AI Writing Tools

Explore the best AI Writing Tools — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Augmented Analytics

    Augmented Analytics

    Augmented Analytics is an approach of data analytics that employs the use of machine learning and natural language processing to automate analysis processes normally done by a specialist or data scientist. The term was introduced in 2017 by Rita Sallam, Cindi Howson, and Carlie Idoine in a Gartner research paper. Augmented analytics is based on business intelligence and analytics. In the graph extraction step, data from different sources are investigated. == Defining Augmented Analytics == Machine Learning – a systematic computing method that uses algorithms to sift through data to identify relationships, trends, and patterns. It is a process that allows algorithms to dynamically learn from data instead of having a set base of programmed rules. Natural language generation (NLG) – a software capability that takes unstructured data and translates it into plain-English, readable, language. Automating Insights – using machine learning algorithms to automate data analysis processes. Natural Language Query – enabling users to query data using business terms that are either typed onto a search box or spoken. == Data Democratization == Data Democratization is the democratizing data access in order to relieve data congestion and get rid of any sense of data "gatekeepers". This process must be implemented alongside a method for users to make sense of the data. This process is used in hopes of speeding up company decision making and uncovering opportunities hidden in data. There are three aspects to democratising data: Data Parameterisation and Characterisation. Data Decentralisation using an OS of blockchain and DLT technologies, as well as an independently governed secure data exchange to enable trust. Consent Market-driven Data Monetisation. When it comes to connecting assets, there are two features that will accelerate the adoption and usage of data democratisation: decentralized identity management and business data object monetization of data ownership. It enables multiple individuals and organizations to identify, authenticate, and authorize participants and organizations, enabling them to access services, data or systems across multiple networks, organizations, environments, and use cases. It empowers users and enables a personalized, self-service digital onboarding system so that users can self-authenticate without relying on a central administration function to process their information. Simultaneously, decentralized identity management ensures the user is authorized to perform actions subject to the system’s policies based on their attributes (role, department, organization, etc.) and/ or physical location. == Use cases == Agriculture – Farmers collect data on water use, soil temperature, moisture content and crop growth, augmented analytics can be used to make sense of this data and possibly identify insights that the user can then use to make business decisions. Smart Cities – Many cities across the United States, known as Smart Cities collect large amounts of data on a daily basis. Augmented analytics can be used to simplify this data in order to increase effectiveness in city management (transportation, natural disasters, etc.). Analytic Dashboards – Augmented analytics has the ability to take large data sets and create highly interactive and informative analytical dashboards that assist in many organizational decisions. Augmented Data Discovery – Using an augmented analytics process can assist organizations in automatically finding, visualizing and narrating potentially important data correlations and trends. Data Preparation – Augmented analytics platforms have the ability to take large amounts of data and organize and "clean" the data in order for it to be usable for future analyses. Business – Businesses collect large amounts of data, daily. Some examples of types of data collected in business operations include; sales data, consumer behavior data, distribution data. An augmented analytics platform provides access to analysis of this data, which could be used in making business decisions.

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  • Radiant AI

    Radiant AI

    The Radiant AI is a technology developed by Bethesda Softworks for The Elder Scrolls video games. It allows non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The technology was developed for The Elder Scrolls IV: Oblivion and expanded in The Elder Scrolls V: Skyrim; it is also used in Fallout 3, Fallout: New Vegas and Fallout 4, also published by Bethesda, with 3 and 4 being developed by them as well. == Technology == The Radiant AI technology, as it evolved in its iteration developed for Skyrim, comprises two parts: === Radiant AI === The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. The absence of individual scripting for each character allows for the construction of a world on a much larger scale than other games had developed, and aids in the creation of what Todd Howard described as an "organic feel" for the game. === Radiant Story === The Radiant Story system deals with how the game itself reacts to the player behavior, such as the creation of new dynamic quests. Dynamically generated quests are placed by the game in locations the player hasn't visited yet and are related to earlier adventures.

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  • Computational creativity

    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

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  • Lisp machine

    Lisp machine

    Lisp machines are general-purpose computers designed to efficiently run Lisp as their main software and programming language, usually via hardware support. They are an example of a high-level language computer architecture. In a sense, they were the first commercial single-user workstations. Despite being modest in number (perhaps 7,000 units total as of 1988) Lisp machines commercially pioneered some now-commonplace technologies, including networking innovations such as Chaosnet, and effective garbage collection. Several firms built and sold Lisp machines in the 1980s: Symbolics (3600, 3640, XL1200, MacIvory, and other models), Lisp Machines Incorporated (LMI Lambda), Texas Instruments (Explorer, MicroExplorer), and Xerox (Interlisp-D workstations). The operating systems were written in Lisp Machine Lisp, Interlisp (Xerox), and later partly in Common Lisp. == History == === Historical context === Artificial intelligence (AI) computer programs of the 1960s and 1970s intrinsically required what was then considered a huge amount of computer power, as measured in processor time and memory space. The power requirements of AI research were exacerbated by the Lisp symbolic programming language, when commercial hardware was designed and optimized for assembly- and Fortran-like programming languages. At first, the cost of such computer hardware meant that it had to be shared among many users. As integrated circuit technology shrank the size and cost of computers in the 1960s and early 1970s, and the memory needs of AI programs began to exceed the address space of the most common research computer, the Digital Equipment Corporation (DEC) PDP-10, researchers considered a new approach: a computer designed specifically to develop and run large artificial intelligence programs, and tailored to the semantics of the Lisp language. To provide consistent performance for interactive programs, these machines would often not be shared, but would be dedicated to a single user at a time. === Initial development === In 1973, Richard Greenblatt and Thomas Knight, programmers at Massachusetts Institute of Technology (MIT) Artificial Intelligence Laboratory (AI Lab), began what would become the MIT Lisp Machine Project when they first began building a computer hardwired to run certain basic Lisp operations, rather than run them in software, in a 24-bit tagged architecture. The machine also did incremental (or Arena) garbage collection. More specifically, since Lisp variables are typed at runtime rather than compile time, a simple addition of two variables could take five times as long on conventional hardware, due to test and branch instructions. Lisp Machines ran the tests in parallel with the more conventional single instruction additions. If the simultaneous tests failed, then the result was discarded and recomputed; this meant in many cases a speed increase by several factors. This simultaneous checking approach was used as well in testing the bounds of arrays when referenced, and other memory management necessities (not merely garbage collection or arrays). Type checking was further improved and automated when the conventional byte word of 32 bits was lengthened to 36 bits for Symbolics 3600-model Lisp machines and eventually to 40 bits or more (usually, the excess bits not accounted for by the following were used for error-correcting codes). The first group of extra bits were used to hold type data, making the machine a tagged architecture, and the remaining bits were used to implement compressed data representation (CDR) coding (wherein the usual linked list elements are compressed to occupy roughly half the space), aiding garbage collection by reportedly an order of magnitude. A further improvement was two microcode instructions which specifically supported Lisp functions, reducing the cost of calling a function to as little as 20 clock cycles, in some Symbolics implementations. The first machine was called the CONS machine (named after the list construction operator cons in Lisp). Often it was affectionately referred to as the Knight machine, perhaps since Knight wrote his master's thesis on the subject; it was extremely well received. It was subsequently improved into a version called CADR (a pun; in Lisp, the cadr function, which returns the second item of a list, is pronounced /ˈkeɪ.dəɹ/ or /ˈkɑ.dəɹ/, as some pronounce the word "cadre") which was based on essentially the same architecture. About 25 of what were essentially prototype CADRs were sold within and without MIT for ~$50,000; it quickly became the favorite machine for hacking – many of the most favored software tools were quickly ported to it (e.g. Emacs was ported from ITS in 1975). It was so well received at an AI conference held at MIT in 1978 that Defense Advanced Research Projects Agency (DARPA) began funding its development. === Commercializing MIT Lisp machine technology === In 1979, Russell Noftsker, being convinced that Lisp machines had a bright commercial future due to the strength of the Lisp language and the enabling factor of hardware acceleration, proposed to Greenblatt that they commercialize the technology. In a counter-intuitive move for an AI Lab hacker, Greenblatt acquiesced, hoping perhaps that he could recreate the informal and productive atmosphere of the Lab in a real business. These ideas and goals were considerably different from those of Noftsker. The two negotiated at length, but neither would compromise. As the proposed firm could succeed only with the full and undivided assistance of the AI Lab hackers as a group, Noftsker and Greenblatt decided that the fate of the enterprise was up to them, and so the choice should be left to the hackers. The ensuing discussions of the choice divided the lab into two factions. In February 1979, matters came to a head. The hackers sided with Noftsker, believing that a commercial venture-fund-backed firm had a better chance of surviving and commercializing Lisp machines than Greenblatt's proposed self-sustaining start-up. Greenblatt lost the battle. It was at this juncture that Symbolics, Noftsker's enterprise, slowly came together. While Noftsker was paying his staff a salary, he had no building or any equipment for the hackers to work on. He bargained with Patrick Winston that, in exchange for allowing Symbolics' staff to keep working out of MIT, Symbolics would let MIT use internally and freely all the software Symbolics developed. A consultant from CDC, who was trying to put together a natural language computer application with a group of West-coast programmers, came to Greenblatt, seeking a Lisp machine for his group to work with, about eight months after the disastrous conference with Noftsker. Greenblatt had decided to start his own rival Lisp machine firm, but he had done nothing. The consultant, Alexander Jacobson, decided that the only way Greenblatt was going to start the firm and build the Lisp machines that Jacobson desperately needed was if Jacobson pushed and otherwise helped Greenblatt launch the firm. Jacobson pulled together business plans, a board, a partner for Greenblatt (one F. Stephen Wyle). The newfound firm was named LISP Machine, Inc. (LMI), and was funded by CDC orders, via Jacobson. Around this time Symbolics (Noftsker's firm) began operating. It had been hindered by Noftsker's promise to give Greenblatt a year's head start, and by severe delays in procuring venture capital. Symbolics still had the major advantage that while 3 or 4 of the AI Lab hackers had gone to work for Greenblatt, 14 other hackers had signed onto Symbolics. Two AI Lab people were not hired by either: Richard Stallman and Marvin Minsky. Stallman, however, blamed Symbolics for the decline of the hacker community that had centered around the AI lab. For two years, from 1982 to the end of 1983, Stallman worked by himself to clone the output of the Symbolics programmers, with the aim of preventing them from gaining a monopoly on the lab's computers. Regardless, after a series of internal battles, Symbolics did get off the ground in 1980/1981, selling the CADR as the LM-2, while Lisp Machines, Inc. sold it as the LMI-CADR. Symbolics did not intend to produce many LM-2s, since the 3600 family of Lisp machines was supposed to ship quickly, but the 3600s were repeatedly delayed, and Symbolics ended up producing ~100 LM-2s, each of which sold for $70,000. Both firms developed second-generation products based on the CADR: the Symbolics 3600 and the LMI-LAMBDA (of which LMI managed to sell ~200). The 3600, which shipped a year late, expanded on the CADR by widening the machine word to 36-bits, expanding the address space to 28-bits, and adding hardware to accelerate certain common functions that were implemented in microcode on the CADR. The LMI-LAMBDA, which came out a year after the 3600, in 1983, was compatible with the CADR (it could run CADR microcode), but hardware differences existed. Texas Instruments (TI) joined the fray whe

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  • DBGallery

    DBGallery

    DBGallery, short for Database Gallery, is a cloud-based Software as a Service (SaaS) and on-prem webserver for teams of various sizes. DBGallery enables users to centrally store, manage, catalog, archive, and securely share image, video, and document files. It facilitates version control, detects duplicates, and offers an intuitive and advanced search functionality, making assets easily accessible to all users. It takes advantage of current AI technologies to automatically add significant metadata to images, facilitates custom-trained AI models, and offers bespoke AI features. Additionally, DBGallery provides team management tools, workflow management, an activity audit trail, and other collaborative features that foster a productive environment for both internal and external stakeholders. == History == DBGallery's first public release was December 2007. Since then each year has seen continuous enhancements. 2013 added support for additional non-English languages in its meta-data. 2014 added support for creating custom data fields for tagging and search. In 2015 included the ability to auto-tag images using Reverse Geocoding. 2018 added artificial intelligence (AI) image recognition as a further addition to auto-tagging. March 2020 added complete image collection management via the web (e.g. file and folder drag and drop), a new collection dashboard, custom data layouts, and an improved audit trail. 2021 saw user experience improvements provided by improved styling and performance enhancements. Version 12 was released in October 2021. It added the ability to upload unlimited file sizes and made significant performance improvements for very large collections. June 2022 saw the release of a global duplicate images search. In late 2022, DBGallery began offering significantly reduced cloud storage cost, at a third of its previous prices, which played into its recent high-volume/high-capacity capabilities and its clients' subsequent demand for additional storage. 2023 saw improvements in user and role management, introduced it's mobile app (PWA), and improved custom-trained object detection. Release 14.0 in the spring of 2024 had large sharing improvements and a new find related images feature. Winter 2025's v15 release introduced AI-generated image descriptions, image-to-text, and facial recognition.

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  • Colossus (supercomputer)

    Colossus (supercomputer)

    Colossus is a supercomputer developed by xAI. Construction began in 2024 in Memphis, Tennessee; the system became operational in July 2024. It is currently the world's largest AI supercomputer. Colossus's primary purpose is to train the company's chatbot, Grok. In addition, Colossus provides computing support to the social-media platform X and to other projects of Elon Musk, such as SpaceX. In 2025, it expanded to neighboring Southaven, Mississippi across the Tennessee–Mississippi border. As of May 6, 2026, Anthropic has agreed to rent all compute capacity at the Colossus 1 data center. == Background == Colossus was launched in September 2024 at a former Electrolux site in South Memphis to train the AI language model Grok. Within 19 days of the project's conception, xAI was ready to begin construction. The site was chosen because the abandoned Electrolux building could be repurposed to expedite construction and its proximity to a nearby wastewater treatment facility provided a water source. As of February 2025, xAI plans to build an $80 million facility to process additional wastewater for use at the supercomputer. === xAI === Musk incorporated xAI in March 2023 with the stated purpose of understanding the "nature of the universe". The team includes former members of OpenAI, DeepMind, Microsoft, and Tesla. Musk was one of the founding members of the company OpenAI, investing up to US$45 million in 2015. He left OpenAI in 2018, reportedly to avoid conflicts of interest with Tesla. It has also been reported that he had made a bid for leadership at OpenAI and left when his proposal was rejected. The exact reasons for his departure from the company are unclear. Both Dell Technologies and Supermicro partnered with xAI to build the supercomputer. It was originally powered by 100,000 Nvidia graphics processing units (GPUs) and was constructed in 122 days. 3 months after the first 100,000 GPUs were deployed, xAI announced that they had increased the system to 200,000 GPUs and that they intended to continue increasing the computer's processing power to 1 million GPUs. As of April 2025, xAI claimed Colossus was the largest AI training platform in the world. == Choice of location == xAI selected Memphis, in southwestern Tennessee, as the site for Colossus in part because an existing industrial facility allowed the project to proceed more quickly than constructing a new data center. Elon Musk was initially told that building a data center would take 18–24 months. The company instead searched for a vacant facility and selected the former Electrolux factory in Memphis. Electrolux opened the facility in 2012 and operated it for about eight years before closing it in 2020 after relocating operations to Springfield, Tennessee. The building covered 785,000 sq ft (72,900 m2) and had been purchased by Phoenix Investors in December 2023 for $35 million . Because the structure was already in place, work on the supercomputer could begin immediately rather than waiting for a new facility to be constructed. According to Forbes, xAI considered seven or eight other sites before selecting Memphis, and Musk finalized the decision to build in Memphis in about a week. The decision was finalized in March 2024, after which construction began. xAI publicly announced in June 2024 that Colossus would be built in Memphis. The building itself was not the only reason xAI selected Memphis. According to the Greater Memphis Chamber, the company chose the city because of its "reliable power grid, ability to create a water recycling facility, proximity to the Mississippi River and ample land". The city was also able to provide the large amounts of electricity and water needed to operate the supercomputer. At full capacity, the system was expected to require 150 megawatts of electricity and millions of gallons of water per day. The project also relied on partnerships with local and regional organizations including Memphis Light, Gas and Water (MLGW), Tennessee Valley Authority (TVA), the City of Memphis, and Shelby County. The city also provided financial incentives for the project. == Environmental impact == AI data centers consume large amounts of energy. At the site of Colossus in South Memphis, the grid connection was only 8 MW, so xAI applied to temporarily set up more than a dozen gas turbines (Voltagrid’s 2.5 MW units and Solar Turbines’ 16 MW SMT-130s) which would steadily burn methane gas from a 16-inch natural gas main. Aerial imagery in April 2025 showed 35 gas turbines had been set up at a combined 422 MW. These turbines have been estimated to generate about "72 megawatts, which is approximately 3% of the (TVA) power grid". The higher number of gas turbines and the subsequent emissions requires xAI to have a major source permit. In Memphis, xAI was able to avoid some environmental rules in the construction of Colossus, such as operating without permits for the on-site methane gas turbines because they are "portable". The Shelby County Health Department told NPR that "it only regulates gas-burning generators if they're in the same location for more than 364 days". However, in a January 2026 ruling, the EPA revised its New Source Performance Standard and announced that large methane gas turbines require permits even for temporary operations. In November 2024, the grid connection was upgraded to 150 MW, and some turbines were removed. Along with high electricity needs, the expected water demand is over five million gallons of water per day. While xAI has stated they plan to work with MLGW on a wastewater treatment facility and the installation of 50 megawatts of large battery storage facilities, there are currently no concrete plans in place aside from a one-page factsheet shared by MLGW. == Community response == The plan to build Colossus in Memphis was unknown to residents, City Council members, and environmental agencies. Many did not find out about the project until the day before, or the day of, as they watched the announcement on the local news. Keshaun Pearson, president of Memphis Community Against Pollution, stated that there is a historical lack of transparency and communication surrounding environmental issues in Memphis. Some community members in Memphis have expressed concern about the potential for additional air and water pollution caused by the supercomputer. In a letter to the Shelby County Health Department, the Southern Environmental Law Center stated the emissions from the turbines make the facility "...likely the largest industrial emitter of NOx in Memphis..." This is due to data supplied by the manufacturer showing that "...xAI emits between 1,200 and 2,000 tons of smog-forming nitrogen oxides (NOx)..." At a public Shelby County Commissioner's hearing on April 9, 2025, residents living near the site of Colossus voiced complaints about air quality, noting that they have chronic respiratory issues related to living in a polluted section of Memphis. One woman said she smells "everything but the right thing and the right thing is the clean air." Other residents voiced frustration that Brent Mayo, the senior xAI official responsible for building out xAI's infrastructure, did not attend the meeting to discuss community concerns. Keshaun Pearson also stated that "We're getting more and more days a year where it is unhealthy for us to go outside." People living near the site of Colossus have said they were not offered the opportunity for a public review of the plans, nor were they provided with information on how their community could potentially benefit. The community is also concerned about the strain on the power grid. Memphis's peak demand is around 3 GW. In November 2024, TVA approved xAI's request for access to more than 100 megawatts of power to Colossus which is supplied by MLGW. In December 2022, MLGW imposed (then rescinded) rolling blackouts during several days of extreme cold, straining the power grid. In a letter to the TVA, the SELC "urged the agency to 'prioritize Memphis families' access to reliable power over the 'secondary purpose' of serving xAI". == Current progress == In early December 2024, Ted Townsend detailed how the power of Colossus doubled in its processing capability. When it first went online in September 2024, it was using "100,000 Nvidia H100 processing chips". This initial launch demonstrated Colossus to be the largest supercomputer globally. The maximum power consumption increased from 150 to 250 MW. As of June 2025, the supercomputer consists of 150,000 H100 GPUs, 50,000 H200 GPUs, and 30,000 GB200 GPUs. Another 110,000 GB200 GPUs are to be brought online at a second data center, also in the Memphis area. The expansion of this supercomputer has already been discussed and will be the second phase of the project. xAI also plans to increase Colossus to 1 million GPUs. Because the supercomputer currently utilizes gas turbines for power, alongside 168 Tesla Megapack battery storage units. xAI is also looking to add more

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  • Parents & Kids Safe AI Coalition

    Parents & Kids Safe AI Coalition

    The Parents & Kids Safe AI Coalition is a political action committee that advocates for regulation of artificial intelligence on child safety. As of April 2026, the group is funded solely by the artificial intelligence company OpenAI, which pledged $10 million to the effort. == History == In October 2025, California Gov. Gavin Newsom vetoed Assembly Bill 1064. Sponsored by Common Sense Media, the bill would have introduced stronger child safety protections for AI chatbots. The following month, Common Sense Media founder Jim Steyer filed a ballot initiative intended to restore the "guardrails" lost in the veto. In response, OpenAI introduced a competing initiative. In January 2026, Common Sense Media and OpenAI announced that they would be working together on a compromise ballot initiative, the Parents & Kids Safe AI Act. Reporting indicated that initial outreach emails to child safety organizations failed to disclose OpenAI's involvement. Several advocacy groups signed an open letter claiming the initiative would shield AI companies from liability and undermine age verification, among other concerns. After Common Sense Media met with opposing groups in February, the ballot initiative was put on hold and the organizations involved sought to negotiate with the Legislature instead. The Parents & Kids Safe AI Coalition was founded to support this effort. In March 2026, the group reached out to some of the same groups contacted earlier, asking them to endorse its list of policy priorities. Again, some organizations reported being unaware of OpenAI's level of involvement. At least two groups withdrew from the coalition after learning about the financial ties. The priorities themselves were described as "vague but fairly uncontroversial" by The San Francisco Standard.

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  • Capsule neural network

    Capsule neural network

    A capsule neural network (CapsNet) is a machine learning system that is a type of artificial neural network (ANN) that can be used to better model hierarchical relationships. The approach is an attempt to more closely mimic biological neural organization. The idea is to add structures called "capsules" to a convolutional neural network (CNN), and to reuse output from several of those capsules to form more stable (with respect to various perturbations) representations for higher capsules. The output is a vector consisting of the probability of an observation, and a pose for that observation. This vector is similar to what is done for example when doing classification with localization in CNNs. Among other benefits, capsnets address the "Picasso problem" in image recognition: images that have all the right parts but that are not in the correct spatial relationship (e.g., in a "face", the positions of the mouth and one eye are switched). For image recognition, capsnets exploit the fact that while viewpoint changes have nonlinear effects at the pixel level, they have linear effects at the part/object level. This can be compared to inverting the rendering of an object of multiple parts. == History == In 2000, Geoffrey Hinton et al. described an imaging system that combined segmentation and recognition into a single inference process using parse trees. So-called credibility networks described the joint distribution over the latent variables and over the possible parse trees. That system proved useful on the MNIST handwritten digit database. A dynamic routing mechanism for capsule networks was introduced by Hinton and his team in 2017. The approach was claimed to reduce error rates on MNIST and to reduce training set sizes. Results were claimed to be considerably better than a CNN on highly overlapped digits. In Hinton's original idea one minicolumn would represent and detect one multidimensional entity. == Transformations == An invariant is an object property that does not change as a result of some transformation. For example, the area of a circle does not change if the circle is shifted to the left. Informally, an equivariant is a property that changes predictably under transformation. For example, the center of a circle moves by the same amount as the circle when shifted. A nonequivariant is a property whose value does not change predictably under a transformation. For example, transforming a circle into an ellipse means that its perimeter can no longer be computed as π times the diameter. In computer vision, the class of an object is expected to be an invariant over many transformations. I.e., a cat is still a cat if it is shifted, turned upside down or shrunken in size. However, many other properties are instead equivariant. The volume of a cat changes when it is scaled. Equivariant properties such as a spatial relationship are captured in a pose, data that describes an object's translation, rotation, scale and reflection. Translation is a change in location in one or more dimensions. Rotation is a change in orientation. Scale is a change in size. Reflection is a mirror image. Unsupervised capsnets learn a global linear manifold between an object and its pose as a matrix of weights. In other words, capsnets can identify an object independent of its pose, rather than having to learn to recognize the object while including its spatial relationships as part of the object. In capsnets, the pose can incorporate properties other than spatial relationships, e.g., color (cats can be of various colors). Multiplying the object by the manifold poses the object (for an object, in space). == Pooling == Capsnets reject the pooling layer strategy of conventional CNNs that reduces the amount of detail to be processed at the next higher layer. Pooling allows a degree of translational invariance (it can recognize the same object in a somewhat different location) and allows a larger number of feature types to be represented. Capsnet proponents argue that pooling: violates biological shape perception in that it has no intrinsic coordinate frame; provides invariance (discarding positional information) instead of equivariance (disentangling that information); ignores the linear manifold that underlies many variations among images; routes statically instead of communicating a potential "find" to the feature that can appreciate it; damages nearby feature detectors, by deleting the information they rely upon. == Capsules == A capsule is a set of neurons that individually activate for various properties of a type of object, such as position, size and hue. Formally, a capsule is a set of neurons that collectively produce an activity vector with one element for each neuron to hold that neuron's instantiation value (e.g., hue). Graphics programs use instantiation value to draw an object. Capsnets attempt to derive these from their input. The probability of the entity's presence in a specific input is the vector's length, while the vector's orientation quantifies the capsule's properties. Artificial neurons traditionally output a scalar, real-valued activation that loosely represents the probability of an observation. Capsnets replace scalar-output feature detectors with vector-output capsules and max-pooling with routing-by-agreement. Because capsules are independent, when multiple capsules agree, the probability of correct detection is much higher. A minimal cluster of two capsules considering a six-dimensional entity would agree within 10% by chance only once in a million trials. As the number of dimensions increase, the likelihood of a chance agreement across a larger cluster with higher dimensions decreases exponentially. Capsules in higher layers take outputs from capsules at lower layers, and accept those whose outputs cluster. A cluster causes the higher capsule to output a high probability of observation that an entity is present and also output a high-dimensional (20-50+) pose. Higher-level capsules ignore outliers, concentrating on clusters. This is similar to the Hough transform, the RHT and RANSAC from classic digital image processing. == Routing by agreement == The outputs from one capsule (child) are routed to capsules in the next layer (parent) according to the child's ability to predict the parents' outputs. Over the course of a few iterations, each parents' outputs may converge with the predictions of some children and diverge from those of others, meaning that that parent is present or absent from the scene. For each possible parent, each child computes a prediction vector by multiplying its output by a weight matrix (trained by backpropagation). Next the output of the parent is computed as the scalar product of a prediction with a coefficient representing the probability that this child belongs to that parent. A child whose predictions are relatively close to the resulting output successively increases the coefficient between that parent and child and decreases it for parents that it matches less well. This increases the contribution that that child makes to that parent, thus increasing the scalar product of the capsule's prediction with the parent's output. After a few iterations, the coefficients strongly connect a parent to its most likely children, indicating that the presence of the children imply the presence of the parent in the scene. The more children whose predictions are close to a parent's output, the more quickly the coefficients grow, driving convergence. The pose of the parent (reflected in its output) progressively becomes compatible with that of its children. The coefficients' initial logits are the log prior probabilities that a child belongs to a parent. The priors can be trained discriminatively along with the weights. The priors depend on the location and type of the child and parent capsules, but not on the current input. At each iteration, the coefficients are adjusted via a "routing" softmax so that they continue to sum to 1 (to express the probability that a given capsule is the parent of a given child.) Softmax amplifies larger values and diminishes smaller values beyond their proportion of the total. Similarly, the probability that a feature is present in the input is exaggerated by a nonlinear "squashing" function that reduces values (smaller ones drastically and larger ones such that they are less than 1). This dynamic routing mechanism provides the necessary deprecation of alternatives ("explaining away") that is needed for segmenting overlapped objects. This learned routing of signals has no clear biological equivalent. Some operations can be found in cortical layers, but they do not seem to relate this technique. === Math/code === The pose vector u i {\textstyle \mathbf {u} _{i}} is rotated and translated by a matrix W i j {\textstyle \mathbf {W} _{ij}} into a vector u ^ j | i {\textstyle \mathbf {\hat {u}} _{j|i}} that predicts the output of the parent capsule. u ^ j | i = W i j u i {\displaystyle \mathbf {

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  • Intelligent control

    Intelligent control

    Intelligent control is a class of control techniques that use various artificial intelligence computing approaches like neural networks, Bayesian probability, fuzzy logic, machine learning, reinforcement learning, evolutionary computation and genetic algorithms. == Overview == Intelligent control can be divided into the following major sub-domains: Neural network control Machine learning control Reinforcement learning Bayesian control Fuzzy control Neuro-fuzzy control Expert Systems Genetic control New control techniques are created continuously as new models of intelligent behavior are created and computational methods developed to support them. === Neural network controller === Neural networks have been used to solve problems in almost all spheres of science and technology. Neural network control basically involves two steps: System identification Control It has been shown that a feedforward network with nonlinear, continuous and differentiable activation functions have universal approximation capability. Recurrent networks have also been used for system identification. Given, a set of input-output data pairs, system identification aims to form a mapping among these data pairs. Such a network is supposed to capture the dynamics of a system. For the control part, deep reinforcement learning has shown its ability to control complex systems. === Bayesian controllers === Bayesian probability has produced a number of algorithms that are in common use in many advanced control systems, serving as state space estimators of some variables that are used in the controller. The Kalman filter and the Particle filter are two examples of popular Bayesian control components. The Bayesian approach to controller design often requires an important effort in deriving the so-called system model and measurement model, which are the mathematical relationships linking the state variables to the sensor measurements available in the controlled system. In this respect, it is very closely linked to the system-theoretic approach to control design.

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  • Library classification

    Library classification

    A library classification is a system used within a library to organize materials, including books, sound and video recordings, electronic materials, etc., both on shelves and in catalogs and indexes. Each item is typically assigned a call number, which identifies the location of the item within the system. Materials can be arranged by many different factors, typically in either a hierarchical tree structure based on the subject or using a faceted classification system, which allows the assignment of multiple classifications to an object, enabling the classifications to be ordered in many ways. == Description == Library classification is an important and crucial aspect in library and information science. It is distinct from scientific classification in that it has as its goal to provide a useful ordering of documents rather than a theoretical organization of knowledge. Although it has the practical purpose of creating a physical ordering of documents, it does generally attempt to adhere to accepted scientific knowledge. Library classification helps to accommodate all the newly published literature in an already created order of arrangement in a filial sequence. Library classification can be defined as the arrangement of books on shelves, or description of them, in the manner which is most useful to those who read with the ultimate aim of grouping similar things together. Library classification is meant to achieve these four purposes: ordering the fields of knowledge in a systematic way, bring related items together in the most helpful sequence, provide orderly access on the shelf, and provide a location for an item on the shelf. Library classification is distinct from the application of subject headings in that classification organizes knowledge into a systematic order, while subject headings provide access to intellectual materials through vocabulary terms that may or may not be organized as a knowledge system. The characteristics that a bibliographic classification demands for the sake of reaching these purposes are: a useful sequence of subjects at all levels, a concise memorable notation, and a host of techniques and devices of number synthesis. == History == Library classifications were preceded by classifications used by bibliographers such as Conrad Gessner. The earliest library classification schemes organized books in broad subject categories. The earliest known library classification scheme is the Pinakes by Callimachus, a scholar at the Library of Alexandria during the third century BC. During the Renaissance and Reformation era, "Libraries were organized according to the whims or knowledge of individuals in charge." This changed the format in which various materials were classified. Some collections were classified by language and others by how they were printed. After the printing revolution in the sixteenth century, the increase in available printed materials made such broad classification unworkable, and more granular classifications for library materials had to be developed in the nineteenth century. In 1627 Gabriel Naudé published a book called Advice on Establishing a Library. At the time, he was working in the private library of Président à mortier Henri de Mesmes II. Mesmes had around 8,000 printed books and many more Greek, Latin and French written manuscripts. Although it was a private library, scholars with references could access it. The purpose of Advice on Establishing a Library was to identify rules for private book collectors to organize their collections in a more orderly way to increase the collection's usefulness and beauty. Naudé developed a classification system based on seven different classes: theology, medicine, jurisprudence, history, philosophy, mathematics, and the humanities. These seven classes would later be increased to twelve. Advice on Establishing a Library was about a private library, but within the same book, Naudé encouraged the idea of public libraries open to all people regardless of their ability to pay for access to the collection. One of the most famous libraries that Naudé helped improve was the Bibliothèque Mazarine in Paris. Naudé spent ten years there as a librarian. Because of Naudé's strong belief in free access to libraries to all people, the Bibliothèque Mazarine became the first public library in France around 1644. Although libraries created order within their collections from as early as the fifth century BC, the Paris Bookseller's classification, developed in 1842 by Jacques Charles Brunet, is generally seen as the first of the modern book classifications. Brunet provided five major classes: theology, jurisprudence, sciences and arts, belles-lettres, and history. Classification can now be seen as a provider of subject access to information in a networked environment. == Types == There are many standard systems of library classification in use, and many more have been proposed over the years. However, in general, classification systems can be divided into three types depending on how they are used: === Universal schemes === Covers all subjects, e.g. the Dewey Decimal Classification (DDC), Universal Decimal Classification (UDC), and Colon Classification (CC). === Specific classification schemes === Covers particular subjects or types of materials, e.g. Iconclass (art), British Catalogue of Music Classification, and Dickinson classification (music), or the NLM Classification (medicine). === National schemes === Specially created for certain countries, e.g. Swedish library classification system, SAB (Sveriges Allmänna Biblioteksförening). The Library of Congress Classification was designed around the collection of the US Library of Congress and has an American, European, and Christian bias. Nevertheless, it is used widely in large academic and research libraries. In terms of functionality, classification systems are often described as: === Enumerative === Subject headings are listed alphabetically, with numbers assigned to each heading in alphabetical order. === Hierarchical === Subjects are divided hierarchically, from most general to most specific. === Faceted/analytico-synthetic === Subjects are divided into mutually exclusive orthogonal facets. There are few completely enumerative systems or faceted systems; most systems are a blend but favouring one type or the other. The most common classification systems, LCC and DDC, are essentially enumerative, though with some hierarchical and faceted elements (more so for DDC), especially at the broadest and most general level. The first true faceted system was the colon classification of S. R. Ranganathan. == Methods or systems == Classification types denote the classification or categorization according to the form or characteristics or qualities of a classification scheme or schemes. Method and system has similar meaning. Method or methods or system means the classification schemes like Dewey Decimal Classification or Universal Decimal Classification. The types of classification is for identifying and understanding or education or research purposes while classification method means those classification schemes like DDC, UDC. === English language universal classification systems === The most common systems in English-speaking countries are: Dewey Decimal Classification (DDC) Library of Congress Classification (LCC) Universal Decimal Classification (UDC) Other systems include: Book Industry Standards and Communications (BISAC), originally developed for use by U.S. booksellers, has become increasingly popular in libraries. Bliss bibliographic classification used in some British libraries Colon classification (CC) Garside classification used in most libraries of University College London Gladstone Library Classification, devised by W.E. Gladstone and used exclusively at Gladstone's Library Harvard-Yenching Classification, an English classification system for Chinese language materials === Non-English universal classification systems === German Regensburger Verbundklassifikation (RVK) A system of book classification for Chinese libraries (Liu's Classification) library classification for user New Classification Scheme for Chinese Libraries Nippon Decimal Classification (NDC) Chinese Library Classification (CLC) Korean Decimal Classification (KDC) Russian Library-Bibliographical Classification (BBK) Swedish library classification system (SAB) === Universal classification systems that rely on synthesis (faceted systems) === Bliss bibliographic classification Colon classification Cutter Expansive Classification Universal Decimal Classification Newer classification systems tend to use the principle of synthesis (combining codes from different lists to represent the different attributes of a work) heavily, which is comparatively lacking in LC or DDC. == Practice == Library classification is associated with library (descriptive) cataloging under the rubric of cataloging and classification, sometimes grouped together as technical serv

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • Project Mariner

    Project Mariner

    Project Mariner was a research prototype developed by Google DeepMind that explored human-agent interactions, particularly within web browsers. It automated tasks such as online shopping, information retrieval, and form-filling, aiming to enhance user productivity by delegating routine web-based tasks to an AI agent. Project Mariner operated as an experimental Chrome extension that understands the contents of your screen, including images, code, forms, and more. It could interpret complex goals, plan actionable steps, and navigate websites to carry out tasks, while keeping the user informed and allowing them to intervene at any time. As of May 2025, Project Mariner was available to Google AI Ultra subscribers in the US and was being integrated into the Gemini API and Vertex AI, allowing developers to build applications powered by the agent Google plans to bring Project Mariner’s capabilities to more countries and integrate it into Google Search's AI Mode, which was currently in the Search Labs testing phase. Project Mariner was discontinued on May 4, 2026.

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  • Biopython

    Biopython

    Biopython is an open-source collection of non-commercial Python modules for computational biology and bioinformatics. It makes robust and well-tested code easily accessible to researchers. Python is an object-oriented programming language and is a suitable choice for automation of common tasks. The availability of reusable libraries saves development time and lets researchers focus on addressing scientific questions. Biopython is constantly updated and maintained by a large team of volunteers across the globe. Biopython contains parsers for diverse bioinformatic sequence, alignment, and structure formats. Sequence formats include FASTA, FASTQ, GenBank, and EMBL. Alignment formats include Clustal, BLAST, PHYLIP, and NEXUS. Structural formats include the PDB, which contains the 3D atomic coordinates of the macromolecules. It has provisions to access information from biological databases like NCBI, Expasy, PBD, and BioSQL. This can be used in scripts or incorporated into their software. Biopython contains a standard sequence class, sequence alignment, and motif analysis tools. It also has clustering algorithms, a module for structural biology, and a module for phylogenetics analysis. == History == The development of Biopython began in 1999, and it was first released in July 2000. First "semi-complete" and "semi-stable" release was done in March 2001 and December 2002 respectively. It was developed during a similar time frame and with analogous goals to other projects that added bioinformatics capabilities to their respective programming languages, including BioPerl, BioRuby and BioJava. Early developers on the project included Jeff Chang, Andrew Dalke and Brad Chapman, though over 100 people have made contributions to date. In 2007, a similar Python project, namely PyCogent, was established. The initial scope of Biopython involved accessing, indexing and processing biological sequence files. The retrieved data from common biological databases will then be parsed into a python data structure. While this is still a major focus, over the following years added modules have extended its functionality to cover additional areas of biology. The key challenge in the design of parsers for bioinformatics file formats is the frequency at which the data formats change. This is due to inadequate curation of the structure of the data, and changes in the database contents. This problem is overcome by the application of a standard event-oriented parser design (see Key features and examples). As of version 1.77, Biopython no longer supports Python 2. The current stable release of Biopython version 1.85 was released on 15 January 2025. It only supports Python 3 and the recent releases of Biopython require NumPy (and not Numeric). == Design == Wherever possible, Biopython follows the conventions used by the Python programming language to make it easier for users familiar with Python. For example, Seq and SeqRecord objects can be manipulated via slicing, in a manner similar to Python's strings and lists. It is also designed to be functionally similar to other Bio projects, such as BioPerl. It is organized into modular sub-packages, e.g., Bio.Seq, Bio.Align, Bio.PDB, Bio.Entrez each of them useful in a different bioinformatics domain. It used principles, like encapsulation and polymorphism, notably in classes Seq, SeqRecord, and Bio.PDB.Structure. It can also interoperate with other Python tools (Pandas, Matplotlib and SciPy). Biopython can read and write most common file formats for each of its functional areas, and its license is permissive and compatible with most other software licenses, which allows Biopython to be used in a variety of software projects. == Requirements == Biopython is currently supported and tested with the following Python implementations: Python 3 or PyPy3 NumPy == Key features and examples == === Input and output === Biopython can read and write to a number of common formats. When reading files, descriptive information in the file is used to populate the members of Biopython classes, such as SeqRecord. This allows records of one file format to be converted into others. Very large sequence files can exceed a computer's memory resources, so Biopython provides various options for accessing records in large files. They can be loaded entirely into memory in Python data structures, such as lists or dictionaries, providing fast access at the cost of memory usage. Alternatively, the files can be read from disk as needed, with slower performance but lower memory requirements. === Sequences === A core concept in Biopython is the biological sequence, and this is represented by the Seq class. A Biopython Seq object is similar to a Python string in many respects: it supports the Python slice notation, can be concatenated with other sequences and is immutable. This object includes both general string-like and biological sequence-specific methods. It is best to store information about the biological type (DNA, RNA, protein) separately from the sequence, rather than using an explicit alphabet argument. === Sequence annotation === The SeqRecord class describes sequences, along with information such as name, description and features in the form of SeqFeature objects. Each SeqFeature object specifies the type of the feature and its location. Feature types can be ‘gene’, ‘CDS’ (coding sequence), ‘repeat_region’, ‘mobile_element’ or others, and the position of features in the sequence can be exact or approximate. === Accessing online databases === Through the Bio.Entrez module, users of Biopython can download biological data from NCBI databases. Each of the functions provided by the Entrez search engine is available through functions in this module, including searching for and downloading records. === Phylogeny === The Bio.Phylo module provides tools for working with and visualising phylogenetic trees. A variety of file formats are supported for reading and writing, including Newick, NEXUS and phyloXML. Common tree manipulations and traversals are supported via the Tree and Clade objects. Examples include converting and collating tree files, extracting subsets from a tree, changing a tree's root, and analysing branch features such as length or score. Rooted trees can be drawn in ASCII or using matplotlib (see Figure 1), and the Graphviz library can be used to create unrooted layouts (see Figure 2). === Genome diagrams === The GenomeDiagram module provides methods of visualising sequences within Biopython. Sequences can be drawn in a linear or circular form (see Figure 3), and many output formats are supported, including PDF and PNG. Diagrams are created by making tracks and then adding sequence features to those tracks. By looping over a sequence's features and using their attributes to decide if and how they are added to the diagram's tracks, one can exercise much control over the appearance of the final diagram. Cross-links can be drawn between different tracks, allowing one to compare multiple sequences in a single diagram. === Macromolecular structure === The Bio.PDB module can load molecular structures from PDB and mmCIF files, and was added to Biopython in 2003. The Structure object is central to this module, and it organises macromolecular structure in a hierarchical fashion: Structure objects contain Model objects which contain Chain objects which contain Residue objects which contain Atom objects. Disordered residues and atoms get their own classes, DisorderedResidue and DisorderedAtom, that describe their uncertain positions. Using Bio.PDB, one can navigate through individual components of a macromolecular structure file, such as examining each atom in a protein. Common analyses can be carried out, such as measuring distances or angles, comparing residues and calculating residue depth. === Population genetics === The Bio.PopGen module adds support to Biopython for Genepop, a software package for statistical analysis of population genetics. This allows for analyses of Hardy–Weinberg equilibrium, linkage disequilibrium and other features of a population's allele frequencies. This module can also carry out population genetic simulations using coalescent theory with the fastsimcoal2 program. === Wrappers for command line tools === Biopython previously included command-line wrappers for tools such as BLAST, Clustal, EMBOSS, and SAMtools. This option allowed users to run external tool commands from within the code using specialized Biopython classes. However, Bio.Application modules and their wrappers have deprecated and will be removed in future Biopython releases. The main reason for this is the high maintenance burden of updating them with the evolving external tools. The recommended approach is to directly construct and execute command-line tool commands using Python’s built-in subprocess module. This method provides flexibility and removes the dependency on the Biopython wrappers. subprocess is a native Python module useful for running ext

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  • Drools

    Drools

    Drools is a business rule management system (BRMS) with a forward and backward chaining inference-based rules engine, more correctly known as a production rule system, using an enhanced implementation of the Rete algorithm. Drools supports the Java Rules Engine API (Java Specification Request 94) standard for its business rule engine and enterprise framework for the construction, maintenance, and enforcement of business policies in an organization, application, or service. == Drools in Apache Kie == Drools, as part of the Kie Community has entered Apache Incubator in January, 2023. == Red Hat Decision Manager == Red Hat Decision Manager (formerly Red Hat JBoss BRMS) is a business rule management system and reasoning engine for business policy and rules development, access, and change management. JBoss Enterprise BRMS is a productized version of Drools with enterprise-level support available. JBoss Rules is also a productized version of Drools, but JBoss Enterprise BRMS is the flagship product. Components of the enterprise version: JBoss Enterprise Web Platform – the software infrastructure, supported to run the BRMS components only JBoss Enterprise Application Platform or JBoss Enterprise SOA Platform – the software infrastructure, supported to run the BRMS components only Business Rules Engine – Drools Expert using the Rete algorithm and the Drools Rule Language (DRL) Business Rules Manager – Drools Guvnor - Guvnor is a centralized repository for Drools Knowledge Bases, with rich web-based GUIs, editors, and tools to aid in the management of large numbers of rules. Business Rules Repository – Drools Guvnor Drools and Guvnor are JBoss Community open source projects. As they are mature, they are brought into the enterprise-ready product JBoss Enterprise BRMS. Components of the JBoss Community version: Drools Guvnor (Business Rules Manager) – a centralized repository for Drools Knowledge Bases Drools Expert (rule engine) – uses the rules to perform reasoning Drools Flow (process/workflow), or jBPM 5 – provides for workflow and business processes Drools Fusion (event processing/temporal reasoning) – provides for complex event processing Drools Planner/OptaPlanner (automated planning) – optimizes automated planning, including NP-hard planning problems == Example == This example illustrates a simple rule to print out information about a holiday in July. It checks a condition on an instance of the Holiday class, and executes Java code if that condition is true. The purpose of dialect "mvel" is to point the getter and setters of the variables of your Plain Old Java Object (POJO) classes. Consider the above example, in which a Holiday class is used and inside the circular brackets (parentheses) "month" is used. So with the help of dialect "mvel" the getter and setters of the variable "month" can be accessed. Dialect "java" is used to help us write our Java code in our rules. There is one restriction or characteristic on this. We cannot use Java code inside the "when" part of the rule but we can use Java code in the "then" part. We can also declare a Reference variable $h1 without the $ symbol. There is no restriction on this. The main purpose of putting the $ symbol before the variable is to mark the difference between variables of POJO classes and Rules.

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  • IRCF360

    IRCF360

    Infrared Control Freak 360 (IRCF360) is a 360-degree proximity sensor and a motion sensing devices, developed by ROBOTmaker. The sensor is in BETA developers release as a low cost (software configurable) sensor for use within research, technical and hobby projects. == Overview == The 360-degree sensor was originally designed as a short range micro robot proximity sensor and mainly intended for Swarm robotics, Ant robotics, Swarm intelligence, autonomous Qaudcopter, Drone, UAV, multi-robot simulations e.g. Jasmine Project where 360 proximity sensing is required to avoid collision with other robots and for simple IR inter-robot communications. To overcome certain limitation with Infra-red (IR) proximity sensing (e.g. detection of dark surfaces) the sensing module includes ambient light sensing and basic tactile sensing functionality during forward movement sensing/probing providing photovore and photophobe robot swarm behaviours and characteristics. A project named Sensorium Project was started aimed at broadening the Sensors audience beyond its typical robot sensor usage. To demonstrate the sensor's functionality, opensource Java based Integrated Development Environments (IDE) are used, such as Arduino and Processing (programming language).

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