Information audit

Information audit

The information audit (IA) extends the concept of auditing from a traditional scope of accounting and finance to the organisational information management system. Information is representative of a resource which requires effective management and this led to the development of interest in the use of an IA. Prior the 1990s and the methodologies of Orna, Henczel, Wood, Buchanan and Gibb, IA approaches and methodologies focused mainly upon an identification of formal information resources (IR). Later approaches included an organisational analysis and the mapping of the information flow. This gave context to analysis within an organisation's information systems and a holistic view of their IR and as such could contribute to the development of the information systems architecture (ISA). In recent years the IA has been overlooked in favour of the systems development process which can be less expensive than the IA, yet more heavily technically focused, project specific (not holistic) and does not favour the top-down analysis of the IA. == Definition == A definition for the Information Audit cannot be universally agreed-upon amongst scholars, however the definition offered by ASLIB received positive support from a few notable scholars including Henczel, Orna and Wood; “(the IA is a) systematic examination of information use, resources and flows, with a verification by reference to both people and existing documents, in order to establish the extent to which they are contributing to an organisation’s objectives” In summary, the term audit itself implies a counting, the IA being much the same yet it counts IR and analyses how they are used and how critical they are to the success of a given task. == Role and scope of an IA == In much the same way as the IA is difficult to define, it can be utilised in a range of contexts by the information professional, from complying with freedom of information legislation to identifying any existing gaps, duplications, bottlenecks or other inefficiencies in information flows and to understand how existing channels can be used for knowledge transfer In 2007 Buchanan and Gibb developed upon their 1998 examination of the IA process by outlining a summary of its main objectives: To identify an organisation’s information resource To identify an organisation’s information needs Furthermore, Buchanan and Gibb went on to state that the IA also had to meet the following additional objectives: To identify the cost/benefits of information resources To identify the opportunities to use the information resources for strategic competitive advantage To integrate IT investment with strategic business initiatives To identify information flow and processes To develop an integrated information strategy and/or policy To create an awareness of the importance of Information Resource Management (IRM) To monitor/evaluate conformance to information related standards, legislations, policy and guidelines. == Methodology evolution == === Overview === In 1976 Riley first published a definition of IA as a way of analysing IR based on a cost-benefit model. Since Riley, scholars have outlined further developed methodologies. Henderson took a cost-benefit approach hoping to draw focus from manpower-costing to information storage and acquisition which he felt was being overlooked. In 1985 Gillman focused upon identifying the relationships which existed between various components in order to map them to one another. Neither Henderson nor Gillman’s methods offered alternative approaches beyond the existing organisational frameworks. Quinn took a hybrid-approach combining Gillman and Henderson’s methods to identify the purpose of existing IR and to position them within the organisation, as did Worlock. The differentiator between Quinn and Worlock lay in Worlock’s consideration of solutions outside of the current organisational structure. These approaches had thus far had paid little attention to the needs of the user or in making structured recommendations for the development of a corporate information strategy. Therefore, here follows a brief outline and overall comparison of four published strategic approaches in order that one might understand the development of the IA methodology. === Burk and Horton === In 1988 Burk and Horton developed InfoMap, the first IA methodology developed for widespread use. It aimed to discover, map and evaluate the IR within an organisation using a 4-stage process: Survey staff using questionnaires/interviews Measure the IR against cost/value Analyse resources Synthesise the findings and map the strengths and weaknesses of the IR against the objectives of the organisation. Although the method inventoried all IR (and therefore met standard ISO 1779) this bottom-up approach revealed limited analysis of the organisation holistically and the steps were not explicit enough. === Orna === Orna produced a top-down methodology in contrast to Burk and Horton, placing emphasis upon the importance of organisational analysis and aimed to assist in the production of a corporate information policy. Initially the method had just 4-stages, this later revised to a 10-stage process which included pre and post-audit stages as below: Conduct a preliminary review to confirm operational/strategic direction Gain support/resource from management Gain commitment from the other stakeholders (staff) Planning including the project, team, tools and techniques Identify the IR, information flow and produce a cost/value assessment Interpret findings based upon current versus desired state Produce a report to present findings Implement recommendations Monitor effects of change Repeat the IA Orna’s method introduced the need for a cyclical IA to be put in place in order for the IR to be continually tracked and improvements made regularly. Again this method was criticised for lacking some practical application and in 2004 Orna revised the methodology once more to try to rectify this problem === Buchanan and Gibb === In 1998, similarly to Orna's earlier publication, Buchanan and Gibb took a top-down approach, drawing techniques from established management disciplines to provide a framework and a level of familiarity for information professionals. This set of techniques was a notable contribution to IA methodologies and understood the need to be flexible for each organisation. Theirs was a 5-stage process: Promote benefits of the IA through seminars/surveys/CEO letter for cooperation Identify the mission objectives of the organisation, define environment (PEST), map information flow and examine organisation culture. Analyse and formulate action plan for problem areas, flow diagrams and a report of findings and recommendations Account for cost of IR and related services using Activity Based Costing (ABC) and Output Based Specification (OBS). Synthesise the whole process in final audit report and provide an information strategy (strategic direction) in relation to the organisation’s mission statement. This was the introduction of a new approach to costing the IR and had an integrated strategic direction, yet the scholars admitted that this method may be impractical for smaller organisations. === Henczel === Henczel’s methodology drew upon the strengths of Orna and Buchanan and Gibb to produce a 7-stage process: Planning and submission of business case for approval to proceed Data collection and development of an IR database and population through survey techniques Structured data analysis Data evaluation, interpretation and formulation of recommendations Communication of recommendations through a report Implementing recommendations through a devised programme The IA as a continuum-establishment of a cyclical process Focus was made once more on the strategic direction of the organisation conducting the IA. Furthermore, Henczel made examination into the use of the IA as a first-step in the development of a knowledge audit or knowledge management strategy as discussed in the later section. == Case studies == Scholars and information professionals have since tested the above methodologies with varied results. An early case study produced by Soy and Bustelo in a Spanish financial institution in 1999 aimed to identify the use of information resources for qualitative and quantitative data analysis due to the rapid expansion of the organisation within a six-year period. Although the methodology was not explicitly credited to any of the above-mentioned scholars, it did follow a strategic (post 1990's) IA process including gaining support from management, the use of questionnaires for data collection, analysis and evaluation of the data, identification and mapping of the IR, cost-analysis and outlining recommendations to assist with the establishment of an Information policy. In addition the IA report suggested that the process would need to be continual (cyclical as Orna, Henczel and Buchanan and Gibb suggest). Conclusions of this case-study stated that th

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

The Fractal Prince

The Fractal Prince is the second science fiction novel by Hannu Rajaniemi and the second novel to feature the post-human gentleman thief Jean le Flambeur. It was published in Britain by Gollancz in September 2012, and by Tor in the same year in the US. The novel is the second in the trilogy, following The Quantum Thief (2010) and preceding The Causal Angel (2014). == Plot summary == After the events of The Quantum Thief, Jean le Flambeur and Mieli are on their way to Earth. Jean is trying to open the Schrödinger's Box he retrieved from the memory palace on the Oubliette. After making little progress, he is prodded by the ship Perhonen to talk to Mieli, who turns out to be possessed by the pellegrini again. This time, Jean identifies Mieli's employer as a Sobornost Founder, Joséphine Pellegrini, and gets her to reveal how he got captured, thereby picking up the clues to make plans for his next heist. No sooner is that done than an attack comes from the Hunter. The ship and crew barely survived that, and Jean realizes that he has to find a better way to open the Box - fast. Mieli has been very quiet after they left Mars. She has given up almost everything to the pellegrini, even her identity, as she has promised to let the pellegrini make gogols of her in exchange for rescuing the thief. Yet, having to work with the thief is testing her, especially when the thief eventually does something even more unforgivable than stealing Sydän's jewel from her. In the city of Sirr, on an Earth ravaged by wildcode, Tawaddud and Dunyazad are sisters and members of the powerful Gomelez family. Tawaddud is the black sheep of the family, having run away from her husband and consorted with a notorious jinn, a disembodied intelligence from the wildcode desert. Now Cassar Gomelez, her father, hopes to get her to curry favor with a gogol merchant, Abu Nuwas, so that he has enough votes in the Council for the upcoming decision to renegotiate the Cry of Wrath Accords with the Sobornost. Soon, Tawaddud is embroiled in an investigation with a Sobornost envoy into the murder that triggered the need for her father to forge a new alliance in the first place, and forced to confront old secrets that will change Sirr forever. Somewhere else, in a bookshop and on a beach, a young boy is at play. His mother has told him not to talk to strangers, but there has never been anyone here before. Until now. Should he talk to them? == Influences == In the acknowledgments, Rajaniemi cites the influence of "Andy Clark, Douglas Hofstadter, Maurice Leblanc, Jan Potocki and [...] The Arabian Nights." === Self-loops === In the novel, the idea that the mind is a self-loop may have been influenced by the theories of the Professor of Philosophy, Andy Clark, and the book I Am a Strange Loop by Douglas Hofstadter. === Frame stories === The novel uses frame stories rather extensively, a feature also of The Arabian Nights and Jan Potocki's The Manuscript Found in Saragossa. Several characters in Sirr are the namesakes of characters in these two earlier works as well. The events in The Quantum Thief are also retold at least once by Jean le Flambeur in the course of the events in this novel. == Reception == The novel has received generally positive reviews. However, criticisms of the novel still revolve around Rajaniemi's uncompromising "show, don't tell" style. For example, Amy Goldschlager, writing for the Los Angeles Review of Books, suggested that "[a] bit more explication of the physics involved (“surfing the deficit angle”?) would really be helpful, more helpful than the description of the Schrödinger’s Cat problem given earlier in the book".

Resistance Database Initiative

HIV Resistance Response Database Initiative (RDI) was formed in 2002 to use artificial intelligence (AI) to predict how patients will respond to HIV drugs using data from more 250,000 patients from around 50 countries around the world. The RDI used its models to power its HIV Treatment Response Prediction System (HIV-TRePS). Launched in 2010, this free online tool enabled healthcare professionals to upload their patient’s data and obtain highly accurate predictions of how they would respond to different combinations of the 30 or more drugs available. The tool enabled physicians to individualize their patients’ treatment, using these predictions based on more than a million patient-years of treatment experience. HIV-TRePS was possibly the first ever AI-based system for medical decision-making to be developed, successfully tested, and used in clinical practice. It has since been used by thousands of healthcare professionals to optimise the treatment of tens of thousands of patients. Since the RDI’s inception the treatment of HIV infection has progressed enormously, with more effective and better tolerated drugs available in ever more convenient combination formulations. In most countries HIV is now considered a chronic, manageable condition. Moreover, the success of the drugs in reducing the amount of virus is substantially reducing the onward transmission of the virus and cases of new infections are falling in many settings. This improvement in HIV treatment means the need for sophisticated AI to support HIV treatment decisions has significantly reduced. In response, the RDI ceased development of further models and, in March 2024, withdrew its HIV-TRePS system. == Background == Human immunodeficiency virus (HIV) is the virus that causes acquired immunodeficiency syndrome (AIDS), a condition in which the immune system begins to fail, leading to life-threatening opportunistic infections. There are approximately 30 HIV antiretroviral drugs that have been approved for the treatment of HIV infection, from six different classes, based on the point in the HIV life-cycle at which they act. They are used in combination; typically 3 or more drugs from 2 or more different classes, a form of therapy known as highly active antiretroviral therapy (HAART). The aim of therapy is to suppress the virus to very low, ideally undetectable, levels in the blood. This prevents the virus from depleting the immune cells that it preferentially attacks CD4 cells and prevents or delays illness and death. Despite the expanding availability of these drugs and the impact of their use, treatments continue to fail, often involving to the development of resistance. During drug therapy, low-level virus replication may still occur, particularly when a patient misses a dose. HIV makes errors in copying its genetic material and, if a mutation makes the virus resistant to one or more of the drugs in the patient's treatment, it may begin to replicate more successfully in the presence of that drug and undermine the effect of the treatment. If this happens, the treatment needs to be changed to re-establish control over the virus. == RDI's Approach == The RDI’s approach was to use artificial intelligence (including neural network and random forest models), trained with data from hundreds of thousands of patients, treated with different drugs in a variety of clinical settings all over the world, to predict how an individual patient will respond to any new combination of HIV drugs. The models were tested with independent data sets and consistently achieved accuracy of approximately 80%.

Neural architecture search

Neural architecture search (NAS) is a technique for automating the design of artificial neural networks (ANN), a widely used model in the field of machine learning. NAS has been used to design networks that are on par with or outperform hand-designed architectures. Methods for NAS can be categorized according to the search space, search strategy and performance estimation strategy used: The search space defines the type(s) of ANN that can be designed and optimized. The search strategy defines the approach used to explore the search space. The performance estimation strategy evaluates the performance of a possible ANN from its design (without constructing and training it). NAS is closely related to hyperparameter optimization and meta-learning and is a subfield of automated machine learning (AutoML). == Reinforcement learning == Reinforcement learning (RL) can underpin a NAS search strategy. Barret Zoph and Quoc Viet Le applied NAS with RL targeting the CIFAR-10 dataset and achieved a network architecture that rivals the best manually-designed architecture for accuracy, with an error rate of 3.65, 0.09 percent better and 1.05x faster than a related hand-designed model. On the Penn Treebank dataset, that model composed a recurrent cell that outperforms LSTM, reaching a test set perplexity of 62.4, or 3.6 perplexity better than the prior leading system. On the PTB character language modeling task it achieved bits per character of 1.214. Learning a model architecture directly on a large dataset can be a lengthy process. NASNet addressed this issue by transferring a building block designed for a small dataset to a larger dataset. The design was constrained to use two types of convolutional cells to return feature maps that serve two main functions when convoluting an input feature map: normal cells that return maps of the same extent (height and width) and reduction cells in which the returned feature map height and width is reduced by a factor of two. For the reduction cell, the initial operation applied to the cell's inputs uses a stride of two (to reduce the height and width). The learned aspect of the design included elements such as which lower layer(s) each higher layer took as input, the transformations applied at that layer and to merge multiple outputs at each layer. In the studied example, the best convolutional layer (or "cell") was designed for the CIFAR-10 dataset and then applied to the ImageNet dataset by stacking copies of this cell, each with its own parameters. The approach yielded accuracy of 82.7% top-1 and 96.2% top-5. This exceeded the best human-invented architectures at a cost of 9 billion fewer FLOPS—a reduction of 28%. The system continued to exceed the manually-designed alternative at varying computation levels. The image features learned from image classification can be transferred to other computer vision problems. E.g., for object detection, the learned cells integrated with the Faster-RCNN framework improved performance by 4.0% on the COCO dataset. In the so-called Efficient Neural Architecture Search (ENAS), a controller discovers architectures by learning to search for an optimal subgraph within a large graph. The controller is trained with policy gradient to select a subgraph that maximizes the validation set's expected reward. The model corresponding to the subgraph is trained to minimize a canonical cross entropy loss. Multiple child models share parameters, ENAS requires fewer GPU-hours than other approaches and 1000-fold less than "standard" NAS. On CIFAR-10, the ENAS design achieved a test error of 2.89%, comparable to NASNet. On Penn Treebank, the ENAS design reached test perplexity of 55.8. == Evolution == An alternative approach to NAS is based on evolutionary algorithms, which has been employed by several groups. An Evolutionary Algorithm for Neural Architecture Search generally performs the following procedure. First a pool consisting of different candidate architectures along with their validation scores (fitness) is initialised. At each step the architectures in the candidate pool are mutated (e.g.: 3x3 convolution instead of a 5x5 convolution). Next the new architectures are trained from scratch for a few epochs and their validation scores are obtained. This is followed by replacing the lowest scoring architectures in the candidate pool with the better, newer architectures. This procedure is repeated multiple times and thus the candidate pool is refined over time. Mutations in the context of evolving ANNs are operations such as adding or removing a layer, which include changing the type of a layer (e.g., from convolution to pooling), changing the hyperparameters of a layer, or changing the training hyperparameters. On CIFAR-10 and ImageNet, evolution and RL performed comparably, while both slightly outperformed random search. == Bayesian optimization == Bayesian Optimization (BO), which has proven to be an efficient method for hyperparameter optimization, can also be applied to NAS. In this context, the objective function maps an architecture to its validation error after being trained for a number of epochs. At each iteration, BO uses a surrogate to model this objective function based on previously obtained architectures and their validation errors. One then chooses the next architecture to evaluate by maximizing an acquisition function, such as expected improvement, which provides a balance between exploration and exploitation. Acquisition function maximization and objective function evaluation are often computationally expensive for NAS, and make the application of BO challenging in this context. Recently, BANANAS has achieved promising results in this direction by introducing a high-performing instantiation of BO coupled to a neural predictor. == Hill-climbing == Another group used a hill climbing procedure that applies network morphisms, followed by short cosine-annealing optimization runs. The approach yielded competitive results, requiring resources on the same order of magnitude as training a single network. E.g., on CIFAR-10, the method designed and trained a network with an error rate below 5% in 12 hours on a single GPU. == Multi-objective search == While most approaches solely focus on finding architecture with maximal predictive performance, for most practical applications other objectives are relevant, such as memory consumption, model size or inference time (i.e., the time required to obtain a prediction). Because of that, researchers created a multi-objective search. LEMONADE is an evolutionary algorithm that adopted Lamarckism to efficiently optimize multiple objectives. In every generation, child networks are generated to improve the Pareto frontier with respect to the current population of ANNs. Neural Architect is claimed to be a resource-aware multi-objective RL-based NAS with network embedding and performance prediction. Network embedding encodes an existing network to a trainable embedding vector. Based on the embedding, a controller network generates transformations of the target network. A multi-objective reward function considers network accuracy, computational resource and training time. The reward is predicted by multiple performance simulation networks that are pre-trained or co-trained with the controller network. The controller network is trained via policy gradient. Following a modification, the resulting candidate network is evaluated by both an accuracy network and a training time network. The results are combined by a reward engine that passes its output back to the controller network. == One-shot models == RL or evolution-based NAS require thousands of GPU-days of searching/training to achieve state-of-the-art computer vision results as described in the NASNet, mNASNet and MobileNetV3 papers. To reduce computational cost, many recent NAS methods rely on the weight-sharing idea. In this approach, a single overparameterized supernetwork (also known as the one-shot model) is defined. A supernetwork is a very large Directed Acyclic Graph (DAG) whose subgraphs are different candidate neural networks. Thus, in a supernetwork, the weights are shared among a large number of different sub-architectures that have edges in common, each of which is considered as a path within the supernet. The essential idea is to train one supernetwork that spans many options for the final design rather than generating and training thousands of networks independently. In addition to the learned parameters, a set of architecture parameters are learnt to depict preference for one module over another. Such methods reduce the required computational resources to only a few GPU days. More recent works further combine this weight-sharing paradigm, with a continuous relaxation of the search space, which enables the use of gradient-based optimization methods. These approaches are generally referred to as differentiable NAS and have proven very efficient in exploring the search space of ne

Nolot

Nolot is a chess test suite with 11 positions from real games. They were compiled by Pierre Nolot (French: [nɔ.lo]) for the French chess magazine Gambisco and posted on the rec.games.chess Usenet group in 1994. They were designed to be particularly hard to solve for chess engines to solve at the time, although modern engines can find a solution near-instantaneously. == Problem 1 == FEN: r3qb1k/1b4p1/p2pr2p/3n4/Pnp1N1N1/6RP/1B3PP1/1B1QR1K1 w - - 0 1 26.Nxh6!! c3 (26... Rxh6 27.Nxd6 Qh5 (best) 28.Rg5! Qxd1 29.Nf7+ Kg8 30.Nxh6+ Kh8 31.Rxd1 c3 32.Nf7+ Kg8 33.Bg6! Nf4 34.Bxc3 Nxg6 35.Bxb4 Kxf7 36.Rd7+ Kf6 37.Rxg6+ Kxg6 38.Rxb7 ±) 27.Nf5! cxb2 28.Qg4 Bc8 (28... g6!? 29.Kh2! 29.Qd7 30.Nh4 Bc6 31.Nc5! dxc 32.Rxe6 Nf6 33.Nxg6+ Kg7 34.Qg5 Nbd5 35.Ne5 Kh8 36.Nxd7 ±) 29.Qh4+ Rh6 30.Nxh6 gxh6 31.Kh2! Qe5 32.Ng5 Qf6 33.Re8 Bf5 34.Qxh6 (missing a mate in 6: 34.Nf7+ Qxf7 35.Qxh6+ Bh7 36.Rxa8 Nf6 37.Rxf8 Qxf8 38.Qxf8+ Ng8 39.Qg7#) 34...Qxh6 35.Nf7+ Kh7 36.Bxf5+ Qg6 37.Bxg6+ Kg7 38.Rxa8 Be7 39.Rb8 a5 40.Be4+ Kxf7 41.Bxd5+ 1–0 The best Novag computer, the Diablo 68000, finds 26. Nxh6 after seven and a half months (Pierre Nolot has let it run on the position for 14 months and one day, until a power failure stopped an analysis of over 80,000,000,000 nodes.) but for wrong reasons: it evaluates white's position as inferior and thinks this move would enable it to draw. Today Gambit Tiger 2.0 for example can find it quite quickly: Most free engines running on 64-bit processors in 2010 could solve this problem and the others in a few seconds. 1.Qd4 c3 2.Bxc3 Nxc3 3.Qxb4 Nxe4 4.Qxb7 Rb8 5.Qxb8 Qxb8 6.Bxe4 d5 7.Rb1 μ (-1.20) Depth: 12 00:00:09 6055 kN 1.Nxh6 c3 2.Nf5 cxb2 3.Qg4 Rb8 4.Nxg7 Rg6 5.Qxg6 Qxg6 6.Rxg6 Bxg7 7.Nxd6 ³ (-0.48) Depth: 12 00:00:21 14368 kN 1.Nxh6 c3 2.Nf5 cxb2 3.Qg4 Rc8 4.Nxg7 Rg6 5.Nxe8 Rxg4 6.Rxg4 Rxe8 7.Rg6 μ (-0.74) Depth: 13 00:00:55 38455 kN 1.Ne3 Rxe4 2.Bxe4 Qxe4 3.Nxd5 Qxd5 4.Qc1 Qf5 5.Qxh6+ Qh7 6.Qe6 Nd3 7.Re2 Nxb2 8.Rxb2 ³ (-0.58) Depth: 13 00:01:30 62979 kN 1.Ne3 Rxe4 ³ (-0.58) Depth: 14 00:02:02 84941 kN 1.Ne3 Nxe3 2.Rexe3 Bxe4 3.Qg4 Rg6 4.Qxe4 Qxe4 5.Bxe4 Rxg3 6.Rxg3 d5 7.Bf5 Re8 8.Bc3 ³ (-0.30) Depth: 15 00:03:05 128968 kN 1.Nxh6 ² (0.32) Depth: 15 00:07:58 350813 kN With the next ply showing a clear advantage. Stockfish 14dev 64bit 4CPU running on 2020 hardware recognises the significance of Nxh6!! in 1 second. Stockfish_21092606_x64_avx2: NNUE evaluation using nn-13406b1dcbe0.nnue enabled. 19/32 00:01 7708k 4882k +3,00 Nxh6 Rxh6 Nxd6 Qh5 Bg6 Qxd1 Nf7+ Kg8 Nxh6+ gxh6 Bh5+ Kh7 Rxd1 c3 Bxc3 Nxc3 Rd7+ Kh8 Rxb7 Ne4 Re3 Nxf2 Kxf2 Bc5 Ke2 Bxe3 Kxe3 Nd5+ Kf2 49/73 15:02 5118270k 5673k +6,15 Nxh6 Rxh6 Nxd6 Qh5 Rg5 Qxd1 Nf7+ Kg8 Nxh6+ Kh8 Rxd1 c3 Nf7+ Kg8 Bg6 Nf4 Bxc3 Nbd5 Rb1 Bc6 Bd2 Nxg6 Rxg6 Ne7 Rxc6 Nxc6 Rb6 Rc8 Ng5 a5 Ra6 Bb4 Be3 Ne5 Bd4 Nc6 Bb6 Bd2 h4 Kf8 Bc5+ Kg8 Be3 Bxe3 fxe3 Kf8 Kf2 Ke7 Nf3 Kd7 Rb6 Ne7 Rb5 Kd6 Rxa5 Rc2+ Kg3 Re2 Nd4 Rxe3+ Kf4 Rd3 Nf5+ Kc7 Nxe7 == Problem 2 == FEN: r4rk1/pp1n1p1p/1nqP2p1/2b1P1B1/4NQ2/1B3P2/PP2K2P/2R5 w - - 0 1 22.Rxc5!! Nxc5 23.Nf6+ Kh8 24.Qh4 Qb5+ (computers think there is perpetual check here, but...) 25.Ke3! 25... h5 26.Nxh5 Qxb3+ (26... d5+ 27.Bxd5 Qd3 28.Kf2 Ne4+ 29.Bxe4 Qd4+ 30.Kg2 Qxb2+ 31.Kh3 ±) and White won in 41 moves. Today Deep Junior 8.ZX for example finds it very quickly (around 1 minute): 1.Kd1 Rac8 2.Bh6 Qb5 3.Rc3 Qf1+ 4.Kc2 Rc6 5.Bxf8 −+ (-2.11) Depth: 12 00:00:04 10422 kN 1.Nxc5 Nxc5 2.Rxc5 Qxc5 3.e6 Rae8 4.e7 Nc8 5.Kf1 Nxd6 6.Bf6 b5 −+ (-2.10) Depth: 12 00:00:14 25054 kN 1.Bf6! μ (-1.35) Depth: 12 00:00:17 34601 kN 1.Bf6 Qb5+ 2.Ke1 Bb4+ 3.Kf2 Bc5+ = (0.00) Depth: 12 00:00:20 34601 kN 1.Bf6 Qb5+ 2.Ke1 Nxf6 3.Nxf6+ Kg7 4.Nh5+ gxh5 5.Qf6+ Kg8 6.Qg5+ Kh8 7.Qf6+ = (0.00) Depth: 15 00:01:01 130544 kN 1.Rxc5! = (0.15) Depth: 15 00:01:12 145875 kN 1.Rxc5 Nxc5 2.Nf6+ Kh8 3.Qh4 Qb5+ 4.Ke3 h5 5.Nxh5 Qd3+ 6.Kf2 Ne4+ 7.fxe4 Qd4+ 8.Kf1 Qd3+ 9.Ke1 Qb1+ 10.Bd1 ± (2.18) Depth: 15 00:01:18 145875 kN Stockfish 14dev 64bit 4CPU running on 2020 hardware recognises the significance of Rxc5!! in 1 second. Stockfish_21092606_x64_avx2: NNUE evaluation using nn-13406b1dcbe0.nnue enabled. 21/25 00:01 5822k 5545k +6,61 Rxc5 Qxc5 Nxc5 Nxc5 Bh6 Nbd7 Bxf8 Rxf8 Qe3 Rc8 f4 Nxe5 Qxe5 Ne6 Bxe6 Rc2+ Kd3 Rxh2 46/86 11:27 5057055k 7355k +7,61 Rxc5 Qxc5 Nxc5 Nxc5 Bf6 Ne6 Qh6 Nd4+ Kf2 Nf5 Qg5 Nd7 h4 Nxf6 Qxf6 Ng7 d7 b5 Bd5 Rab8 b4 Nh5 Bxf7+ Rxf7 d8R+ Rxd8 Qxd8+ Rf8 Qd5+ Kg7 e6 Kf6 Qd7 Ng7 Qd4+ Kxe6 Qxg7 Rf7 Qc3 Ke7 Qc5+ Ke8 Qc8+ Ke7 h5 gxh5 Kg3 h4+ Kh2 h6 Qc5+ Kf6 Qxb5 Kg7 f4 Rxf4 Qe5+ Rf6 b5 h3 Qd4 Kg8 Qxf6 h5 Blacks 22. .. Nxc5 is suboptimal and leads faster mate 77/44 09:18 6987714k 12518k +M22 Nf6+ Kh8 Qh4 Qb5+ Ke3 Qxb3+ axb3 h5 Nxh5 Nd5+ Kd4 Ne6+ Kxd5 Nxg5 Qxg5 gxh5 f4 Rad8 f5 f6 Qxh5+ Kg7 Qg6+ Kh8 e6 b6 e7 Rb8 exf8Q+ Rxf8 Ke6 b5 Ke7 Rb8 Qh5+ Kg7 Qf7+ Kh8 Kxf6 Rf8 Qxf8+ Kh7 Qg7+ == Problem 3 == FEN: r2qk2r/ppp1b1pp/2n1p3/3pP1n1/3P2b1/2PB1NN1/PP4PP/R1BQK2R w KQkq - 0 1 12.Nxg5!! Bxd1 13.Nxe6 Qb8 14.Nxg7+!! Kf8 15.Bh6! Bg4 16.0-0+ Kg8 17.Rf4 ± White wins with a queen sac but black has defensive resources. Stockfish 8 64bit 3CPU running on 2016 hardware recognizes the significance of Nxg5!! in 55 seconds. Stockfish 14 dev (Stockfish_21092606_x64_avx2) 64bit 4CPU running on 2020 hardware recognizes the significance of Nxg5!! in 1 second. NNUE evaluation using nn-13406b1dcbe0.nnue enabled. 21/34 00:01 8291k 4530k +2,78 Nxg5 Bxd1 Nxe6 Qb8 Nxg7+ Kd8 Kxd1 b5 N3f5 Bf8 Rf1 Kc8 Nh5 Kb7 Bxb5 Ne7 g4 a6 Ba4 Nxf5 gxf5 Ka7 Nf4 c5 47/59 37:49 10390430k 4578k +3,16 Nxg5 Bxd1 Nxe6 Qb8 Nxg7+ Kd8 Kxd1 b5 Rf1 Kc8 N3f5 Bf8 Ne6 Kd7 Nf4 Ne7 g4 a5 Ke2 Qb7 h4 Ra6 a3 Kc8 Be3 Kb8 Kf3 Rb6 Bd2 Qc8 Kg3 c5 Be3 c4 Nxe7 Bxe7 Bf5 Qd8 h5 Qg8 Kh3 Bg5 Rf3 Ra6 Raf1 b4 Nxd5 Qxd5 Bxg5 bxc3 bxc3 Rb6 Be3 Rb3 Blacks 14 .. Kf8 is suboptimal and leads loss fast 41/68 06:31 3269727k 8350k +9,28 Bh6 Kg8 Rxd1 Bf8 N3h5 Bxg7 Nxg7 Qf8 Nf5 Ne7 Bxf8 Nxf5 Bxf5 Rxf8 Be6+ Kg7 Rd3 Rf4 Bxd5 c6 Rg3+ Kf8 Rf3 Rxf3 Bxf3 Kg7 Rf1 Re8 Be4 Re6 Ke2 a5 Ke3 Rh6 h3 a4 Kf4 Re6 h4 Re8 Ke3 h6 h5 Rf8 Rxf8 Kxf8 == Problem 4 == FEN: r1b1kb1r/1p1n1ppp/p2ppn2/6BB/2qNP3/2N5/PPP2PPP/R2Q1RK1 w kq - 0 1 10.Nxe6!! Qxe6 11.Nd5 Kd8 12.Bg4 Qe5 13.f4 Qxe4 (13...Qxb2 stronger but not sufficient: 14.Bxd7 Bxd7 15.Rb1 Qa3 16.Nxf6 Bb5 17.Qd4 Qc5 18.Rfd1 ±) 14.Bxd7 Bxd7 15.Nxf6 gxf6 16.Bxf6+ Kc7 17.Bxh8 and Black resigned on move 27. Stockfish 14dev 64bit 4CPU running on 2020 hardware recognises the significance of 10.Nxe6 in 1 second. Stockfish_21092606_x64_avx2: NNUE evaluation using nn-13406b1dcbe0.nnue enabled. 22/37 00:01 6955k 5367k +4,00 Nxe6 Qxe6 Nd5 Kd8 Bg4 Qe5 f4 Qxb2 Rb1 Qa3 Bxd7 Bxd7 Nxf6 Bb5 Rf3 Qxa2 c4 Bxc4 Rf2 Qa5 Nd5+ f6 Nxf6 Kc7 Rc1 b5 Qd5 gxf6 Bxf6 Kb8 Rxc4 Qe1+ Rf1 51/70 47:10 14538911k 5137k +5,76 Nxe6 Qxe6 Nd5 Kd8 Bg4 Qe5 f4 Qxe4 Bxd7 Bxd7 Nxf6 Qf5 Qd4 Kc8 Nd5 Bc6 c4 f6 Nb6+ Kb8 Bh4 Be7 Rae1 Bd8 Nxa8 Kxa8 Bf2 Kb8 Qxd6+ Bc7 Ba7+ Kc8 Qe6+ Qxe6 Rxe6 h5 h4 Rd8 Re7 g6 Be3 Ba5 Kf2 Rd6 Rc1 Bd8 Rg7 Be4 Rg8 Kd7 c5 Rd3 Rc4 Bd5 Rg7+ Ke6 Rd4 Rxd4 Bxd4 Kf5 Rd7 Bc6 Rxd8 Kxf4 Bxf6 == Problem 5 == FEN: r2qrb1k/1p1b2p1/p2ppn1p/8/3NP3/1BN5/PPP3QP/1K3RR1 w - - 0 1 21.e5!! dxe5 22.Ne4! Nh5 23.Qg6!? (stronger is 23.Qg4!! Nf4 24.Nf3 Qc7 25.Nh4 ± ) 23...exd4? (23...Nf4 24.Rxf4! exf4 25.Nf3! Qb6 26.Rg5!! covering b5 and threatening Nf6 or Ne5-f7+) 24.Ng5 1−0 Stockfish 8 64bit 3CPU running on 2016 hardware recognises the significance of 21.e5 in 5 seconds. Stockfish 12 dev (Stockfish_20062212_x64_modern) 64bit 1CPU running on 2016 hardware recognizes the significance of 21.e5 in 11 seconds. 25/42 00:06 7 963k 1309k +6,93 e5 Nh5 Ne4 dxe5 Nf3 Nf4 Qg4 Qc7 Nh4 Bc6 Nf6 g5 Rxf4 exf4 Qh5 Qe7 Ng6+ Kg7 Nxe7 Rxe7 Ng4 37/62 03:12 298 083k 1545k +10,70 e5 Ng4 Qxg4 Qg5 Qh3 Qxe5 Nde2 g5 Rxf8+ Kg7 Rff1 Rf8 Re1 Qf5 Qg3 Rad8 Nd4 Qf4 Nxe6+ Bxe6 Rxe6 Qxg3 == Problem 6 == FEN: rnbqk2r/1p3ppp/p7/1NpPp3/QPP1P1n1/P4N2/4KbPP/R1B2B1R b kq - 0 1 13... axb5!! offers an exchange to keep the white queen out of play. 14.Qxa8 Bd4 15.Nxd4 cxd4 16.Qxb8 0-0! 17.Ke1 Qh4 18.g3 Qf6 19.Bf4 g5? (Ivanchuk found 19...d3! during post-game analysis.) 20.Rc1 exf4 21.Qxf4 Qd4 22.Rd1 bxc4 23.e5 Qc3+ 24.Rd2 Re8 25.Bxd3 cxd3 −+ Tasc R30 finds 19... d3! in 2 1/2 hours. 19... Bf5!! is even stronger than 19... d3. Position is already lost at 19... d3 +8.00 for black, ... Bf5 not much better Stockfish 14dev 64bit 4CPU running on 2020 hardware recognises the significance of axb5!! in 1 second. Stockfish_21092606_x64_avx2: NNUE evaluation using nn-13406b1dcbe0.nnue enabled. 21/28 00:01 9264k 4714k -1,22 axb5 Qxa8 Bd4 Nxd4 cxd4 h3 Nf6 Bg5 0-0 cxb5 h6 Bxf6 Qxf6 Re1 Nd7 Kd1 Qg6 Qa4 Qg3 Qc2 Qxa3 Bd3 Qxb4 Qb1 46/67 1:05:00 18113493k 4644k -2,40 axb5 Qxa8 Bd4 h3 Nf6 Nxd4 exd4 Kf2 Nxe4+ Kg1 Nd7 Bg5 Qxg5 Qxc8+ Ke7 Qc7 Qe5 d6+ Qxd6 Qxd6+ Kxd6 bxc5+ Ndxc5 cxb5 d3 h4 d2 Rh3 Ke5 Be2 f5 Ra2 Rd8 Bd1 Rd4 Re3 f4 Re2 b6 a4 Kd6 Rc2 Kd5 Ra2 h6 Rb2 Nxa4 Bxa4 Rxa4 Rexd2+ Nxd2 Rxd2+ Kc4 Rd7 g6 == Problem 7 == FEN 1r1bk2r/2R2ppp/p3p3/1b2P2q/4QP2/4N3/1B4PP/3R2K1 w k - 0 1 1.Rxd8+!! Rxd8 (1...Kxd8 2.Ra7! Qe2 3.Qd4+ Ke8 4.h3 Qe1+ 5.Kh2 Rd8 6.Qc5 Qh4 7.Ba3 Rd7 8.Ra8+ Rd8 9.g3 1−0)

Torment: Tides of Numenera

Torment: Tides of Numenera is a 2017 role-playing video game developed by inXile Entertainment and published by Techland Publishing for Microsoft Windows, macOS, Linux, PlayStation 4 and Xbox One. It is a spiritual successor to 1999's Planescape: Torment. The game takes place in The Ninth World, a science fantasy campaign setting written by Monte Cook for his tabletop RPG Numenera. Torment: Tides of Numenera, like its predecessor, is primarily story-driven while placing greater emphasis on interaction with the world and characters, with combat and item accumulation taking a secondary role. The game was crowd-funded through Kickstarter in March 2013. At the campaign's conclusion, Torment: Tides of Numenera had set the record for highest-funded video game on Kickstarter with over US$4 million pledged. The release date was initially set for December 2014, but was pushed back to February 2017. == Gameplay == Torment: Tides of Numenera uses the Unity engine to display the pre-rendered 2.5D isometric perspective environments. The tabletop ruleset of Monte Cook's Numenera has been adapted to serve as the game's rule mechanic, and its Ninth World setting is where the events of Torment: Tides of Numenera take place. The player experiences the game from the point of view of the Last Castoff, a human host that was once inhabited by a powerful being, but was suddenly abandoned without memory of prior events. As with its spiritual predecessor, Planescape: Torment, the gameplay of Torment: Tides of Numenera places a large emphasis on storytelling, which unfolds through a "rich, personal narrative", and complex character interaction through the familiar dialog tree system. The player is able to select the gender of the protagonist, who will otherwise start the game as a "blank slate", and may develop his or her skills and personality from their interactions with the world. The Numenera setting provides three base character classes: Glaive (warrior), Nano (wizard) and Jack (rogue). These classes can be further customized with a number of descriptors (such as "Tough" or "Mystical") and foci, which allow the character to excel in a certain role or combat style. Instead of a classic alignment system acting as a character's ethical and moral compass, Torment: Tides of Numenera uses "Tides" to represent the reactions a person inspires in their peers. Each Tide has a specific color and embodies a number of nuanced concepts that are associated with it. The composition of Tides a character has manipulated the most determines their Legacy, which roughly describes the way they have taken in life. Different Legacies may affect what bonuses and powers certain weapons and relics provide, as well as give a character special abilities and enhance certain skills. == Synopsis == === Setting === Tides of Numenera has a science fantasy setting. In the far future (one billion years), the rise and fall of countless civilizations have left Earth in a roughly medieval state, with most of humanity living in simple settlements, surrounded by technological relics of the mysterious past. The current age is called the "Ninth World" by its scholars, who believe that eight great ages existed and were destroyed, disappeared or left the Earth for unknown reasons before the present day, leaving ruins and various oddities and artifacts behind. These artifacts are known as the "numenera" and represent what is left of the science and technology of these past civilizations. Many of them are irreparably broken, but some are still able to function in ways that are beyond the level of understanding of most humans, who believe these objects to be magical in nature. === Characters === Character complexity and dialogue depth were identified among the primary elements of the Planescape: Torment legacy to be preserved and refined by the developers of Torment: Tides of Numenera. The tormented nature of the game's protagonist, the Last Castoff, attracts other, similarly affected people. They will play a significant role in his or her story as friends and companions, or as powerful enemies. The game contains seven companions in total: Aligern, Callistege, Erritis, Matkina, Oom, Tybir, and Rhin. === Plot === The protagonist of the story, known as the Last Castoff, is the final vessel for the consciousness of an ancient man, who managed to find a way to leave his physical body and be reborn in a new one, thus achieving a kind of immortality by means of the relics. The actions of this man, known as the Changing God to some, attracted the enmity of "The Sorrow" (renamed from "The Angel of Entropy" to reduce the potential to imply a religious role), who now seeks to destroy him and his creations. The Last Castoff, being one such "creation", is also targeted by the Sorrow, and must find their master before both are undone. To do so, the protagonist must explore the Ninth World, discovering other castoffs, making friends and enemies along the way. One means of such exploration are the "Meres" – artifacts that let their user gain control over the lives of other castoffs, and experience different worlds or dimensions through them. Through these travels the Last Castoff will leave their mark on the world – their Legacy – and will find an answer to the fundamental question of the story: What does one life matter? While the overall story varies wildly depending on personal preferences and specific interactions, the central storyline follows the Last Castoff as they search for a way to defeat or escape the Sorrow. They explore Sagus Cliffs after falling from a great height into a domed structure, destroying an artifact known as a resonance chamber that is believed to be capable saving the Last Castoff from the Sorrow. Finding another castoff, Matkina, The Last uses a Mere, a repository of memory to locate the entrance to Sanctuary. Using the Mere also alters the past, allowing Matkina to be healed of her mental damage. The Last finds Sanctuary, which the Changing God created as a hiding place from the Sorrow, where the Last finds a number of castoffs who represent both sides of the Eternal War: a conflict between followers of the Changing God, and followers of the First Castoff, who believe the God is selfish and malevolent. The Sorrow breaches Sanctuary after the Last is told that the resonance chamber will "defeat" the Sorrow by destroying every castoff in existence. After escaping the Sorrow through a portal to the Bloom, an apparition appears claiming to be the actual Changing God and attempts to possess the Last by force of will. == Development == In a 2007 interview, designers Chris Avellone and Colin McComb, who had worked on Planescape: Torment, stated that although a direct sequel was not considered because the game's story was over, they were open to the idea of a similar-themed Planescape game if they could gather most of the original development team and find an "understanding set of investors". This combination was deemed infeasible at the time. Talks about creating a sequel with the help of a crowd funding platform resumed in 2012, but attempts to acquire a Planescape license from Wizards of the Coast failed. Later that year, Colin McComb joined inXile, which was at the time working on its successfully crowd funded Wasteland 2 project. The studio gained the rights to the Torment title shortly thereafter. In January 2013, inXile's CEO Brian Fargo announced that the spiritual successor to Planescape: Torment was in pre-production and would be set in the Numenera RPG universe created by Monte Cook. Cook acted as one of the designers of the Planescape setting, and Fargo saw the Numenera setting as the natural place to continue the themes of the previous Torment title. Although the connections to its predecessor will not be relatively overt, due to licensing issues, it was noted that certain traditional RPG elements are relatively hard to copyright, and some elements of Planescape: Torment may make a reappearance. Development of the game began shortly after the acquisition of the Torment license, and various inXile staff will transition over to the Numenera team as production on Wasteland 2 winds down. In late January 2013, inXile confirmed the game's title as Torment: Tides of Numenera, and announced that Planescape: Torment composer Mark Morgan would create the soundtrack. The pre-production period was initially expected to continue until October 2013. During this phase, team composition for the project was to be finalised and development would focus on production planning, game design and dialog writing. With the Wasteland 2 project facing delays in 2014, full production of Torment: Tides of Numenera was rescheduled to a later date. A Kickstarter campaign to crowd fund Torment: Tides of Numenera was launched on March 6, 2013 with a US$900,000 goal. Project director Kevin Saunders explained this choice of a funding source by stating that the traditional publisher-based funding model is flawed