AI Essay Judge

AI Essay Judge — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • IMazing

    IMazing

    iMazing is mobile device management software that allows users to transfer files and data between iOS devices (iPhone, iPad and iPod Touch) and macOS or Windows computers, in addition to many other features beyond the scope of what Apple's own tools enable. == History == Developed by DigiDNA, iMazing was initially released in 2008 as DiskAid, enabling users to transfer data and files from the iPhone or iPod Touch to Mac or Windows computers. DiskAid was renamed iMazing in 2014. Version 2.0 was released on September 13, 2016. In August 2021, version 2.14 of iMazing added a spyware detection feature. The feature is based on Amnesty International’s Mobile Verification Toolkit to detect Pegasus Spyware following the publication of Pegasus Project. == Description == With iMazing, an iPhone or iPad can be used similarly to an external hard drive. It performs tasks that iTunes doesn’t offer, including incremental backups of iOS devices, browsing and exporting text and voicemail messages, managing apps, encryption, and migrating data from an old phone to a new one. The menu bar app iMazing Mini enables automatic, wireless and encrypted backups of iPhones. The iMazing HEIC Converter is a free desktop app for Mac and PC that lets users convert photos from HEIC format to JPG or PNG.

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  • Paradigms of AI Programming

    Paradigms of AI Programming

    Paradigms of AI Programming: Case Studies in Common Lisp (ISBN 1-55860-191-0) is a well-known programming book by Peter Norvig about artificial intelligence programming using Common Lisp. == History == The Lisp programming language has survived since 1958 as a primary language for artificial intelligence research. This text was published in 1992 as the Common Lisp standard was becoming widely adopted. Norvig introduces Lisp programming in the context of classic AI programs, including General Problem Solver (GPS) from 1959, ELIZA: Dialog with a Machine, from 1966, and STUDENT: Solving Algebra Word Problems, from 1964. The book covers more recent AI programming techniques, including Logic Programming, Object-Oriented Programming, Knowledge Representation, Symbolic Mathematics and Expert Systems.

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  • Rohit Chadda

    Rohit Chadda

    Rohit Chadda (born 26 August 1982) is an Indian investment banker and entrepreneur, who is the President & COO of Times Network. He leads the tech business portfolio and AI transformation of Times Group covering verticals like media tech, OTT, fintech, health tech, edu tech, ecommerce, gaming and sports. Previously, CEO of the digital business at Essel Group (Zee Entertainment, Zee Media and DNA), he was the co-founder of online food ordering platform Foodpanda. He is also the founder of omni-channel digital payments platform PayLo. He has been attributed for the turnaround of Zee Digital driving 4x growth in 2 years and bringing Zee's digital business to the second position on ComScore from ninth position making Zee the second largest digital media group in India. He has been featured among Top Tech CEOs of the decade (2010–2020) in India and was featured among Fortune 40 under 40 in 2015. == Education and early career == Chadda graduated from Delhi Technological University (formerly Delhi College of Engineering) with a degree in computer engineering and worked as a software engineer for Computer Sciences Corporation. In 2007 he joined Indian Institute of Management Calcutta to do his MBA after which he worked at Merrill Lynch as an investment banker in United Kingdom. He took an internal transfer to India in 2011. == Career == === Foodpanda === Chadda began his career in 2012 when he co-founded foodpanda. foodpanda expanded to around 40 countries before being bought by Delivery Hero. Before foodpanda got popular, he joked that he delivered pizza for a living. foodpanda had raised a total investment of over US$300 million till 2015. Chadda in the middle of 2015 stepped down from day-to-day responsibilities at Foodpanda to launch his digital payments startup. Foodpanda was acquired by its global competitor Delivery Hero in 2016. === Paylo === In 2015, he launched an omni-channel digital payments platform PayLo which acquired the in-restaurant payments app Ruplee in March 2016 for an undisclosed sum. PayLo was successful in the wake of demonetisation in India and expanded pan-India before being acquired by Immortal Technologies. Chadda believes that execution is more important than the idea to make a startup successful and the key challenge for experienced professionals to work in a startup environment is to unlearn what they have previously learned. PayLo acquired Ruplee before being itself acquired by Immortal Technologies. === Zee Group === Chadda took over as CEO of digital publishing of Zee Group in May 2019. Since 2017, he had led global product and strategy for Zee Group launching ZEE5, the flagship OTT of Zee Entertainment, across 170+ countries. Since June 2019, Zee Digital, the online arm of the Zee group, has registered the highest growth year-on-year among the top media publishers in India. Times Internet Limited, Network 18 Group, and India Today Group have grown by 45%, 21%, and 22% respectively from June 2020 over June 2019 while Zee Digital witnessed a growth of 123% over the same period. Zee Digital achieved its first milestone in September 2019 by crossing 100 million unique monthly visitors and was ranked 6th in the news and information category on ComScore India rankings at the time. Later in the month of March 2020 it crossed 150 million unique monthly visitors mark moving to 4th position. Further in May 2020 Zee Digital moved to 3rd position by crossing 185 million unique monthly visitors mark before finally ranking 2nd position in June 2020 in the ComScore rankings among all digital media groups in India. Chadda has led the transformation of the business of Zee Digital by scaling it to over 200 million users from 60 million users making it the second-largest digital media group in India. He attributes the growth from rank 9 to rank 2 in one year to the data and technology driven approach to content and the focus on vernacular languages. During his tenure, Zee Digital launched 8 new brand websites and 3 new languages to expand the product portfolio to 20 brands and 12 languages. During the US elections in November 2020, Zee Digital launched the English global news channel WION through a digital first approach across Asia Pacific, Middle East, UK and North America. Chadda launched Zee's UGC short video platform HiPi in the midst of the TikTok ban in India. Hipi was first launched within ZEE5 app ecosystem to capitalise on the reach of the OTT platform. After the success of the POC, he launched a standalone app for HiPi. HiPi is a short video platform that provides a complete video creation ecosystem along with news avenues of monetisation to content creators. He plans to use Zee's network reach of 600 million broadcast viewers and 300 million digital users to get creators on HiPi. HiPi launched India's first digital star hunt to allow users to audition for ZEE5 original shows through the short video platform. === Times Group === Chadda took over as President & COO of Times Network in September 2022. Leading the digital transformation of the group Chadda launched 11 new products in 18 months expanding the group's presence to various verticals in the tech business like fintech, health tech, edu tech, auto tech, OTT, ecommerce and gaming while extending the news vertical into business news, tech news and various vernacular languages. Within 4 months of his stint, in January 2023 he launched the digital platform for ET Now, targeting Gen Z, early jobbers and first time investors and laying the foundation for the fintech expansion for the brand. Since then, the product has expended to Hindi language targeting the larger Indian audience through the launch of ET Now Swadesh and further expanding to fintech business by launching ET Now Advisor, a distribution business focussing to upselling of cards, loans etc. to consumers by educating them and enabling them to make the right choices. ET Now reached 10 million users within the first 20 days of launch and became the No.1 business news channel on YouTube with 200 million views in April and May 2024. Expanding to health-tech, he launched AI powered daily health companion Health & Me in the presence of actor & fitness enthusiast Milind Soman. Chadda unveiled the auto-tech platform for Times Drive together with Union Minister of Road Transport and Highways, Nitin Gadkari showcasing the AI assisted platform that helps consumers make the right decisions when it comes to their automotive needs. In order to expand the group's presence into tech and gaming, Chadda acquired India's largest and most popular tech magazine Digit along with their digital platforms Digit.in and Skoar.gg in June 2024. Within a year, he was able to turnaround Digit's business with Digit.in becoming the No.1 Tech news platform in India in April 2025. Times Network launched college discovery platform unilist.in to enable students and parents search for the right course and institute for their higher education needs. With a focus on sports and gaming, Chadda launched India's first Inter-college esports championship under the brand of SKOAR College Gaming Championship. Times Network launched its OTT app Times Play under his leadership. The platform expanded its presence in the US through a partnership with Sling TV. He launched Pickleball Now which is the World's first TV channel focussed on the sport of Pickleball covering tournaments and leagues across the World. The channel has presence on TV and digital platforms and is being distributed to global markets through partnerships with BOTIM, Distro TV, Yupp TV and Rumble. In India, the channel is available on Jio TV, Jio TV+, Airtel Xtream Play, OTT Play, Dailyhunt. Times Group has launched India's Official Pickleball League affiliated with Indian Pickleball Association and Global Pickelball Federation which shall also be streamed live on Pickleball Now from 1st to 7th Dec 2025. === Investing and speaking === Chadda is a mentor at Esselerator, a Startup accelerator by Subhash Chandra Foundation. Esselerator is an initiative by Subhash Chandra, a billionaire Media baron, to promote and support tech entrepreneurs in domains like Media, Fintech and Education. Its powered by TiE Mumbai. Chadda is an angel investor in multiple technology startups like online school aggregator platform SchoolForSure.com. In 2019, he spoke at DPS to students on starting a business. At the time he remained CEO of Zee group's digital business division. == Philanthropy == Chadda organised a £1 mliion charity bike ride in aid of the British Asian Trust which saw participation by the Prince of Wales. Chadda presented the Prince of Wales with a cycling vest, which was said to be for his grandchildren. Chadda supports a non-profit organisation Mukkamaar founded by Bollywood actress Ishita Sharma that works towards fighting crime against women by teaching free self defence to young girls. He is helping the organisation launch their digital program through a WhatsApp-based chatbot. == A

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  • Modular Audio Recognition Framework

    Modular Audio Recognition Framework

    Modular Audio Recognition Framework (MARF) is an open-source research platform and a collection of voice, sound, speech, text and natural language processing (NLP) algorithms written in Java and arranged into a modular and extensible framework that attempts to facilitate addition of new algorithms. MARF may act as a library in applications or be used as a source for learning and extension. A few example applications are provided to show how to use the framework. There is also a detailed manual and the API reference in the javadoc format as the project tends to be well documented. MARF, its applications, and the corresponding source code and documentation are released under the BSD-style license.

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  • Weak supervision

    Weak supervision

    Weak supervision (also known as semi-supervised learning) is a paradigm in machine learning, the relevance and notability of which increased with the advent of large language models due to the large amount of data required to train them. It is characterized by using a combination of a small amount of human-labeled data (exclusively used in more expensive and time-consuming supervised learning paradigm), followed by a large amount of unlabeled data (used exclusively in unsupervised learning paradigm). In other words, the desired output values are provided only for a subset of the training data. The remaining data is unlabeled or imprecisely labeled. Intuitively, it can be seen as an exam and labeled data as sample problems that the teacher solves for the class as an aid in solving another set of problems. In the transductive setting, these unsolved problems act as exam questions. In the inductive setting, they become practice problems of the sort that will make up the exam. == Problem == The acquisition of labeled data for a learning problem often requires a skilled human agent (e.g. to transcribe an audio segment) or a physical experiment (e.g. determining the 3D structure of a protein or determining whether there is oil at a particular location). The cost associated with the labeling process thus may render large, fully labeled training sets infeasible, whereas acquisition of unlabeled data is relatively inexpensive. In such situations, semi-supervised learning can be of great practical value. Semi-supervised learning is also of theoretical interest in machine learning and as a model for human learning. == Technique == More formally, semi-supervised learning assumes a set of l {\displaystyle l} independently identically distributed examples x 1 , … , x l ∈ X {\displaystyle x_{1},\dots ,x_{l}\in X} with corresponding labels y 1 , … , y l ∈ Y {\displaystyle y_{1},\dots ,y_{l}\in Y} and u {\displaystyle u} unlabeled examples x l + 1 , … , x l + u ∈ X {\displaystyle x_{l+1},\dots ,x_{l+u}\in X} are processed. Semi-supervised learning combines this information to surpass the classification performance that can be obtained either by discarding the unlabeled data and doing supervised learning or by discarding the labels and doing unsupervised learning. Semi-supervised learning may refer to either transductive learning or inductive learning. The goal of transductive learning is to infer the correct labels for the given unlabeled data x l + 1 , … , x l + u {\displaystyle x_{l+1},\dots ,x_{l+u}} only. The goal of inductive learning is to infer the correct mapping from X {\displaystyle X} to Y {\displaystyle Y} . It is unnecessary (and, according to Vapnik's principle, imprudent) to perform transductive learning by way of inferring a classification rule over the entire input space; however, in practice, algorithms formally designed for transduction or induction are often used interchangeably. == Assumptions == In order to make any use of unlabeled data, some relationship to the underlying distribution of data must exist. Semi-supervised learning algorithms make use of at least one of the following assumptions: === Continuity / smoothness assumption === Points that are close to each other are more likely to share a label. This is also generally assumed in supervised learning and yields a preference for geometrically simple decision boundaries. In the case of semi-supervised learning, the smoothness assumption additionally yields a preference for decision boundaries in low-density regions, so few points are close to each other but in different classes. === Cluster assumption === The data tend to form discrete clusters, and points in the same cluster are more likely to share a label (although data that shares a label may spread across multiple clusters). This is a special case of the smoothness assumption and gives rise to feature learning with clustering algorithms. === Manifold assumption === The data lie approximately on a manifold of much lower dimension than the input space. In this case learning the manifold using both the labeled and unlabeled data can avoid the curse of dimensionality. Then learning can proceed using distances and densities defined on the manifold. The manifold assumption is practical when high-dimensional data are generated by some process that may be hard to model directly, but which has only a few degrees of freedom. For instance, human voice is controlled by a few vocal folds, and images of various facial expressions are controlled by a few muscles. In these cases, it is better to consider distances and smoothness in the natural space of the generating problem, rather than in the space of all possible acoustic waves or images, respectively. == History == The heuristic approach of self-training (also known as self-learning or self-labeling) is historically the oldest approach to semi-supervised learning, with examples of applications starting in the 1960s. The transductive learning framework was formally introduced by Vladimir Vapnik in the 1970s. Interest in inductive learning using generative models also began in the 1970s. A probably approximately correct learning bound for semi-supervised learning of a Gaussian mixture was demonstrated by Ratsaby and Venkatesh in 1995. == Methods == === Generative models === Generative approaches to statistical learning first seek to estimate p ( x | y ) {\displaystyle p(x|y)} , the distribution of data points belonging to each class. The probability p ( y | x ) {\displaystyle p(y|x)} that a given point x {\displaystyle x} has label y {\displaystyle y} is then proportional to p ( x | y ) p ( y ) {\displaystyle p(x|y)p(y)} by Bayes' rule. Semi-supervised learning with generative models can be viewed either as an extension of supervised learning (classification plus information about p ( x ) {\displaystyle p(x)} ) or as an extension of unsupervised learning (clustering plus some labels). Generative models assume that the distributions take some particular form p ( x | y , θ ) {\displaystyle p(x|y,\theta )} parameterized by the vector θ {\displaystyle \theta } . If these assumptions are incorrect, the unlabeled data may actually decrease the accuracy of the solution relative to what would have been obtained from labeled data alone. However, if the assumptions are correct, then the unlabeled data necessarily improves performance. The unlabeled data are distributed according to a mixture of individual-class distributions. In order to learn the mixture distribution from the unlabeled data, it must be identifiable, that is, different parameters must yield different summed distributions. Gaussian mixture distributions are identifiable and commonly used for generative models. The parameterized joint distribution can be written as p ( x , y | θ ) = p ( y | θ ) p ( x | y , θ ) {\displaystyle p(x,y|\theta )=p(y|\theta )p(x|y,\theta )} by using the chain rule. Each parameter vector θ {\displaystyle \theta } is associated with a decision function f θ ( x ) = argmax y p ( y | x , θ ) {\displaystyle f_{\theta }(x)={\underset {y}{\operatorname {argmax} }}\ p(y|x,\theta )} . The parameter is then chosen based on fit to both the labeled and unlabeled data, weighted by λ {\displaystyle \lambda } : argmax Θ ( log ⁡ p ( { x i , y i } i = 1 l | θ ) + λ log ⁡ p ( { x i } i = l + 1 l + u | θ ) ) {\displaystyle {\underset {\Theta }{\operatorname {argmax} }}\left(\log p(\{x_{i},y_{i}\}_{i=1}^{l}|\theta )+\lambda \log p(\{x_{i}\}_{i=l+1}^{l+u}|\theta )\right)} === Low-density separation === Another major class of methods attempts to place boundaries in regions with few data points (labeled or unlabeled). One of the most commonly used algorithms is the transductive support vector machine, or TSVM (which, despite its name, may be used for inductive learning as well). Whereas support vector machines for supervised learning seek a decision boundary with maximal margin over the labeled data, the goal of TSVM is a labeling of the unlabeled data such that the decision boundary has maximal margin over all of the data. In addition to the standard hinge loss ( 1 − y f ( x ) ) + {\displaystyle (1-yf(x))_{+}} for labeled data, a loss function ( 1 − | f ( x ) | ) + {\displaystyle (1-|f(x)|)_{+}} is introduced over the unlabeled data by letting y = sign ⁡ f ( x ) {\displaystyle y=\operatorname {sign} {f(x)}} . TSVM then selects f ∗ ( x ) = h ∗ ( x ) + b {\displaystyle f^{}(x)=h^{}(x)+b} from a reproducing kernel Hilbert space H {\displaystyle {\mathcal {H}}} by minimizing the regularized empirical risk: f ∗ = argmin f ( ∑ i = 1 l ( 1 − y i f ( x i ) ) + + λ 1 ‖ h ‖ H 2 + λ 2 ∑ i = l + 1 l + u ( 1 − | f ( x i ) | ) + ) {\displaystyle f^{}={\underset {f}{\operatorname {argmin} }}\left(\displaystyle \sum _{i=1}^{l}(1-y_{i}f(x_{i}))_{+}+\lambda _{1}\|h\|_{\mathcal {H}}^{2}+\lambda _{2}\sum _{i=l+1}^{l+u}(1-|f(x_{i})|)_{+}\right)} An exact solution is intractable due to the non-convex term ( 1 − | f ( x ) | ) + {\displayst

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  • AGROVOC

    AGROVOC

    AGROVOC is a multilingual controlled vocabulary covering areas of interest of the Food and Agriculture Organization of the United Nations (FAO), aiming to promote the visibility of research produced among FAO members. By March 2024, AGROVOC consisted of over 42 000 concepts and up to 1 000 000 terms in more than 42 different languages. It is a collaborative effort, the outcome of consensus among a community of experts coordinated by FAO. == History == FAO first published AGROVOC at the beginning of the 1980s in English, Spanish and French to serve as a controlled vocabulary to index publications in agricultural science and technology, especially for the International System for Agricultural Science and Technology (AGRIS). In the 1990s, AGROVOC shifted from paper printing to a digital format opting for data storage handled by a relational database. In 2004, preliminary experiments with expressing AGROVOC into the Web Ontology Language (OWL) took place. At the same time a web based editing tool was developed, then called WorkBench, nowadays VocBench. In 2009 AGROVOC became an SKOS resource. == Usage == Today, AGROVOC is available in different languages. It is employed for tagging resources, allowing searches in a specific language while providing results in many others, enhancing their visibility worldwide. Additionally, it serves for organizing knowledge to facilitate subsequent data retrieval, tagging website content for search engine discovery, standardizing agricultural information data and acting as a reference for translations. Moreover, it finds applications in fields such as data mining, big data, or artificial intelligence. Updated AGROVOC content is released once a month and is available for public use. == Maintenance == FAO coordinates the editorial activities related to the maintenance of AGROVOC. Content curation is carried out by a community of editors and institutions responsible for each of the language versions. VocBench, is the tool used to edit and maintain AGROVOC in a distributed way. FAO also facilitates the technical maintenance of AGROVOC. == Copyright and license == Copyright for AGROVOC content in FAO languages (English, French, Spanish, Arabic, Russian and Chinese) is held by FAO, while content in other languages stays with the institutions that authored it. AGROVOC thesaurus content in English, Russian, French, Spanish, Arabic and Chinese is licensed under the international Creative Commons Attribution License (CC-BY-4.0).

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  • AlphaGo Zero

    AlphaGo Zero

    AlphaGo Zero is a version of DeepMind's Go software AlphaGo. AlphaGo's team published an article in Nature in October 2017 introducing AlphaGo Zero, a version created without using data from human games, and stronger than any previous version. By playing games against itself, AlphaGo Zero: surpassed the strength of AlphaGo Lee in three days by winning 100 games to 0; reached the level of AlphaGo Master in 21 days; and exceeded all previous versions in 40 days. Training artificial intelligence (AI) without datasets derived from human experts has significant implications for the development of AI with superhuman skills, as expert data is "often expensive, unreliable, or simply unavailable." Demis Hassabis, the co-founder and CEO of DeepMind, said that AlphaGo Zero was so powerful because it was "no longer constrained by the limits of human knowledge". Furthermore, AlphaGo Zero performed better than standard deep reinforcement learning models (such as Deep Q-Network implementations) due to its integration of Monte Carlo tree search. David Silver, one of the first authors of DeepMind's papers published in Nature on AlphaGo, said that it is possible to have generalized AI algorithms by removing the need to learn from humans. Google later developed AlphaZero, a generalized version of AlphaGo Zero that could play chess and shōgi in addition to Go. In December 2017, AlphaZero beat the 3-day version of AlphaGo Zero by winning 60 games to 40, and with 8 hours of training it outperformed AlphaGo Lee on an Elo scale. AlphaZero also defeated a top chess program (Stockfish) and a top Shōgi program (Elmo). == Architecture == The network in AlphaGo Zero is a ResNet with two heads. The stem of the network takes as input a 17x19x19 tensor representation of the Go board. 8 channels are the positions of the current player's stones from the last eight time steps. (1 if there is a stone, 0 otherwise. If the time step go before the beginning of the game, then 0 in all positions.) 8 channels are the positions of the other player's stones from the last eight time steps. 1 channel is all 1 if black is to move, and 0 otherwise. The body is a ResNet with either 20 or 40 residual blocks and 256 channels. There are two heads, a policy head and a value head. Policy head outputs a logit array of size 19 × 19 + 1 {\displaystyle 19\times 19+1} , representing the logit of making a move in one of the points, plus the logit of passing. Value head outputs a number in the range ( − 1 , + 1 ) {\displaystyle (-1,+1)} , representing the expected score for the current player. -1 represents current player losing, and +1 winning. == Training == AlphaGo Zero's neural network was trained using TensorFlow, with 64 GPU workers and 19 CPU parameter servers. Only four TPUs were used for inference. The neural network initially knew nothing about Go beyond the rules. Unlike earlier versions of AlphaGo, Zero only perceived the board's stones, rather than having some rare human-programmed edge cases to help recognize unusual Go board positions. The AI engaged in reinforcement learning, playing against itself until it could anticipate its own moves and how those moves would affect the game's outcome. In the first three days AlphaGo Zero played 4.9 million games against itself in quick succession. It appeared to develop the skills required to beat top humans within just a few days, whereas the earlier AlphaGo took months of training to achieve the same level. According to Epoch.ai, training cost 3e23 FLOPs. For comparison, the researchers also trained a version of AlphaGo Zero using human games, AlphaGo Master, and found that it learned more quickly, but actually performed more poorly in the long run. DeepMind submitted its initial findings in a paper to Nature in April 2017, which was then published in October 2017. == Hardware cost == The hardware cost for a single AlphaGo Zero system in 2017, including the four TPUs, has been quoted as around $25 million. == Applications == According to Hassabis, AlphaGo's algorithms are likely to be of the most benefit to domains that require an intelligent search through an enormous space of possibilities, such as protein folding (see AlphaFold) or accurately simulating chemical reactions. AlphaGo's techniques are probably less useful in domains that are difficult to simulate, such as learning how to drive a car. DeepMind stated in October 2017 that it had already started active work on attempting to use AlphaGo Zero technology for protein folding, and stated it would soon publish new findings. == Reception == AlphaGo Zero was widely regarded as a significant advance, even when compared with its groundbreaking predecessor, AlphaGo. Oren Etzioni of the Allen Institute for Artificial Intelligence called AlphaGo Zero "a very impressive technical result" in "both their ability to do it—and their ability to train the system in 40 days, on four TPUs". The Guardian called it a "major breakthrough for artificial intelligence", citing Eleni Vasilaki of Sheffield University and Tom Mitchell of Carnegie Mellon University, who called it an impressive feat and an “outstanding engineering accomplishment" respectively. Mark Pesce of the University of Sydney called AlphaGo Zero "a big technological advance" taking us into "undiscovered territory". Gary Marcus, a psychologist at New York University, has cautioned that for all we know, AlphaGo may contain "implicit knowledge that the programmers have about how to construct machines to play problems like Go" and will need to be tested in other domains before being sure that its base architecture is effective at much more than playing Go. In contrast, DeepMind is "confident that this approach is generalisable to a large number of domains". In response to the reports, South Korean Go professional Lee Sedol said, "The previous version of AlphaGo wasn’t perfect, and I believe that’s why AlphaGo Zero was made." On the potential for AlphaGo's development, Lee said he will have to wait and see but also said it will affect young Go players. Mok Jin-seok, who directs the South Korean national Go team, said the Go world has already been imitating the playing styles of previous versions of AlphaGo and creating new ideas from them, and he is hopeful that new ideas will come out from AlphaGo Zero. Mok also added that general trends in the Go world are now being influenced by AlphaGo's playing style. "At first, it was hard to understand and I almost felt like I was playing against an alien. However, having had a great amount of experience, I’ve become used to it," Mok said. "We are now past the point where we debate the gap between the capability of AlphaGo and humans. It’s now between computers." Mok has reportedly already begun analyzing the playing style of AlphaGo Zero along with players from the national team. "Though having watched only a few matches, we received the impression that AlphaGo Zero plays more like a human than its predecessors," Mok said. Chinese Go professional Ke Jie commented on the remarkable accomplishments of the new program: "A pure self-learning AlphaGo is the strongest. Humans seem redundant in front of its self-improvement." == Comparison with predecessors == == AlphaZero == On 5 December 2017, DeepMind team released a preprint on arXiv, introducing AlphaZero, a program using generalized AlphaGo Zero's approach, which achieved within 24 hours a superhuman level of play in chess, shogi, and Go, defeating world-champion programs, Stockfish, Elmo, and 3-day version of AlphaGo Zero in each case. AlphaZero (AZ) is a more generalized variant of the AlphaGo Zero (AGZ) algorithm, and is able to play shogi and chess as well as Go. Differences between AZ and AGZ include: AZ has hard-coded rules for setting search hyperparameters. The neural network is now updated continually. Chess (unlike Go) can end in a tie; therefore AZ can take into account the possibility of a tie game. An open source program, Leela Zero, based on the ideas from the AlphaGo papers is available. It uses a GPU instead of the TPUs recent versions of AlphaGo rely on.

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  • Rnn (software)

    Rnn (software)

    rnn is an open-source machine learning framework that implements recurrent neural network architectures, such as LSTM and GRU, natively in the R programming language, that has been downloaded over 100,000 times (from the RStudio servers alone). The rnn package is distributed through the Comprehensive R Archive Network under the open-source GPL v3 license. == Workflow == The below example from the rnn documentation show how to train a recurrent neural network to solve the problem of bit-by-bit binary addition. == sigmoid == The sigmoid functions and derivatives used in the package were originally included in the package, from version 0.8.0 onwards, these were released in a separate R package sigmoid, with the intention to enable more general use. The sigmoid package is a dependency of the rnn package and therefore automatically installed with it. == Reception == With the release of version 0.3.0 in April 2016 the use in production and research environments became more widespread. The package was reviewed several months later on the R blog The Beginner Programmer as "R provides a simple and very user friendly package named rnn for working with recurrent neural networks.", which further increased usage. The book Neural Networks in R by Balaji Venkateswaran and Giuseppe Ciaburro uses rnn to demonstrate recurrent neural networks to R users. It is also used in the r-exercises.com course "Neural network exercises". The RStudio CRAN mirror download logs show that the package is downloaded on average about 2,000 per month from those servers , with a total of over 100,000 downloads since the first release, according to RDocumentation.org, this puts the package in the 15th percentile of most popular R packages .

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  • Ulead DVD MovieFactory

    Ulead DVD MovieFactory

    Corel DVD MovieFactory is a video editing and DVD authoring software product for Microsoft Windows, initially made by Ulead Systems and subsequently by Corel. It creates and authors multimedia discs in HD DVD, Blu-ray, DVD Video and DVD Audio. It also creates and rips Audio CDs and MP3 CDs. DVD MovieFactory is commonly bundled with many of the modern Toshiba Satellite laptops. Official Japanese version is also known as MovieWriter.

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  • Common Crawl

    Common Crawl

    The Common Crawl Foundation (Common Crawl) is a nonprofit 501(c)(3) organization that crawls the web and freely provides its archives and datasets to the public. Common Crawl was founded by Gil Elbaz. The data had mostly been primarily used by researchers and some startups until the 2020s, when AI companies started training large language models using the data. In November 2025, an investigation by The Atlantic revealed that Common Crawl misled publishers when it claimed it respected paywalls in its scraping and it was not honoring requests from publishers to have their content removed from its databases. == History == Common Crawl was founded in 2007 in San Francisco. It began publishing its crawls in 2011. By 2013, sites like TinEye were building their products off of Common Crawl. The crawl reduces the reliance of companies and researchers on Google, which has the biggest dataset. Common Crawl was designed to have more and fresher data that was more efficient to analyze and utilize than the Wayback Machine created by the Internet Archive. By 2015, 1.8 billion webpages were on the Common Crawl, which started by crawling a list of URLs donated by the search engine Blekko. They use Amazon Web Services, which provides some of its services for free, allowing computing costs to average $2-4000/month. The Common Crawl website listed 30 studies based on Common Crawl data. Before 2023, Common Crawl was not very well known outside of academic researchers who utilize the data. Common Crawl received its first requests to redact information in 2023 and increasingly started seeing its crawler, CCBot, blocked. In 2023, it began receiving significant financial support from AI companies, including Anthropic and OpenAI, each of which donated $250,000. It was also used to train Google DeepMind's large language model Gemini. By April 2023, Common Crawl was capturing 3.1 billion webpages, with an estimated 5% of pages before 2021 containing hate speech or slurs. As of 2024, Common Crawl had been cited in more than 10,000 academic studies. By 2024, The Pile and Common Crawl had been the two main training datasets being used to train AI models. In November 2025, an investigation by technology journalist Alex Reisner for The Atlantic revealed that Common Crawl misled publishers when it claimed it respected paywalls in its scraping and when it said that it was honoring requests from publishers to have their content removed from its databases. It included misleading results in the public search function on its website that showed no entries for websites that had requested their archives be removed, when in fact those sites were still included in its scrapes used by AI companies. As of 2025, Reisner found that CCBot was the most widely-blocked bot by the top 1000 websites. A 2026 article in LWN.net discussed an advantage to services like Common Crawl being that it can limit the scraping costs to websites by allowing companies and researchers to download the data from Common Crawl instead of scraping it themselves. In April 2026, Common Crawl experimentally began to distribute its data through Hugging Face Storage Bucket, in addition to its standard storage on Amazon S3. == Organization == Peter Norvig and Joi Ito have served on the advisory board. Rich Skrenta is the executive director. It has received funding almost exclusively from the Elbaz Family Foundation Trust until 2023 when it started receiving donations from the AI industry. == Refined versions == A number of organizations take raw Common Crawl data and refine it into datasets that exclude edgy content or are otherwise higher-quality for their purposes, such as FineWeb, DCLM and C4. === Colossal Clean Crawled Corpus === Google version of the Common Crawl is called the Colossal Clean Crawled Corpus, or C4 for short. It was constructed for the training of the T5 language model series in 2019. As of 2023, there were some concerns over copyrighted content in the C4 as well as racist content. A 2024 study found that 45% of content was explicitly restricted by websites' terms of service to be used for purposes like AI training by for-profit companies.

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  • New Classification Scheme for Chinese Libraries

    New Classification Scheme for Chinese Libraries

    The New Classification Scheme for Chinese Libraries is a system of library classification developed by Lai Yung-hsiang since 1956. It is modified from "A System of Book Classification for Chinese Libraries" of Liu Guojun, which is based on the Dewey Decimal System. The scheme is developed for Chinese books and commonly used in Taiwan, Hong Kong and Macau. == Main classes == 000 Generalities 100 Philosophy 200 Religion 300 Sciences 400 Applied sciences 500 Social sciences 600 History of China and Geography of China 700 World history and Geography 800 Linguistics and Literature 900 Arts == Outline of the classification tables == 000 Generalities 000 Special collections 010 Bibliography; Literacy (Documentation) 020 Library and information science; Archive management 030 Sinology 040 General encyclopedia 050 Serial publications; Periodicals 060 General organization; Museology 070 General collected essays 080 General series 090 Collected Chinese classics 100 Philosophy 100 Philosophy: general 110 Thought; Learning 120 Chinese philosophy 130 Oriental philosophy 140 Western philosophy 150 Logic 160 Metaphysics 170 Psychology 180 Esthetics (Aesthetics) 190 Ethics 200 Religion 200 Religion: general 210 Science of religion 220 Buddhism 230 Taoism 240 Christianity 250 Islam (Mohammedanism) 260 Judaism 270 Other religions 280 Mythology 290 Astrology; Superstition 300 Sciences 300 Sciences: general 310 Mathematics 320 Astronomy 330 Physics 340 Chemistry 350 Earth science; Geology 360 Biological science 370 Botany 380 Zoology 390 Anthropology 400 Applied sciences 400 Applied sciences: general 410 Medical sciences 420 Home economics 430 Agriculture 440 Engineering 450 Mining and metallurgy 460 Chemical engineering 470 Manufacture 480 Commerce: various business 490 Commerce: administration and management 500 Social sciences 500 Social sciences: general 510 Statistics 520 Education 530 Rite and custom 540 Sociology 550 Economy 560 Finance 570 Political science 580 Law; Jurisprudence 590 Military science 600-700 History and geography 600 History and geography: General History and geography of China 610 General history of China 620 Chinese history by period 630 History of Chinese civilization 640 Diplomatic history of China 650 Historical sources 660 Geography of China 670 Local history 680 Topical topography 690 Chinese travels World history and geography 710 World: general history and geography 720 Oceans and seas 730 Asia: history and geography 740 Europe: history and geography 750 America: history and geography 760 Africa: history and geography 770 Oceania: history and geography 780 Biography 790 Antiquities and archaeology 800 Linguistics and literature 800 Linguistics: general 810 Literature: general 820 Chinese literature 830 Chinese literature: general collections 840 Chinese literature: individual works 850 Various Chinese literature 860 Oriental literature 870 Western literature 880 Other countries literatures 890 Journalism 900 Arts 900 Arts: general 910 Music 920 Architecture 930 Sculpture 940 Drawing and painting; Calligraphy 950 Photography; Computer art 960 Decorative arts 970 Arts and Crafts movement 980 Theatre 990 Recreation and leisure

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  • RealSense

    RealSense

    RealSense is an American technology company that develops depth cameras and computer-vision systems used in robotics, access control, industrial automation and healthcare. The company’s stereoscopic 3D cameras and software are marketed as a perception platform for “physical AI”, particularly for humanoid robots and autonomous mobile robots (AMRs). RealSense was incubated for more than a decade inside Intel’s perceptual computing and depth-sensing group before being spun out as an independent company in July 2025 with a US$50 million Series A round backed by a semiconductor-focused private equity firm and strategic investors including Intel Capital and the MediaTek Innovation Fund. Following the spin-out, RealSense announced a strategic collaboration with Nvidia to integrate its AI depth cameras with the Nvidia Jetson Thor robotics platform, the Isaac Sim simulation environment and the Holoscan Sensor Bridge for low-latency sensor fusion. In November 2025, Swiss access-solutions provider dormakaba acquired a minority stake in RealSense and formed a partnership to develop AI-powered biometric access-control and security systems for data centres, airports and other critical infrastructure. == History == === Origins in Intel Perceptual Computing === Intel began developing depth-sensing and perceptual-computing technologies in the early 2010s under the Perceptual Computing brand, with research spanning gesture control, facial recognition and eye-tracking systems. The work led to a series of 3D cameras and developer challenge programmes intended to stimulate software ecosystems for natural-user interfaces. In 2014 Intel rebranded the effort as Intel RealSense, positioning the technology as a family of depth cameras and vision processors for PCs, mobile devices and embedded systems. Early devices such as the F200 and R200 were integrated into laptops and tablets from OEMs including Asus, HP, Dell, Lenovo and Acer, and were also sold as standalone webcams by partners such as Razer and Creative. === Refocus on robotics and near-closure === By the late 2010s Intel had steered RealSense away from mainstream PC peripherals toward robotics, industrial and embedded applications, adding stereo and lidar-based depth cameras to the portfolio. In August 2021, trade publication CRN reported that Intel planned to wind down the RealSense business as part of a broader restructuring, raising questions about the future of the product line. Despite that announcement, Intel continued to invest in new custom silicon for depth cameras, and RealSense remained widely used in mobile robots and automation projects. === Spin-out as RealSense Inc. (2025) === On 11 July 2025, Intel completed the spin-out of its RealSense 3D-camera business into a new privately held company, RealSense Inc., and the new entity announced a US$50 million Series A funding round. The round was led by a semiconductor-focused private equity investor with participation from Intel Capital, MediaTek Innovation Fund and other strategics. Independent coverage described RealSense as serving more than 3,000 active customers and supplying depth cameras to a large share of global AMR and humanoid robot platforms. The company stated that it would continue to support the existing Intel RealSense product roadmap while accelerating development of AI-enabled cameras and perception software. === Strategic partnerships and investments === In October 2025 RealSense and Nvidia announced a strategic collaboration centered on integrating RealSense AI depth cameras with Nvidia’s Jetson Thor robotics compute modules, the Isaac Sim simulation environment and the Holoscan Sensor Bridge for multi-sensor streaming. The collaboration is positioned as enabling “physical AI” workloads such as whole-body humanoid control, real-time mapping and safety-critical human–robot interaction. On 19 November 2025, dormakaba announced that it had acquired a minority stake in RealSense and entered into a partnership to co-develop intelligent access-control solutions, including biometric gates for airports and enterprise facilities. The partnership aims to combine RealSense’s depth and facial-authentication technology with dormakaba’s installed base of sensors, doors and turnstiles. == Products == === Depth-camera families === RealSense’s products are sold as modular components (depth modules, vision processors and complete cameras) and as integrated systems with on-device AI. The company continues to offer and support the Intel RealSense D400 family of active-stereo depth cameras (including the D415, D435 and D455), which are widely used in robotics and automation. These devices combine a RealSense Vision Processor from the D4 family with dual infrared imagers and, on some models, an RGB camera. Earlier generations of Intel RealSense cameras, including the F200, R200, SR300 and the L515 lidar camera, remain in use in niche and legacy applications but are no longer the focus of the independent company’s roadmap. === D555 PoE depth camera === The first new hardware platform announced after the spin-out was the RealSense Depth Camera D555, a ruggedised stereo-depth device aimed at industrial and robotics deployments. The D555 uses the longer-range D450 optical module with a global shutter and integrates RealSense’s Vision SoC V5, a new generation of vision processor optimised for neural-network inference and depth computation. Key features highlighted in technical coverage include: Power over Ethernet (PoE), allowing power and data to be delivered over a single cable and supporting both RJ45 and ruggedised M12 connections; an IP-rated enclosure designed for harsh indoor and outdoor environments; a built-in inertial measurement unit (IMU) to support simultaneous localisation and mapping (SLAM) and motion tracking; native support for ROS 2 and integration with the open-source RealSense SDK. According to independent reporting, the D555 is used in AI-enabled embedded-vision applications in mobile robots and fixed industrial systems, and was among the first RealSense products to be tightly integrated with Nvidia’s Jetson Thor and Holoscan platforms for low-latency sensor fusion. === Software and SDK === RealSense cameras are supported by a cross-platform, open-source software stack historically branded as Intel RealSense SDK 2.0. The SDK provides device drivers, depth and point-cloud processing, tracking and calibration tools, and bindings for languages such as C++, Python and C#. The independent company has continued to maintain and extend the SDK for new hardware, including D555 and other Vision SoC V5-based devices, and publishes reference integrations for ROS 2 and industrial-automation frameworks. === Biometrics and access-control products === In addition to general-purpose depth cameras, RealSense offers facial-authentication hardware and software, commonly referred to as RealSense ID, for biometric access control and identity verification. These products combine an active depth sensor with a dedicated neural-network pipeline running on embedded processors, aimed at applications such as secure doors, turnstiles and kiosks. Use-case material published by partners describes deployments of RealSense-based biometric readers in school lunch programmes, agricultural biosecurity checkpoints and enterprise facilities. The dormakaba partnership announced in 2025 extends this portfolio to integrated biometric gates and sensor-equipped doors in airports and data centres. == Applications == === Robotics and automation === RealSense depth cameras are used in autonomous mobile robots, humanoid robots, drones and industrial automation systems for tasks such as obstacle avoidance, navigation and manipulation. Reuters reported in 2025 that RealSense cameras were embedded in around 60 percent of the world’s AMRs and humanoid robots, citing customers including Unitree Robotics and ANYbotics. Developers and integrators use RealSense systems with platforms such as Nvidia Jetson, ROS and proprietary motion-planning stacks. === Biometrics and security === RealSense technology is also applied in biometric access control and surveillance, where depth and infrared imaging are used to improve anti-spoofing performance for facial recognition. The dormakaba investment and collaboration is aimed at integrating these capabilities into boarding gates, staff entrances and secure facilities, with RealSense providing perception hardware and algorithms and dormakaba providing access-control infrastructure and global distribution. == Reception == Early coverage of Intel RealSense for consumer PCs noted that the technology’s impact would depend on the availability of compelling software and use cases for depth-sensing cameras. Later reporting on the spin-out has characterised the new company as part of a broader wave of investment in robotics and physical AI, with some analysts suggesting that RealSense’s installed base and patent portfolio give it an advantage as dep

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  • Kindara

    Kindara

    Kindara is a femtech company headquartered in Colorado that develops apps that help women identify their fertile window. The products are used for women trying to get pregnant, or women who want to track their menstrual cycle for overall health. Their latest product, Priya Fertility and Ovulation Monitor, maximizes a woman's chance of getting pregnancy by identifying her most fertile days. == Overview == Kindara was founded in 2011 by husband-and-wife team Will Sacks and Kati Bicknell. The company launched its free mobile application in 2012. Kindara's mobile application allows women to track signs of fertility, such as basal body temperature, cervical fluid, and the position of the cervix to determine when ovulation is occurring. Kindara also sells a thermometer, Wink, which records basal body temperature and syncs automatically to the Kindara fertility application. In 2018, Kindara was acquired by the company Prima-Temp.

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  • Johns Hopkins Beast

    Johns Hopkins Beast

    The Johns Hopkins Beast was a mobile automaton, an early pre-robot, built in the 1960s at the Johns Hopkins University Applied Physics Laboratory. The machine had a rudimentary intelligence and the ability to survive on its own. As it wandered through the white halls of the laboratory, it would seek black wall outlets. When it found one it would plug in and recharge. The robot was cybernetic. It did not use a computer. Its control circuitry consisted of dozens of transistors controlling analog voltages. It used photocell optics and sonar to navigate. The 2N404 transistors were used to create NOR logic gates that implemented the Boolean logic to tell it what to do when a specific sensor was activated. The 2N404 transistors were also used to create timing gates to tell it how long to do something. 2N1040 Power transistors were used to control the power to the motion treads, the boom, and the charging mechanism. The original sensors in Mod I were physical touch only. The wall socket was detected by physical switches on the arm that followed the wall. Once detected, two electrical prongs were extended until they entered the wall socket and made the electrical connection to charge the vehicle. The stairway, doors, and pipes on the hall wall were also detected by physical switches and recognized by appropriate logic. The sonar guidance system was developed for Mod I and improved for Mod II. It used two ultrasonic transducers to determine distance, location within the halls, and obstructions in its path. This provided "The Beast" with bat-like guidance. At this point, it could detect obstructions in the hallway, such as people. Once an obstruction was detected, the Beast would slow down and then decide whether to stop or divert around the obstruction. It could also ultrasonically recognize the stairway and doorways to take appropriate action. An optical guidance system was added to Mod II. This provided, among other capabilities, the ability to optically identify the black wall sockets that contrasted with the white wall. The Hopkins Beast Autonomous Robot Mod II link below was written by Dr. Ronald McConnell, at that time a co-op student and one of the designers for Mod II.

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  • Illia Polosukhin

    Illia Polosukhin

    Illia Polosukhin is a Ukrainian-born computer scientist and entrepreneur known for his work on the transformer architecture in machine learning and for co-founding the NEAR blockchain. == Early life and education == Polosukhin studied at the Kharkiv Polytechnic Institute, later relocating to San Diego and then moving to Silicon Valley. == Career == === Google and transformer research === Polosukhin worked at Google and was part of the team associated with research on self-attention that culminated in the 2017 paper Attention Is All You Need, widely credited with introducing the transformer architecture used in modern large language models. === NEAR Protocol === After his work in machine learning, Polosukhin became a co-founder of NEAR Protocol and later associated with the NEAR Foundation ecosystem. In 2023, Polosukhin publicly argued that increasingly capable A.I. systems should be more transparent and user-controlled, and expressed skepticism that conventional regulation alone would solve problems created by closed, corporate models, warning about risks such as regulatory capture. He has promoted “user-owned AI” concepts that combine open approaches with decentralized infrastructure aligned with the blockchain technology. In 2024, Polosukhin downplayed scenarios of A.I. independently causing human extinction, arguing that conflicts are driven by people and that misuse of AI would reflect human intent and incentives. Later this year, Polosukhin said the NEAR Foundation would reduce its workforce by about 40%. == Publications == Noam Shazeer, Niki Parmar, Jakob Uszkoreit, Lukasz Kaiser, Illia Polosukhin; et al. (2017). "Attention Is All You Need". arXiv.{{cite journal}}: CS1 maint: multiple names: authors list (link)

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