like creative processes, facilitating the generation of artistic and design outputs that mimic innovation and originality. The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity. To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. The applied form of computational creativity is known as media synthesis. == Theoretical issues == Theoretical approaches concern the essence of creativity. Especially, under what circumstances it is possible to call the model a "creative" if eminent creativity is about rule-breaking or the disavowal of convention. This is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative? Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity. == Defining creativity in computational terms == Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: The answer is novel and useful (either for the individual or for society) The answer demands that we reject ideas we had previously accepted The answer results from intense motivation and persistence The answer comes from clarifying a problem that was originally vague Margaret Boden focused on the first two of these criteria, arguing instead that creativity (at least when asking whether computers could be creative) should be defined as "the ability to come up with ideas or artifacts that are new, surprising, and valuable". Mihaly Csikszentmihalyi argued that creativity had to be considered instead in a social context, and his DIFI (Domain-Individual-Field Interaction) framework has since strongly influenced the field. In DIFI, an individual produces works whose novelty and value are assessed by the field—other people in society—providing feedback and ultimately adding the work, now deemed creative, to the domain of societal works from which an individual might be later influenced. Whereas the above reflects a top-down approach to computational creativity, an alternative thread has developed among bottom-up computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations. == Historical evolution of computational creativity == The use computational processes to generate creative artifacts has been present from early times in history. During the late 1800's, methods for composing music combinatorily were explored, involving prominent figures like Mozart, Bach, Haydn, and Kiernberger. This approach extended to analytical endeavors as early as 1934, where simple mechanical models were built to explore mathematical problem solving. Professional interest in the creative aspect of computation also was commonly addressed in early discussions of artificial intelligence. The 1956 Dartmouth Conference, listed creativity, invention, and discovery as key goals for artificial intelligence. As the development of computers allowed systems of greater complexity, the 1970's and 1980's saw invention of early systems that modelled creativity using symbolic or rule-based approaches. The field of creative storytelling investigated several such models. Meehan's TALE-SPIN (1977) generated narratives through simulation of character goals and decision trees. Dehn's AUTHOR (1981) approached generation by simulating an author's process for crafting a story. Beyond narrative generation, computational creativity expanded into artistic and scientific domains. Artistic image generation was one of the disciplines that saw early potential in generated artifacts through computational creativity. One of the most prominent examples was Harold Cohen's AARON, which produced art through composition and adaptation of figures based on a large set of symbolic rules and heuristics for visual composition. Some systems also tackled creativity in scientific endeavors. BACON was said to rediscover natural laws like Boyle's Law and Kepler's law through hypothesis testing in constrained spaces. By the 1990's the modeling techniques became more adaptive, attempting to implement cognitive creative rules for generation. Turner's MINSTREL (1993) introduced TRAMs (Transform Recall Adapt Methods) to simulate creative re-use of prior material for generative storytelling. Meanwhile, Pérez y Pérez's MEXICA (1999) modeled the creative writing process using cycles of engagement and reflection. As systems increasingly incorporated models of internal evaluation, another approach that emerged was that of combining symbolic generation with domain-specific evaluation metrics, modeling generative and selective steps to creativity In the field of generational humor, the JAPE system (1994) generated pun-based riddles using Prolog and WordNet, applying symbolic pattern-matching rules and a large lexical database (WordNet) to compose riddles involving wordplay. WordNet is a system developed by George Miller and his team at Princeton, its platform and inspired word-mapping structures have been used as the backbone of several syntactic and semantic AI programs. A notable system for music generation was David Cope's EMI (Experiments in Musical Intelligence) or Emmy, which was trained in the styles of artists like Bach, Beethoven, or Chopin and generated novel pieces in their style through pattern abstraction and recomposition. In the 2000s and beyond, machine learning began influencing creative system design. Researchers such as Mihalcea and Strapparava trained classifiers to distinguish humorous from non-humorous text, using stylistic and semantic features. Meanwhile custom computational approaches led to chess systems like Deep Blue generating quasi-creative gameplay strategies through search algorithms and parallel processing constrained by specific rules and patterns for evaluation. The institutional development of computational creativity grew along its technical advances. Dedicated workshops such as the IJWCC emerged in the 1990s, growing out of interdisciplinary conferences focused on AI and creativity. By the early 2000s, the field coalesced around annual conferences like the International Conference on Computational Creativity (ICCC). Recently, with the advent of Deep Learning, Transformers, and further refinement in Machine Learning structures, computational creativity's implementation space has new tools for development. == Machine learning for computational creativity == While traditional computational approaches to creativity rely on the explicit formulation of prescriptions by developers and a certain degree of randomness in computer programs, machine learning methods allow computer programs to learn on heuristics from input data enabling creative capacities within the computer programs. Especially, deep artificial neural networks allow to learn patterns from input data that allow for the non-linear generation of creative artefacts. Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been d

Otterly.ai

Otterly.ai is an Austrian software company, founded in 2024, that provides tools for generative engine optimization, the practice of monitoring and optimizing results in large language models. == History == Otterly.ai was co-founded in 2024 by Thomas Peham, Klaus-M. Schremser and Josef Trauner. The concept for OtterlyAI was developed in response to the increasing use of generative AI tools in digital search and content discovery. The company announced a technology partnership with SEO platform Semrush in January 2025.

Zero-knowledge service

In cloud computing, the term zero-knowledge (or occasionally no-knowledge or zero-access) is a commonly used term for online services that store, transfer or manipulate data with a high level of confidentiality, where the data is only accessible to the data's owner (the client), and not to the service provider. However, unlike "end-to-end encryption", the term "zero-knowledge" does not imply any specific threat model or security notion, and its use is commonly frowned-upon by the security community. The term "zero-knowledge" was popularized by backup service SpiderOak, which later switched to using the term "no knowledge", acknowledging that the previous terminology was not technically accurate. == Disadvantages == Most cloud storage services keep a copy of the client's password on their servers, allowing clients who have lost their passwords to retrieve and decrypt their data using alternative means of authentication; but since zero-knowledge services do not store copies of clients' passwords, if a client loses their password then their data cannot be decrypted, making it practically unrecoverable. Most of the most used cloud storage services, such as Google Drive, Dropbox, OneDrive or iCloud, are also able to furnish access requests from law enforcement agencies for similar reasons; zero-knowledge services, however, are unable to do so, since their systems are designed to make clients' data inaccessible without the client's explicit cooperation.

Responsible AI Safety and Education Act

The Responsible AI Safety and Education Act (RAISE Act) is a New York State law that imposes transparency, safety, and reporting requirements on developers of large frontier artificial intelligence models. The law was signed by Governor Kathy Hochul on December 19, 2025. It was sponsored by State Senator Andrew Gounardes and Assemblymember Alex Bores. The RAISE Act is the second U.S. state law to regulate frontier AI model developers, following California's Transparency in Frontier Artificial Intelligence Act (TFAIA), which was signed in September 2025. Hochul signed the bill on the condition that the legislature would pass chapter amendments to bring the law closer to the California model. The amending bills (A9449/S8828) were introduced in January 2026; as of February 2026 they remain in committee, though the Governor's office and legal commentators treat the agreed-upon amendments as representing the final form of the law. == Provisions == The following describes the RAISE Act as it is expected to operate after the agreed-upon chapter amendments take effect. The law is expected to take effect on January 1, 2027. === Scope === The law applies to "large frontier developers," defined as companies with annual revenues exceeding $500 million that develop "frontier models," which are foundation models trained using more than 1026 floating-point operations (FLOPs). The version passed by the legislature in June 2025 had instead defined large developers based on having spent over $100 million in aggregate compute costs, and also included a provision prohibiting deployment of frontier models posing "unreasonable risk of critical harm"; both were removed as part of the negotiations between Hochul and the legislature. Accredited colleges and universities engaged in academic research are exempt, as is the state's Empire AI consortium. === Safety and transparency framework === Large frontier developers must write, implement, and publicly publish a "frontier AI framework" describing how they assess and mitigate catastrophic risks, secure unreleased model weights against unauthorized access, use third-party evaluators, govern internal use of frontier models, and respond to safety incidents. The framework must describe these measures "in detail," a requirement that goes beyond the California TFAIA's requirement to describe a developer's "approach." The framework must be reviewed at least annually, and material modifications must be published with justification within 30 days. Before or concurrently with deploying a new or substantially modified frontier model, developers must publish a transparency report including the model's release date, supported languages and output modalities, intended uses, and any restrictions on use. Large frontier developers must additionally include summaries of catastrophic risk assessments and the extent of third-party involvement. === Catastrophic risk and incident reporting === The law defines "catastrophic risk" as a foreseeable and material risk that a frontier model will contribute to the death of or serious injury to more than 50 people, or more than $1 billion in property damage, arising from a frontier model providing expert-level assistance in creating chemical, biological, radiological, or nuclear weapons; engaging in cyberattacks or conduct equivalent to crimes such as murder, assault, or theft without meaningful human oversight; or evading the control of its developer or user. Loss of equity value is explicitly excluded from the definition of property damage. "Critical safety incidents" include unauthorized access to model weights resulting in death or injury, materialization of a catastrophic risk, loss of control of a frontier model causing death or injury, and a model using deceptive techniques to subvert developer controls outside of an evaluation context in a manner that increases catastrophic risk. Frontier developers must report critical safety incidents within 72 hours, or within 24 hours if the incident poses an imminent risk of death or serious physical injury. === Enforcement === The chapter amendments establish a new office within the New York State Department of Financial Services to oversee compliance, receive incident reports, and publish annual reports on AI safety beginning in 2028. Large frontier developers must file disclosure statements with this office and pay pro rata assessments to fund its operations. The New York Attorney General may bring civil actions, with penalties of up to $1 million for a first violation and $3 million for subsequent violations. The version passed by the legislature in June 2025 had set penalties at up to $10 million and $30 million respectively. The law does not create a private right of action. == Legislative history == The bill was introduced in the Assembly on March 5, 2025, by Assemblymember Alex Bores, and in the Senate on March 27, 2025, by Senator Andrew Gounardes. After a series of amendments, the legislature passed the bill in June 2025. Governor Hochul did not immediately sign the bill, using nearly all the time available under New York law before acting; had she not signed by the end of 2025, the bill would have been pocket vetoed. The tech industry lobbied against the bill during this period, and Hochul initially proposed a near-complete rewrite modeled on California's TFAIA. Legislators resisted the extent of the changes, and the two sides ultimately agreed on a version that used the California law as a base but preserved several provisions that went beyond it, including the 72-hour incident reporting timeline and the creation of a dedicated enforcement office. Hochul signed the original bill (S6953-B/A6453-B) on December 19, 2025, with the legislature committing to pass chapter amendments formalizing the agreed changes in the January 2026 session. The amending bills (A9449 in the Assembly, S8828 in the Senate) were introduced on January 6 and January 8, 2026. OpenAI and Anthropic expressed support for the law. Anthropic's head of external affairs Sarah Heck said the two state laws "should inspire Congress to build on them." The super PAC network Leading the Future, backed by Andreessen Horowitz and OpenAI president Greg Brockman, subsequently announced plans to challenge Bores in a future election. == Federal preemption debate == Hochul signed the RAISE Act eight days after President Donald Trump issued an executive order on December 11, 2025, directing the Department of Justice to challenge state AI laws deemed to conflict with a "minimally burdensome" national AI policy. On January 9, 2026, the Department of Justice announced the establishment of an AI Litigation Task Force as called for by the executive order. The executive order also threatened states with loss of certain federal broadband funding if their AI laws were found to be onerous. Legal commentators have noted several potential avenues for federal challenge, including arguments that the law constitutes compelled speech, violates the dormant Commerce Clause by creating a patchwork of state regulations, or is preempted by federal AI policy. == Comparison with California's TFAIA == The RAISE Act was designed to align with California's Transparency in Frontier Artificial Intelligence Act, signed on September 29, 2025. Both laws use the same 1026 FLOP threshold to define frontier models and the same $500 million revenue threshold to define large developers. Both require public safety frameworks, transparency reports, and incident reporting. The RAISE Act's 72-hour incident reporting window is stricter than the TFAIA's 15-day window, though both require faster reporting for incidents posing imminent physical risk (24 hours under the RAISE Act, immediate under the TFAIA). The RAISE Act establishes a dedicated enforcement office within the Department of Financial Services, whereas California routes reports through the Office of Emergency Services. The RAISE Act requires developers to describe their safety measures "in detail" and how they "handle" various risks, whereas the TFAIA requires developers to describe their "approach."